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 Post subject: Re: Magic Items discussion
PostPosted: Tue Dec 31, 2013 5:27 pm 
Noise Maker
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I've had some further thought, with particular reference to Straff and his magic items.

Straff has been battered by conversion three times, in effect. Once, we went from D&D to PF - not much changed. Then we went from PF to six20 v1.0 - and Straff's magic items got mucked about. Now we're changing the magic item rules, and Straff's weaker magic items are being further restricted.

I propose merging a couple of Straff's items, and re-jigging them in the process.
Spoiler! :
Since we first converted, and I've been working on the rules for magic items, we've been moving away from the idea that magic items can't be "always on" - but most of Straff's protection items have stayed as command word activated.
I plan that we take the Belt of Con +4 (always on) and the Bracers of Arcane Armour (Command word), and merge these into a Belt of Enhanced Form (+4 Con) and Arcane Shield (both effects always on).
We take the Cloak of Saving Grace (command word) and the pearl of counterspell (command word) and merge these into a Cloak of Saving Grace and Counterspell (saving grace always on, moderate counterspell as a 1/day immediate action).


Additionally, I propose that Casters get 1 more attuning slot than other classes (so that'll be 2 at 1st level, 3 at 3rd, and 4 at 5th). Caster are more able to handle magic.

Those changes still mean that Straff will have to swap items around depending an what he thinks he'll be up against - but that he'll be able to use most of the items he always had.
None of the other characters lost anything much from the attuning rule, so this levels the field as it stood before.

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 Post subject: Re: Magic Items discussion
PostPosted: Wed Jan 01, 2014 12:45 pm 
I think this is fair - it feels both mechanically and thematically appropriate that casters get to attune an extra magic item, with magicky types being simultaneously more dependent on and more generally knowledgeable about these objects.


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