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| Timlagor04-26-07, 03:43 PM | Does anyone have any advice on making decisions about Expansion Slots? I'm thinking particularly of my Artificer guy: there are just so many Spells and Items out there (MIC really doesn't help in that regard) and only the one expansion slot per level (and that's if I don't buy any PrCs or Feats!). I'm in the process of creating characters and having trouble making up my mind. PrCs are pretty much a case of 'This is the basis for my character' so they're not too hard: they just make everything else much harder. Feats are in a similar bracket: you don't get that many of them and at least some of your choices aren't going to need Unlocking. But the Spells and Equipment! There's whole books full of nice things! How has anyone else done it? I'd particularly like to hear from Artificers (if there are any) but any advice would be welcome. |
| quizboy05-04-07, 07:02 PM | I don't have much advice for you, but I _do_ have some. Check out the cool expansion cards that were available in previous Reward Card releases. There are some that open up feats, spells, and items for the cost of a single action point. (You can get these from your local RPGA group or ebay. There are some LG players who are looking for trades with old Eberron cards; I think someone posted about having some extra cards in this forum recently.) I had a player who took great advantage of these expansion cards in a game I ran at a local con. His sorcerer took the feat at 1st level that gave you more action points, and he used a bunch of them to unlock extra spells and such. It worked out pretty well. Another option would be to be sure to play all the adventures possible. Sometimes, the story objects open up new items, spells or rules. The unfortunate thing about this is that you don't know what you are going to get, so you can't tell if it will be useful for your character or not. From my experiences, I've had some characters that don't ever use expansion slots, and some that can't use them fast enough (mostly casters). Good luck, and I hope that helps. --Steven |
| Timlagor05-08-07, 09:48 AM | Thanks for the response! (I'd given up on getting one ;)) I've done some more thinking so I'll see if I can get a discussion going on some specifics. I have one of those Expansion cards (Aundarian Arcanist) but it requires and arcane caster level which is too much for my Artificer. Unfortunately I missed all the modules athat aren't available now. My Fighter types seem to mostly be Unlocking CW Feats Armbands of Might look well worth a slot -something nice in a slot I'm not likely to fill otherwise. ...I think looking at slots is the way to go: The following slots seem to have lots of good options already Open: Boots: Speed Flying Levitation Striding&Springing Armour: Loads (Arcanists may want Thistledown Padded later) Gloves: Dex Str ...but Fortunate Striking will appeal to many Cloak: Cha Resistance Displacement Spider Ring: Lots ..but there are a few really nice ones elsewhere too Vest: Resistance from CAr so you can use the Cloak for something else? (the only non-DMG item to be open in Living Greyhawk) Arms: Might for the Str-fighters. Weird Armour ones for the arcanists? -probably not worth it. ..so it seems that (on the item front) Expansion Slots are mostly best invested in Unslotted Items. Rogue types will definitely want the MIC things that let you SnAt Undead/Plants/Constructs Druids (if there are any) may well want Wilding Clasps MIC introduces 'skins' -any skin is better than none but do you take the cheap one or the good one you can't afford yet? (will you want to fill all 3 skin slots with multiples?) Augment Crystals are in much the same category: extremely nice little additions but can you justify an ESlot for them? -and if so which? Weapon Capsules: Retainer + Capsules is a fairly hefty investment but will save lots on the EV A few thoughts I had on Spells (unsorted) Lesser Vigor -rejected it on the grounds that CLW is close enough. Insignia of Healing - definitely worth it Resurgence: very nice Mass Resist Energy: there's a reason it got banned in LG! Mass Fly: breaks combats and trivialises obstacles Transposition (Benign/Baleful): extremely useful tactical spell and easily Quickened later I know I've missed plenty of favourite spells... Please respond if only to list what you spent your Slots on! (I know there are players out there) |