Re: Lore Assistance
Posted: Fri May 24, 2013 9:05 am
I always seek the other way around, Valefort! Never the simple ones, nay!
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
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The strength of magic per item location on the body decides what item effects the wearer. Unfortunately, NWN2 does not have the same number of locations as PnP but not that big of a deal. The point is that items with the stronger cumulative magical aura would create the effects of their magics on the wearer if there are multiple items on the same location of the body. So a pair of glasses of Lore +5 would stop giving its effect when the wearer pulls the hood over his head that has AC +3.Hoihe wrote:How exactly is the one magical item/kind rule work?
Can someone say wear.. 2 different magical vambraces/bracers and a magical glove, and only get the bonus from the strongest item, or do the magical items act like magnets with the same polarity, and repell the other magical item of the same kind?
I've been thinking about approaching item changing by saying they were already equipped, but were dormant/surpassed by the stronger one.
Gloves should always surpass a single vambrace, for 2 vs 1. Stronger magical effect would surpass the lower one.
So in Hoihe's case: TWF gloves > Intelligence bracers > Archer bracers
Remove gloves, int kicks in, remove int bracers, archery kicks in.
Or they don't work this way?
I personally found conflicting ideas on this matter. If anyone could tell me how they really work I'd be glad.
Unfortunately it does not. These 'magical auras' prevent you from putting on another magical item in that particular item 'slot.'Hoihe wrote:So, what I proposed makes perfect sense?
Now I just need to figure out what would have the strongest magical aura to play around with the equipping.![]()
WotC: Using Magic Items (Part Three) wrote:Wearing Magic Items
As noted in Parts One and Two, some magic items must be worn on the body before they can function. Most such items work only when they're worn on a specific part of the body (sometimes called an item "slot") as noted on page 214 of the Dungeon Master's Guide. For example, you cannot wear a magic cloak or shirt on your head and expect the item to work. That said, it pays to remember that the game includes item slots mostly as a matter of convenience. The item slot rules, for example, help you decide if it's possible to wear magic gloves under magic gauntlets (if the gauntlets are roomy enough, there's no reason you can't wear gloves under them, but in the D&D game, you can wear only one pair of the two pairs of items.
The item slot rules also serves to keep characters from becoming overpowered (by wearing 10 rings, for example) and gives players an important resource to manage.
It's worth noting that the item location rules in the Dungeon Master's Guide assume a humanoid body. Nonhumanoid bodies have the same set of 12 item locations noted in the Dungeon Master's Guide, though perhaps in slightly different forms. You can find examples in the Draconomicon and in Wild Life, Part Two.
It's also worth noting here that a campaign can get along without using item slots at all, provided that the DM carefully controls the wealth the PCs have. For most campaigns, the wealth guidelines on page 135 in the Dungeon Master's Guide will suffice. If you follow those guidelines and you're careful to make sure that no single character has significantly more wealth than the all the others, you don't need to worry too much about overpowered characters. Of course, you'll still face arguments over how many items a character can wear on one part of the body.
When your campaign uses the item slot rules (as most do) you always can carry more items than you can wear in a particular slot. If you wear more items in a slot than will fit, only the first one (or the first two, in the case of rings) that you put on functions. As a rule of thumb, it takes two move actions to switch around items that you wear -- one to shed a functioning item and put it away, and one to get out the replacement item and put it on. That assumes that you keep the replacement item in some handy location, such as a belt pouch, and that you store the original item somewhere equally handy. Note that you can just drop an item as a free action, but that's for things you hold in your hand. Most items you wear are made to stay in place once you don them and it takes a little fiddling to get them off. Armor and shields have their own rules for donning and shedding (see Chapter 7 in the Player's Handbook).
Montaron Alagondar wrote:*Sighs...*Unfortunately it does not. These 'magical auras' prevent you from putting on another magical item in that particular item 'slot.'Hoihe wrote:So, what I proposed makes perfect sense?
Now I just need to figure out what would have the strongest magical aura to play around with the equipping.![]()
I've taken the effort to find you these two quotes that should help you understand what works and what does not:
[quote="D&D Rules"]Magic Items On The Body
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.
- One headband, hat, helmet, or phylactery on the head
One pair of eye lenses or goggles on or over the eyes
One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
One vest, vestment, or shirt on the torso
One robe or suit of armor on the body (over a vest, vestment, or shirt)
One belt around the waist (over a robe or suit of armor)
One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
One pair of bracers or bracelets on the arms or wrists
One glove, pair of gloves, or pair of gauntlets on the hands
One ring on each hand (or two rings on one hand)
One pair of boots or shoes on the feet
Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.
[/quote]WotC: Using Magic Items (Part Three) wrote:Wearing Magic Items
As noted in Parts One and Two, some magic items must be worn on the body before they can function. Most such items work only when they're worn on a specific part of the body (sometimes called an item "slot") as noted on page 214 of the Dungeon Master's Guide. For example, you cannot wear a magic cloak or shirt on your head and expect the item to work. That said, it pays to remember that the game includes item slots mostly as a matter of convenience. The item slot rules, for example, help you decide if it's possible to wear magic gloves under magic gauntlets (if the gauntlets are roomy enough, there's no reason you can't wear gloves under them, but in the D&D game, you can wear only one pair of the two pairs of items.
The item slot rules also serves to keep characters from becoming overpowered (by wearing 10 rings, for example) and gives players an important resource to manage.
It's worth noting that the item location rules in the Dungeon Master's Guide assume a humanoid body. Nonhumanoid bodies have the same set of 12 item locations noted in the Dungeon Master's Guide, though perhaps in slightly different forms. You can find examples in the Draconomicon and in Wild Life, Part Two.
It's also worth noting here that a campaign can get along without using item slots at all, provided that the DM carefully controls the wealth the PCs have. For most campaigns, the wealth guidelines on page 135 in the Dungeon Master's Guide will suffice. If you follow those guidelines and you're careful to make sure that no single character has significantly more wealth than the all the others, you don't need to worry too much about overpowered characters. Of course, you'll still face arguments over how many items a character can wear on one part of the body.
When your campaign uses the item slot rules (as most do) you always can carry more items than you can wear in a particular slot. If you wear more items in a slot than will fit, only the first one (or the first two, in the case of rings) that you put on functions. As a rule of thumb, it takes two move actions to switch around items that you wear -- one to shed a functioning item and put it away, and one to get out the replacement item and put it on. That assumes that you keep the replacement item in some handy location, such as a belt pouch, and that you store the original item somewhere equally handy. Note that you can just drop an item as a free action, but that's for things you hold in your hand. Most items you wear are made to stay in place once you don them and it takes a little fiddling to get them off. Armor and shields have their own rules for donning and shedding (see Chapter 7 in the Player's Handbook).