"Weenie List" of Ubiquitous & Popular Magic Items

In my games, the Haversack still requires a move-equivalent action.

Logically, just because the item you seek is always on top of the haversack, doesn't mean it'll be quicker to retrieve than something at your belt, like a sword.

Same thing for potion belts.

It's not as if the magic of the bag speeds up the movement of your arms or anything.
 

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Azlan, may I provide some hard-won advice?

Before I do, welcome to the boards; this can be a great place to hang out.

You'll find that some people here are really interested in discussing D&D and the D20 system. Some folks have really cool and unusual ideas. Some folks are masters at answering questions clearly and concisely.

And some folks get a weird ego-thrill from insulting other people, staying just this side of the forum's rules, and watching other people get upset.

The sooner you learn to distinguish between the two groups, the happier you'll be. And when you can build up the willpower to ignore the latter group completely, then you'll really be able to make use of the forum. If you want, you can click on someone's profile (a button under one of their posts), and then click on a link that adds them to your "ignore" list. It's incredibly, pettily satisfying to do, and you'll never have to read their stuff and nonsense again.

So that my advice is positive: if you have rules questions, you can't go wrong listening to Caliban. Even when I disagree with him, I find his views to be insightful and well-considered. If he and I disagree, of course, I'm right. But generally, he's trustworthy :D.

Now, as to your point:
I don't think it's really fair to call these munchkin items. The characters in your world are fighting for their lives, and they live in a world in which good equipment can spell the difference between success and failure. If someone plays a character who DOESN'T look for life-saving equipment, then they're playing a very foolish character indeed.

If you were playing a modern-day spy game, you might expect the PCs to stock up on:
-fast cars
-easily concealed handguns
-sniper rifles
-body armor
-first-aid supplies.

The fact that most PCs would want most of this stuff doesn't make them munchkins; it makes them PCs with strong survival instincts.

I suspect that you may want to avoid the commodity-feel of some of these items ("Hey ma, while you're down at the grocery store, couldja pick me up a +1 ring of protection?") To do that, consider instituting some house rules:
-Every magic item in your world could be unique. One ring of protection+1 in the game I play in, for example, was created by a wizard for her lover; if the wearer ever commits an act of betrayal, something Very Bad occurs.
-Players who want to create items gotta give you an interesting description of what they're doing, including some fantastical ingredients they're using (Bones from a century-old salmon; bark from a bitterroot tree destroyed by lightning; cobwebs spun in a newborn infant's mouth) and a procedure for creating the item. This should give the player a much more personalized sense of whatever they create, and give the item more meaning.

Good luck, both with your game and with rising above the insults!
Daniel
 

Pielorinho said:
You'll find that some people here are really interested in discussing D&D and the D20 system. Some folks have really cool and unusual ideas. Some folks are masters at answering questions clearly and concisely.

And some folks get a weird ego-thrill from insulting other people, staying just this side of the forum's rules, and watching other people get upset.

Magus_Jerel is back, by the way. Let the carnival commence. :p

I suspect that you may want to avoid the commodity-feel of some of these items ("Hey ma, while you're down at the grocery store, couldja pick me up a +1 ring of protection?") To do that, consider instituting some house rules:

I might also mention here that the "nemuranai" rules/backstory in Magic of Rokugan are EXCELLENT for getting out of this "ho hum, another +1 sword" rut. In fact, I was using something like this even before I'd seen the book.
 

I goofed

Azlan said:


Just because I overlooked one technicality about building magic weapons, you say I have clearly demonstrated that I do not understand the d20 system?! :(

Cripes. You people are too much.

Well, Acmite, your sentence has errors in wording and punctuation; minor errors, yes, but significant ones. (In my book, at least.) You have clearly demonstrated that you do not understand the english language. And since this is an english-speaking forum, I totally disqualify your viewpoint. ;)

Sigh. I'm sorry. My comments came off way more harsh than I intended. I get frustrated when I hear repeated complaints about "flaws" in the d20 system, especially supposed threats to balance, based on erroneous information or assumptions. I saw one error here, and like a spaz I jumped down your throat.

Sorry.

Normally I'm an easy going guy--I don't know what prompted me to respond the way I did (although watching Caliban get attacked in another thread got my blood boiling, so that might be the source).

I'll take your ;) at face value and move on.

The advantages of having a Ring of Jumping and Boots of S&S stack in my opinion pose absolutely no threat to game balance. The jump ability is not inherently powerful (although a creative character could find some way to take extraordinary advantage of it, I suppose), nor is it particularly versatile. Certainly not as versatile as Flying.

So far, I've found that the only "Must have" item is a Heward's Handy Haversack for two reasons: 1. It only weighs 5 pounds, which makes it a much more attractive item to characters of low strength than a Bag of Holding. 2. The Errata. A free action? Who wouldn't want this?! BTW, the way I deal with it (as does my current DM) is that it does NOT grant free quick draw. A weapon must be properly "equipped" to be used properly--the Haversack allows you to place the item in your hand as a free action, but you still require a MEA (or you can combine it with a MEA if you have a BAB of +1 or greater) to "arm" the weapon. This greatly decreases the "munchkin" factor commonly associated with the Haversack post-errata.
 

ok - as far as the haversack...

even WITH the errata - this should be a mea. Retrieving an item stowed in the pouch part of (and not strapped unto) the backpack itself is - at LEAST - a full round action.

The item does NOT give you the quickdraw feat. Gloves of Storing... are bad enough - but at least you can only do it with one item...

+40 to Jump checks is not overpowering at all. In fact, it's outdated the day the wizard hits 5th level. The cost for that is about in line at 8,000gp, even with the increased jumping capability because of the extra movement and the extra movement itself. (6000 for Boots of SS and 2000 for the R of Jumping)

actually - the magic item equivalent of this supposed stacking is irrelevant once you acquire wings of flying - at 22,000 gp due to errata.

Note - since this gives you a fly speed ... the damm thing is enhanced by those blasted boots.

With boots your "fly move" is a sickening 180 feet per mea - 360 feet for a double move action - and a whopping 720 feet for a dive/full charge. The boots of S&S are BAAAAD news.

That wizzie better have some long range tactical spells prepared - as you can be in melee combat with a charge action (boots or otherwise) without having to spend a round inside the 20th level wizzie's medium range "kill zone" of 300 feet

And this is why firebal is "Range: Long"

When faced with the 720 foot charge... a wizard has to be above 8th level to smack you with his tactical long range spells. His magic items (namely wands of fireballing or enveneration) might not be of that caliber.

Now - if EVERY fight you have occurs at a fairly "close" range (inside 120 feet or so) this little fact becomes less relevant. When you are fighting at sea - or airborne... or even in the open field... or just about anywhere BUT a dungeon... range matters.


In fact, it could be +100 to jump checks and I wouldn't care. Not a lot of mobility while jumping...

yep - they have to be on the friggin ground at the end of each jump, they have to jump in a fairly predictable "curve" - and jumping around when the ceiling is only oh... 10 to 20 feet high (most dungeons) can be hazardous to one's cranial health :)

Not to mention that wings of flying take 0 item slots - whereas the boots take 1 slot, and the ring of jumping takes another.

Now - do you want some cheeze to go with that whine folks?
 

Azlan said:


Why? Because that's when a wizard gets his first 3rd spell, and thus he can pick Fly?

What about the fact that the the boots and ring can be used an unlimited number of times per day, whereas the wizard has to expend a 3rd level spell every time he wishes to fly?

And what if the wearer isn't even a wizard?


Well, I mean if your games never have wizards casting fly on other people, and the caster level isn't 5 at 5th level so it lasts for 50 min., and fly doesn't grant 90ft. movement you can spend however you darn well please, and you didn't give that wizard the 8,000 gp to buy or make other stuff with, and you don't have any arcane spellcasters in your campaign who use scrolls, potions or wands, and nobody can buy these items, and nobody creates items, and 8,000 gp won't buy you boots of speed or levitation, or be well on your way to getting winged boots or wings of flying, and none of your enemies fly, and jumping extremely long distances is always of extreme strategic importance...

...well, if all of this is true, then I guess you have a point.

Man, +40 to Jump checks is just plain munchkin. I mean, how will dragons and the tarrasque survive? Jeez, monks must be the most powerful class with both leap of the clouds AND a high movement. Better call WotC right now and tell them the game is broken... ;)
 


small question

if I want an enchanted mithril shirt (with the shadow enchantment) Would the cost be 2100 gp ? (shirt + enchantment[+1]) or 5100 gp ? (shirt + enchantment [+2])?

laiyna
 

laiyna said:
small question

if I want an enchanted mithril shirt (with the shadow enchantment) Would the cost be 2100 gp ? (shirt + enchantment[+1]) or 5100 gp ? (shirt + enchantment [+2])?

laiyna

As always, if you want to enchant a weapon/armor/shield with a special ability it has to a magic item first, ie it has to be at least +1.

So the price would be 5100 gp.
 

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