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Talk:Book of Gears (3.5e Sourcebook)/Magic Items

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Favoring Edit

A potential problem with this is how heavily it favors casters. Let's take a look at two sample characters, a combat rogue, and a wizard. The combat rogue buys the essentials that a twf meleer; first he gets the Big Six, that is a Cloak of Resistance, an Amulet of Natural Armor, a Ring of Protection, Gloves of Dexterity, magic armor, and a magic weapon. In fact, because he uses two-weapon fighting, he'll need to invest two slots in magical weaponry. This leaves him one slot open for any other constant (non-activated) item he wants to use.
On the other hand, the wizard picks up a Cloak of Resistance and a Headband of Intellect--he doesn't really need anything else from the Big Six, since he's playing smart enough to never be targeted in melee, and can always buff himself out the wazoo with spells that stop people from attacking him. (Greater Mirror Image (or the regular variant), Displacement, Polymorph into a tiny creature, Greater Mage Armor, Shield + Abjurant Champion--you get the idea.) This leaves him 6 slots open, as opposed to the combat rogue's one.
Thus, this variant heavily favors casters, who are already considered to be close to the top tier of power. Thoughts? --Ghostwheel 09:53, September 14, 2009 (UTC)

One minor fix would be to count multiple magic weapons that are wielded as a single slot. I really don't see a problem with that. --Andrew Arnott (talk, email) 15:29, September 14, 2009 (UTC)
Magic armor and magic weapons should really be considered free slots by themselves, as they can have special abilities attached to them too. Surgo 15:34, September 14, 2009 (UTC)
Could someone who has a line to F &/or K suggest that it might favor casters as-is, and a change might be due? Or are the Tomes strictly set in stone? --Ghostwheel 06:02, September 20, 2009 (UTC)

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