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Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 5:08 am
by Catharz
That buckler deal is probably best for archers. Nobody needs protection from ranged attacks like a ranged attacker.
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 8:00 am
by Brobdingnagian
So, we've all agreed the Magic Item Compendium is, in fact, crap.
...
Are we going to do anything about it, or what?
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 9:32 am
by Draco_Argentum
I plan to read the book of gears, does that count?
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 12:38 pm
by RandomCasualty
Guest (Unregistered) at [unixtime wrote:1176656852[/unixtime]]White Raven Tactics specifically is a power that both changes your initiative and lets you act again in the same round if the new initiative is lower. As far as i can tell, it doesn't change, errata, update, or clarify the existing initiative rules.
So nice try, but changing your initiative order many times in a round won't give you extra actions. Even using White Raven tactics with the Magic Item Compendium enhancements won't get you more than one extra set of actions per round.
Why is that? As far as I can tell you simply get to act whenever your round happens to come up. So if you had some way of juggling your init around, then you should be able to act more than once if you did it right.
Though on a side note I tend to agree with this interpretation.
Frank wrote:
Either that or the enhancements don't do anything at all - because they only affect your initiative check and that only gets made once, and is checked before you are wielding or not wielding your dagger since you're out of combat.
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 4:49 pm
by Cielingcat
Brobdingnagian at [unixtime wrote:1176710455[/unixtime]]So, we've all agreed the Magic Item Compendium is, in fact, crap.
...
Are we going to do anything about it, or what?
I have not bought it, and I do not plan to.
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 16, 2007 5:07 pm
by josephbt
That's why knowing your RPG book dealer is good stuff. I always read the book before (not)buying it. I recomend you all do the same. Just get friendly with the local RPG store.
Re: "Design & Development: Magic Item Compendium"
Posted: Tue Apr 17, 2007 4:10 am
by Catharz
Towards the end, the book all but says that stat boosters, natural AC, deflection AC, resistance saves, energy resistance, and armor bonuses should be part of the character rather than the equipment.
What it does say is that you should be able to add them to appropriately slotted items at no cost increase.
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 23, 2007 8:05 pm
by NineInchNall
What I want to know is how UMD works with runestaves. I'd imagine that it'd be under the "emulate class feature" clause, which would give our little Rogue infinite spells/day from a given runestaff.
Re: "Design & Development: Magic Item Compendium"
Posted: Mon Apr 23, 2007 9:31 pm
by Catharz
NineInchNall at [unixtime wrote:1177358722[/unixtime]]What I want to know is how UMD works with runestaves. I'd imagine that it'd be under the "emulate class feature" clause, which would give our little Rogue infinite spells/day from a given runestaff.
You mean 3/spell/staff?
Re: "Design & Development: Magic Item Compendium"
Posted: Tue Apr 24, 2007 2:54 pm
by AlphaNerd
I have no idea how runestaves actually work, but presumably the argument goes "each time you emulate a class feature, it resets" or something like that. But I really have no idea.
I mean, can you pass a runestaff to someone else and have them use 3/day if you've already used yours?
Re: "Design & Development: Magic Item Compendium"
Posted: Tue Apr 24, 2007 5:26 pm
by NineInchNall
Ah, I didn't see the 3/day/spell limitation. That's cool, then. They're just less expensive staves for the standard Warlock to make.