| Post/Author/DateTime | Post |
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| #1SorxoresDec 02, 2014 5:20:06 | those item that set your stat to a specific number (like the gauntlet of ogre power giving you 19 strenght if your strenght is lower then 19 no matter how low it is, so the sorcerer with 8 strenght goes to 19, the barbarian with 16 strenght get 19 strenght no matter what your strenght score is you get 19 strenght)
How would the amulet of Health (set your Constitution to 19) work with the Constitution drain ability of some undead. No matter how much Contitutition the vampire drain from the character, the character Constitution will be 19?
Same goes with those undead who drain your strenght, wisdom etc...
if you have a headband of intellect you are immune to Enfeeblemind? since enfeeblemind set your Intellect to 1 while the headband of intellect bring it back to 19, do you still suffer from being unable to cast spell? even if your intellect is back to 19? even the which one if more specific rule, there are both a temporary magical bonus (or penalty) (the headband is untill you remove the headband, the spell is untill the duration ends)
would it be simpler to have those item back to what they were in 3rd edition (+2max/+2/+4/+6/+8 bonus) +2max mean that you cannot go higher then 20. so the gauntlet of ogre power would be +2max, the belt of giant strenght 22 would be the +2, gaint strenght 24 would be +4 gaint belt 26 would be +6 and gaint belt 28 would be +8
At the same time this would prevent power gamer in Adventure League to reforge there character with 8 the stat where they got one of those item. At the moment, our barbarian got 8 strenght since he found the gauntlet of ogre power in the LMoP and his wisdom and Charisma went way up, specially since it's impossible to loose a magical item in Adventure League unless you willingly trade it (which he'll never do untill he find a belt of giant strenght higher then 19) |
| #2NoctaemDec 02, 2014 5:47:35 | If you have an item that sets STR to a specific amount and you get drained, your STR doesn't change. The item SETS your score to a specific number regardless of what it actually is. The drain would still work, you just wouldn't care until you took off the item. |
| #3AaronOfBarbariaDec 02, 2014 7:18:56 | um... what's constitution drain? I don't see that anywhere in the vampire's statblock, did I miss it somewhere?
Edit to add: As far as I can find (I've looked where I remember ability drain in 3.5, but not everywhere in the Monster Manual) only Shadows have any kind of effect on ability scores - and I'd go ahead and say the the target's actual strength score is reduced as the shadow's strength drain ability says, and the gauntlets of ogre power apply as they say they do. Thus the target will remain at a functional strength score of 19 up until the point that their actual strength score is reduced to 0 and they die.
Feeblemind is another case where this works: the actual charisma and intelligence scores can be reduced to 1, but are still 19 if the appropriate item is worn to make them so... but it is important to note that all of the can't communicate, can't cast spells and such effects of feeblemind aren't actually tied to the ability score reduction as the spell is worded in this edition.
You find me actual sources of ability damage/drain/reduction and I'll tell you how I see the rules handling them. |
| #4NoctaemDec 02, 2014 7:42:04 | I agree with everything Aaron posted. |
| #5colemcmDec 02, 2014 8:11:41 |
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| #6LongTimeLurkerDec 02, 2014 20:58:51 |
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| #7Mommy_was_an_OrcDec 03, 2014 8:25:54 |
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| #8CahPahkahDec 03, 2014 8:46:58 | This really feels like a non-issue to me.
Let's say you find Gauntlets of Ogre Power by level 4 (the last time you can rebuild in the AL). You started with a 15 Strength pre-racial (before you knew you were going to find the Gauntlets), and now you rebuild with an 8 starting Strength, so that your PowerGlove sets you to 19.
Under the point-buy system, you now have 9 extra points to spend. You could buy a 14 and a 10 in your dump stats. Or maybe get to a 16 in a relevant secondary stat.
So the item that you just jumped through a bunch of hoops to get yields you:
1.) +1 to hit and damge (via Str going from 16 to 19) 2.) +1-2 to one or two secondary ability modifiers 3.) You now have a magic item. Good luck finding another desirable one in AL play (when any other player who lacks an item gets priority).
Is it good? Sure. And its at its best when the item is found in the narrow level range where rebuilding is possible. But its hardly game-warping - in fact, its probably not even as good as a +1 weapon, when you factor in enemies with resistance to non-magical weapons. |
| #9Coredump00Dec 03, 2014 9:41:55 | I am completely against using the respec option like the barbarian did.... it feels like taking advantage of a 'favor' just to eek out a bit more munchkin....
OTOH, I really don't think it will have that much game effect.
I am also curious... LMoP and HotDQ have two *very* different levels of magic item availability.... I wonder which one will turn out to be the 'norm' going forward. (Expeditions seems closer to HotDQ....) |
| (Reply to #9)AaronOfBarbaria |
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