| Post/Author/DateTime | Post |
|---|---|
| #1archmage2kFeb 23, 2009 23:01:25 | How can a warforged character obtain component items in LFR? There are varied readings of the components rules in our group, and we're deadlocked on it. Can it simply declare that bought/found items are warforged, or must the items be specifically declared as component items in the adventure? What about non-magical items? I'm sure this is covered somewhere, but after a accumulating a few hours worth of searching I'm done looking. Please accept my apologies ahead of time. |
| #2chainlinkFeb 24, 2009 0:22:27 | The warforged article says, "Any item can become a component item or be found as one." I take that to mean you can choose for a found item to be a component just as you might choose for the Flaming Weapon +1 to be a longsword, dagger, etc. If that doesn't work for you, the next line says, "Your DM decides if an item he or she places in an adventure is a component item, and you can craft these items as normal." So have the guy running the adventure ok it and you should be fine. |
| #3kenobi65Feb 24, 2009 9:49:10 | If that doesn't work for you, the next line says, "Your DM decides if an item he or she places in an adventure is a component item, and you can craft these items as normal." So have the guy running the adventure ok it and you should be fine. Except that, in LFR, DMs aren't allowed to rule on "DM decides" issues like that. Your local DM isn't the person who's placing items in an LFR adventure; that's the responsibility of the writer and the campaign staff. |
| #4archmage2kFeb 24, 2009 20:53:21 | Except that, in LFR, DMs aren't allowed to rule on "DM decides" issues like that. Your local DM isn't the person who's placing items in an LFR adventure; that's the responsibility of the writer and the campaign staff. You guys have just summed up both sides of the argument we're having here. ![]() |
| #5_metz_Feb 24, 2009 21:03:56 | You guys have just summed up both sides of the argument we're having here. Except that by the CCG, Kenobi65 is correct. Anything that needs to be adjudicated on by the DM is not legal. Interesting argument or not. See page 2 of the CCG 1.8 Content Never Accessible: There are a few bits of D&D game material that are never considered accessible to players (even if content from the resource is allowed), as it is too difficult to evaluate the content’s use in RPGA campaigns. This includes the following game content: Your components fall into this category, by very definition. "Your DM decides if an item he or she places in an adventure is a component item" |
| #6archmage2kFeb 24, 2009 22:11:30 | I appreciate the replies. However, we're straying away from the original questions: a) How can a warforged character obtain component items in LFR? b) Can characters simply declare that bought/found items are warforged components, or must the items be specifically declared as component items in the adventure? c)How can a warforged character obtain non-magical components in LFR? Rules quotes aren't going to work. We've been throwing them back and forth for weeks now, and everybody reads them differently. We're all seasoned players, but our backgrounds have been colored by different things. Imagine Munchkin logic versus programming logic. We need something clear and succinct. Is there a better place to find it? I'll admit that I've been out of the loop since the end of LG, so I'm not even sure how to contact the head of the campaign. Thanks! |
| #7kenobi65Feb 24, 2009 22:32:15 | Found items (i.e., treasure bundles) are going to be problematic, for the reasons already discussed. But, you can buy (with gold pieces) any item from a legal rules source. So, there's no reason why you can't buy components. |
| #8ibixatFeb 25, 2009 1:38:43 | I'm of the opinion that a found item that is nonspecific can be a component if you choose. If you find a Magic weapon +3, you determine all parameters of the weapon, and since a component item has no associated costs I don't see it as being a problem. However the +1 frost maul you found is however specific and not possible. I'd consider implements that can be attached, to be components if the person picking it so chooses, just like masterwork armors with various choices can be chosen by the finder etc. |
| #9eljeffexFeb 25, 2009 11:01:28 | I also believe that any found item can be chosen as a component item as long as it isn't specific (like the frost maul or flameburst longbow.) Any purchased item that the player would use or wear should be able to be a component. There is no cost difference between a component and a regular item. Lastly, if someone does get an item that is not a component, because they either found or bought it that way when they first got it, can easily have the item changed to a component item. The rules say it just requires the same use of Enchant Magic Item that you use to re-size armor to make an item a component. Figure out if there's a cost on that and you have your price. Frankly, I've been playing a warforged in LFR since August and I have several attached and embedded components and have never once even had a DM raise an eyebrow let alone complain or try to reject my character, so I don't see what the fuss is. Some people are just too uptight. |
| #10chadleyFeb 25, 2009 15:58:19 | Found Item the widget you want, and then pay someone a relatively tiny amount of gold to Transfer Enchantment Ritual it to the componentized widget that you bought. It does cost a bit more gold than non-componentized options, but it ends the rules arguments pretty handily. |
| #11Jay_Ibero_911Feb 25, 2009 22:11:08 | Since any item can be made a component item at a cost of NOTHING with the enchant magic item ritual (the same as the cost to re-size armor) I don't see what the argument is really...since whether or not the item is a component at the time of find/purchase, it can be made a component at no cost afterward anyway... |
| #12clemFeb 26, 2009 14:24:52 | Since any item can be made a component item at a cost of NOTHING with the enchant magic item ritual (the same as the cost to re-size armor) I don't see what the argument is really...since whether or not the item is a component at the time of find/purchase, it can be made a component at no cost afterward anyway... Unless the character doesn't have the Ritual Caster feat, in which case they need to shell out for a ritual scroll at the market price. The character also has to be the same level or higher as the ritual. |
| #13Jay_Ibero_911Feb 27, 2009 22:31:03 | Unless the character doesn't have the Ritual Caster feat, in which case they need to shell out for a ritual scroll at the market price. The character also has to be the same level or higher as the ritual. Or just have someone else do it for them...or an NPC if the DM is willing, since availability of NPC's for ritual casting is up to DME...one of the regional admins on here suggested NPC casting at 120% of normal cost...but 120% of 0 is 0...so if the DM is cool with it, you can get as many of your item converted for free. I know I'd let anyone at my tables do it. |
| #14archmage2kFeb 28, 2009 10:10:00 | Word from RPGA Ask-a-Question. They said to treat component items like any other magical item. I'm not sure how official the response should be taken, but there you have it. I was sure to include that it was for LFR, too. |
| #15melikFeb 28, 2009 10:12:27 | So can you start a new character with them ? I.e my warforged barbarian had 3 torch bearing skulls implanted in his chest. |
| #16Dragon9Mar 01, 2009 11:37:07 | Or just have someone else do it for them... Another player can't do it. The RPGA rules state that a player cannot permanently alter another player's items. |
| #17Dragon9Mar 01, 2009 11:43:28 | So can you start a new character with them ? I.e my warforged barbarian had 3 torch bearing skulls implanted in his chest. No. components are magic items. You wouldn't be able to afford them with 100 gp starting gold. And while you can describe your PCs appearance however you want you can't give it any sort of mechanical advantage. |
| #18Jay_Ibero_911Mar 01, 2009 12:17:50 | No. components are magic items. You wouldn't be able to afford them with 100 gp starting gold. Components are not magic items in and of themselves. Magic items can be components, but nothing says you can't have mundane components. And since there is no price difference between a component item and a non-component, there's no reason a character couldn't have all their starting equipment be component items. |
| #19Dragon9Mar 01, 2009 18:27:02 | I stand corrected. However... there still aren't any torch bearing skulls listed anywhere as equipment. ![]() |
| #20mooninjaMar 01, 2009 20:04:41 | I stand corrected. However... there still aren't any torch bearing skulls listed anywhere as equipment. Torch bearing skulls, RP way of saying three holes in his chest where torches can go, and a metal skull face lock them into place. |
| #21Dragon9Mar 01, 2009 21:03:00 | I'm not denying that, but we don't get to make up our own equipment and items in LFR. If it isn't in a published player resource, then save it for a home game. |
| #22mooninjaMar 01, 2009 22:18:48 | No one is making up player made equipment. From Dragon 364. How is this making up my own equipment ? Light Source: You can have a slot in your body capable of holding a torch, sunrod, lantern, or other lighting device. Such an attached component provides light while leaving your hands free. |
| #23Dragon9Mar 03, 2009 17:40:52 | Well, that just goes to show you how much I pay attention to warforged! ![]() |
| #24songtellerMar 11, 2009 21:18:21 | What I'd like to know about is: can I have a docent? They are treated just like other components, except they're of higher level (so the magic item price goes up if you buy one, and maybe you can't use a found docent of resistance as early as a cloak of resistance) . . . but there's also a mention that docents are intelligent. Since characters can't own intelligent items, does this mean no docents in LFR ever? If so, I think that's pretty sad - and would love to see a cert in a module that would give access to a docent somehow. |
| #25kshaverMar 12, 2009 8:17:35 | Light Source: You can have a slot in your body capable of holding a torch, sunrod, lantern, or other lighting device. Such an attached component provides light while leaving your hands free. Note that the article allows a slot capable of holding a light source, not three. |
| #26melikMar 12, 2009 15:25:47 | Note that the article allows a slot capable of holding a light source, not three. Why would it matter ? 1 torch or 3 torches held by the same person don't do anything differently mechanically. I smell rules lawyering! |
| #27kshaverMar 12, 2009 17:08:30 | Why would it matter ? 1 torch or 3 torches held by the same person don't do anything differently mechanically. I smell rules lawyering! Well once you allow a single torch slot to be installed three times you open up the ability to install a wand in each arm, three times...and many many other rather naughty things would easily follow. |
| #28ibixatMar 13, 2009 3:26:46 | So what if you have 3 embedded wands? You can't use all 3 at once. |
| #29IstaranMar 13, 2009 3:56:14 | So what if you have 3 embedded wands? You can't use all 3 at once. It's probably not worth the money but there are a number of wands in AV that give at-will spells as encounter powers. Being able to have them embedded removes the two minor action cost to draw and sheathe them. More relevant would be 3 embedded rods, since to some degree their properties can be used at once, creating endless rules arguments over whether they break the game or don't work that way. As the arguments themselves break the game, returning us to the worst of 3.x, we would like to avoid them. |
| #30haferkaMar 13, 2009 8:45:55 | So what if you have 3 embedded wands? You can't use all 3 at once. well, if all 3 wands had a "Property:" you could still benifit from all 3 of those Properties, and use the enhancement & power from 1 of the 3 wands. |
| #31kshaverMar 13, 2009 9:36:23 | Why would it matter ? 1 torch or 3 torches held by the same person don't do anything differently mechanically. I smell rules lawyering! As a secondary argument to being able to use too many of other items I'm going to point out a direct advantage to using 3 torches, lanterns, sunrods, or other lighting devices simultaneously. Magical effects on those items. Its that simple, in 3.0/3.5 there were special/magical light sources, even the marginally usefull like the old LG safety torch. This trend for magical lighting devices is no different in 4E, there are already a few wondrous item lighting devices and the list will only get longer as the edition persists: Lamp of Discerning Enshrouding Candle Lantern of Revelation |