Humans have 10 fingers


Pathfinder Online

Goblin Squad Member

Juts want to put this out there.

And there's an average 1.5 inches of flexible real estate on each finger, half for the thumbs.

Also, Mr T.

Humans can wear a bracelet, and bracers.

Humans can wear rings under their handwraps.

Humans can wear anklets, and toe rings too.

Humans can wear layers of clothing(i.e. more than one shirt).

...

If you haven't figured it out yet. This is about character accessories, and the limiting factors that plague the current game base. Have adverse effects, make certain things cancel each-other out. But in the end. I should be able to have as much enchanted jewelry as Mr. T has regular jewelry. Even if my character dies when they look at the color purple, I want to be able to do it.

Goblin Squad Member

If it is the enchantments you are after:
it could be possible to balance the system so that e.g. the items in the "right hand" slot provide half their bonuses if there are 2, a third of their bonuses if there are 3 and so on. This is to keep the benefit of wearing items "capped" as some percentage of total maximum character power. The problem is if some items provide an "all or nothing" type bonus and not just an increase to a stat you already have.
I would say it's not worth the hassle to try to program a system like this into the game, to me the system of one magical effect per item slot is easy, elegant and functional.

If it is the cosmetics you are after:
It could be possible to select different looks of the same item when you craft it, a ring for example could look like just a ring or, if the crafter chooses another option, it could look like a whole bunch of rings on your character once you equip it (and the inventory icon would look like a pile of jewelry instead of one ring, the item description would read e.g. "rings of protection +1"). This would be pretty sweet according to me but goes in the "nice to have" feature list, to be implemented when the "must have" pile of features is emptied.

Shadow Lodge Goblin Squad Member

I believe the in-universe reasoning has something to do with the magical auras interfering with each other (like when you are about to receive a call on your cell phone and your computer speakers make funny noises). So, you can only have one magical item per item slot (which may correlate to something like spiritual foci on the body, like ley lines or chakra points or something).

Scarab Sages Goblin Squad Member

theStormWeaver wrote:
I believe the in-universe reasoning has something to do with the magical auras interfering with each other (like when you are about to receive a call on your cell phone and your computer speakers make funny noises). So, you can only have one magical item per item slot (which may correlate to something like spiritual foci on the body, like ley lines or chakra points or something).

I expect this to be the case in game too. The dev blogs have already used Magical interference as a rationale for limiting AoE attacks in PFO, there is no reason to not likewise limit items per slot, especially when they are trying to stay as close to the flavor and lore of Golarion as possible.

Liberty's Edge Goblin Squad Member

Oooh... shinies!

Even if we can only have one magic item per slot (right hand, left hand, neck, etc.), I'd LOVE to see some graphical options to make that one item appear to be multiples. Or to allow multiple non-magical items in addition to the one magical one.

Goblin Squad Member

That is the explanation in the TT game that having more than 1 ring per hand will counteract the energies and auras of each other. That is one of the reasons for the "hand of the magi" neckpiece, as it gives a 3rd "hand" to place a 3rd ring on for it's effects. I would expect, and actually prefer, that they keep with. The reason for this is it can be overpowering very quickly if left unchecked.

An similar example of this is in WOW before they nerfed alchemy. It used to be where you could stack all potions, as long as they were different buffs, but that lead to being extremely powerful through potion buffs. When BC first came out, I soloed a lvl 62 elite as a lvl 61 combat rogue that I struggled with because of the potions I was able to stack on myself. (I was an alchemist)

The point is, the limit is there for balance as some rings provide very strong beneficial effects, including cross class abilities, like a ring of spell-storing, which gives anyone the ability to cast a limited number of spells. Stacking that with ring of protection and ring of resistance, is already powerful. If you could stack more rings (for 10 fingers) try adding a ring of substance and ring of water breathing. And that is just one hand.

Side note, I really hope they keep the specific bonus stacking rules as they do effectively the same thing. Making sure separate bonuses stack, but not similar bonuses, except dodge (I think) which does continue to stack no matter the source.

Goblin Squad Member

Milo Goodfellow wrote:
Side note, I really hope they keep the specific bonus stacking rules as they do effectively the same thing. Making sure separate bonuses stack, but not similar bonuses, except dodge (I think) which does continue to stack no matter the source.

I totally agree. When I was rolling up a Paladin for a campaign with some of the other Seventh Veil folks, I really enjoyed diving into the rules and figuring out how this Sacred bonus stacked with that Morale bonus, etc. It was a lot of fun and was, along with the various Alternate Archetypes, a really good way to make me feel attached to my character.


Maybe a player should try this!

Goblin Squad Member

When I read the title, I though this was about hotkeys and the number of slotted abilities...

Anyway, three potential "in-versimillitude" (is that a word?) justifications for disallowing handfuls of magical rings.

1: bandwith and interference. The 'magic field' of one spell drowns, cancels or modulates that of the others. Best case you end up with the strongest spell only, worst case you get wild magic.

2: chakra points. There are only so many points where magic can affect the wearer. You can put on all the rings you want, but it is only the one that covers the right spot that has an effect.

3: induction. Magical rings on the same finger turns into the magic equivalent of an induction heater or induction plasma generator. Damage, wild magic, or simply broken rings may be the result. Bonus: with this logic, a mcGyver player could mounts two rings of protection on a wand of clw to get a wand of lightning bolt (or a wand of spectacular suicide).

Scarab Sages Goblin Squad Member

randomwalker wrote:

(or a wand of spectacular suicide).

That's called a Staff of Power. You can get the same results with different special effects by putting a bag of holding into a portable hole.

Goblin Squad Member

Valkenr wrote:

Juts want to put this out there.

And there's an average 1.5 inches of flexible real estate on each finger, half for the thumbs.

Also, Mr T.

Humans can wear a bracelet, and bracers.

Humans can wear rings under their handwraps.

Humans can wear anklets, and toe rings too.

Humans can wear layers of clothing(i.e. more than one shirt).

You could wear multiple rings per finger and get piercings all over your body too. That's irrelevant though, because it's not about how much pretty metal you can put in skin contact. Older editions of D&D didn't usually address this, but some DMs would pull out some sort of wild magic chart if they thought things were excessive*. D&D 3+ and Pathfinder have a limited number of magic item slots. Think of them like 'chakras' (except that in a fantasy world, they're real) which can absorb magical energy given off by a nearby object. You get two ring chakras, one for wrists (set), one for ankles (set), one for your throat, etc. If you overload a slot, only one item on that slot will work.

*Speaking of side effects from mixed magic, anyone remember the potion miscibility chart that could do weird things to you if you drank more than one in a short period of time?
Potion Overdose

Goblin Squad Member

Keovar wrote:
Think of them like 'chakras'... which can absorb magical energy given off by a nearby object. You get two ring chakras, one for wrists (set), one for ankles (set), one for your throat, etc.

I think that's actually a very good way to think of them.

Goblin Squad Member

Besides the mechanical problem of implementing a system that lets you wear any number of items while not inadvertently making it more powerful than standard, there is the problem of displaying all of this gear. Unless all of this is invisible to other players and they don't have to stare at your dozen rings, multiple shirts, bracelets, and so on, the system would have to graphically render all of this to the players screen. There might be ways to speed this up, but I believe it would easily limit the number of player characters on your screen and just make the development of the graphics system unnecessarily difficult.

Goblin Squad Member

If magical jewelry advantages are invisible, then there is little point to the developer's stated objective of displaying worn armor so that when it looks like you are wearing a tank top you will be as vulnerable as if you actually were wearing a tank top, rather than full tourney plate +3 with an adamantine tower shield of deflection that just cosmetically looks like a tank top.

I think the 'magical turbulence' feature should be the limiter on how buffed you can be by jewelry. In fact they could implement a whole range of balancing negative effects for having certain or excessive magic jewelry giving effects. Say, sorta like grounding yourself in an electrical storm. The disruption in reality caused by a ring of invisibility attracts fireballs. Or that Ring of Featherfall interferes with your reception of healing powers.

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