GM_Solspiral wrote:
Okay boys and girls it's time for another mini rant on game design. This time the topic is visuals...
-An item that has awesome effects but makes my character look like he's auditioning for the Village people will not beat out another item that has good mechanics and doesn't make me look like I'm going to cover Macho-Macho Man.
-A weapon that makes me squee because what I can do with it is Sooooo cool then it ruins itself with an extra power tied to a visual effect. This may well be enough to edge itself out of the top 32! The weapon is that nifty to that point.
-Another item on my keeper list would require many of my characters to stow the main item on a beast of burden or make me wear mule chords... Cool visual but come on you couldn't make that an amulet that grows into that or something. Would not even need to occupy the slot (see amulet of fireballs.) It leaves em with the visual of you're serious item being stowed on a mule, not cool.
-Another item is absolutely in my top 32 and it would force em to either invest in a hat of disguise or accept that my dour undead hunter Inquisitor concept is going to embrace cross dressing. Okay this one is less of a knock because I sort of love that idea, he's super serious about frill and lace dammit.
You getting me? I'm saying put some effort into not forcing my character to look like a jackass for wearing your gear. There's a reason most items in the books have somewhat neutral descriptions.
What, you didn't sign up to be a Pathfinder because you get to dress up in the strangest things you can find? OUT! We only accept people with appalling dress sense here!
Puts +2 underpants of smiting on head, takes out a Rubber Band Ball of Discomfort from the hot pink designer handbag of holding and hurls it at you using the +5 zombie blood runic filigree sling.