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Well, why not lok at just what one adventurer could wear at any givem time, body part by body part:

On the head a given adventurer should be able to wear a headband underneath any of the other items (crowns, circlets, hats, helmets and phylacteries). I would imagine a phylactery to be akin to the Jewish Tefillin (http://en.wikipedia.org/wiki/Tefillin), thus disallowing one from wearing a phylactery while also wearing any additional head item other than a headband.

On the face it would seem that the current arrangement makes sense as it would be hard to wear a lens or goggles while also wearing a mask.

The only issue I have with neck slots are medals and and badges. Neither of these seem to make sense to be forced into the neck slot. To me they would seem to be better fitted into a single slot on armors. The should be no other overlap allowed here.

Shoulders make sense as is, and don't really need any updating.

The differentiation between body and torso slots makes sense, as does the overlap of effects.

Arms and hands should be seperated out, and in fact it would seem likely that they too should be able to have some overlap. If my shirt still helps me under my armor, why cant my gloves help me from under my gauntlets? Bracelets seem to me to call for a completely seperate slot from armbands or bracers, don't they?

Everything else seems fine as is.

So... what the hell am I getting at?
I would seperate out items by a second category in addition from their body slot: clothing, armor and jewelry. So:

Head:
Armor: helmet
Jewelry: phylactery, circlets and crowns
Clothing: hats* and headbands

Face
Armor: n/a
Jewelry: goggles, lenses, masks, spectacles, third eyes
Clothing: n/a

Throat
Armor: n/a
Jewelry: Amulets, broaches, medallions, necklaces, pendants, periapts, scarabs and torcs
Clothing: collars and scarfs

Shoulders
Armor: n/a
Jewelry: n/a
Clothing: capes, cloaks, mantles, shawls

Body
Armor: all armors
Jewelry: badges and medals
Clothing: robes

Torso
Armor: n/a
Jewelry: n/a
Clothing: shirts, vests, vestments and tunics

Arms
Armor: n/a
Jewelry: armbands
Clothing: bracers

Hands
Armor: gauntlets
Jewelry: bracelets
Clothing: gloves

Waist
Armor: n/a
Jewelry: n/a
Clothing: belts, girdles and sashes

Feets
Armor: n/a
Jewelry: n/a
Clothing: boots, sandals, shoes ans slippers


OK, so Im going through the process of porting my Eberron campaign to the PF:RPG system. In order to make sure all is well before I begin the PC converting process, I figured Id do some of my party NPCs. In carrying over their gear I have been stymied by the switches between the two systems.

For instance, our NPC cleric had previously been been able to simaltaneously take advantage of a Periapt of Wisdom, Cloak of Charisma and a Phylactery of Undead Truning. In the conversion, I have the option to put both Cha and Wis in the same item, albeit at a higher expense, but then I lose the phylactery...

Am I missing something? Is there a list or rule I have missed?


For the Warforged why not just declare that they must use the point buy system and give them an extra 4 points to spend? This would reflect the customized nature of the Warforged as they were created.


You could also choose to allow them to select one Exotic Weapon proficiency at DMs discretion