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Vest of Resistance - am I crazy?
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<blockquote data-quote="Wyvernhand" data-source="post: 5626206" data-attributes="member: 97681"><p>Just because you can treat the symptom doesn't mean the problem doesn't exist.</p><p> </p><p>And allowing a player to have both +Con and +NA on a necklace is HARDLY counts as "powergame their magic items to get everything they want to maximize their characters while eliminating all of those characters' weaknesses to make them virtually invincible against anything of regular CR for their level".</p><p> </p><p>All thats doing is forcing the player to cover their bases while ignoring cool, yet less vital treasure. Oh, look, a set of bracers that give you strike an extra time in a round, 3/day, similar to haste. Oh wait...you can't wear em, since you have to wear your Bracers of Armor so that you don't DIE.</p><p> </p><p>MIC, next to ToB, is one of the best things to happen to D&D. It, all of it, from the cheaper charges/day magic trinkets to the body slot affinity rules, make the game a lot more interesting. They don't increase power dramatically, but what they do is increase options, which makes combat more interesting. Always having to get +x Belt of Ogre Power because its the "best in slot" item is BORING. Being able to cover your +Str and still get something interesting, something active? Thats good. The upper limit of what you CAN do is still capped by how close your DM holds to WBL (which isn't obligatory for the players, but rather simply a useful metric for determining party power compared to the CR system), MIC just gives you more options.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 5626206, member: 97681"] Just because you can treat the symptom doesn't mean the problem doesn't exist. And allowing a player to have both +Con and +NA on a necklace is HARDLY counts as "powergame their magic items to get everything they want to maximize their characters while eliminating all of those characters' weaknesses to make them virtually invincible against anything of regular CR for their level". All thats doing is forcing the player to cover their bases while ignoring cool, yet less vital treasure. Oh, look, a set of bracers that give you strike an extra time in a round, 3/day, similar to haste. Oh wait...you can't wear em, since you have to wear your Bracers of Armor so that you don't DIE. MIC, next to ToB, is one of the best things to happen to D&D. It, all of it, from the cheaper charges/day magic trinkets to the body slot affinity rules, make the game a lot more interesting. They don't increase power dramatically, but what they do is increase options, which makes combat more interesting. Always having to get +x Belt of Ogre Power because its the "best in slot" item is BORING. Being able to cover your +Str and still get something interesting, something active? Thats good. The upper limit of what you CAN do is still capped by how close your DM holds to WBL (which isn't obligatory for the players, but rather simply a useful metric for determining party power compared to the CR system), MIC just gives you more options. [/QUOTE]
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Vest of Resistance - am I crazy?
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