Talk:Simplified Items (3.5e Variant Rule)

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So...[edit]

Between level dependent bonuses and this, how's it any different from this? Why not just use that at this point? --Ghostwheel 21:43, 1 March 2011 (UTC)

Mine's a wizard-level take on the same. Basically, yours gives smaller numbers with more unequal growth among different stats, whereas mine doesn't. As far as this latest thing goes, it's more a clarification than an actual additional rule - it just felt tacked-on when written in with the modified level-dependent benefits. - MisterSinister 09:10, 2 March 2011 (UTC)

Ten Minutes?[edit]

"In order to change around which items are active requires ten minutes of magical incantations." Why does it take more time and effort to do this than it does to just set one down and pick another up, accomplishing the same result? --DanielDraco 12:45, 28 July 2011 (UTC)

Because that way, restrictions on continuous-item use become meaningful, whereas your suggestion makes them meaningless. - MisterSinister 18:28, 28 July 2011 (UTC)
That's not a suggestion, that's RAW. If you do that, none are ever inactive and you don't need to spend time changing which are active. --DanielDraco 22:24, 28 July 2011 (UTC)
I'm sorry, but ten minute switch time is rediculous. You should set up deactivation conditions for types of items or something, but forcing a fighter to call a ten minute time-out to trade his flaming weapon for a frost weapon is ridiculous.--Change=Chaos. Period. SC 23:57, 28 July 2011 (UTC)
(Edit Conflict, oh well) Man, it took me a couple read-overs of it, but I think I've got the understanding down. It doesn't matter if you pick your circlet of braininess out of your pack, grab a belt of toastiness out of a chest and put it on, or hope your demon buddy doesn't escape while waiting for dimensional shackles to kick in. Putting on any item that has a continuous effect takes 10 minutes to kick in. As for the sword thing, I think those count as non-continuous (I hope). Also, the part talking about " ...which isn't really what the source material is like..." is bothersome, as no actual source material is mentioned (and the flavor of any campaign is mutable anyways). Also also, why would you spend 350 gp on a magic item to give you just a +2 bonus on a skill when a masterwork skill tool costs 50 gp? --Ganteka Future 00:06, 29 July 2011 (UTC)
"Putting on any item that has a continuous effect takes 10 minutes to kick in." If that's the case, it should say that for clarity. Also, if that's the case...it shouldn't be the case. There's no reason for it. Make it take a full-round action -- equivalent to the action to remove one and equip another, for most items. --DanielDraco 00:11, 29 July 2011 (UTC)
What happens to handy haversacks? They are usually "worn" for easy access to items. Does using other items and then picking up a haversack mean you won't have stuff for 10 minutes? More important to me, Haversacks are nearly bar none a must-have item for all characters so it means I really have 5 slots rather than 6.
(EDIT: Also I happen to the agree with the superiority of just saying 'you have 6 active items, grabbing another doesn't work until you turn off a previous item, which is action not-10-bloody-minutes. It's simplier, and if you so wanted you could still wear your Xmas tree of items, thing is you've have to take, for example, 6 standard actions to swap it all out.)-- Eiji-kun 09:29, 6 August 2011 (UTC)