In-game reasons for magic item 'slots' and limitations


Advice


Hi all, I have searched but not yet found. I've been thinking about a good way to explain "in-game" why magic item 'slots' exist. For example, why you can you only have two magic rings, or wear only one magic necklace? The need for such a mechanic is obvious from a rules perspective (otherwise rings, and other magic items that you could potentially wear a lot of, would have to cost monstrously huge amounts of money for balance reasons).

I've yet to come up with a really awesome reason in-game, and the rules are mum on the subject. I thought about interfering auras or something, but then how can you have two rings on the same hand? What do you guys use to explain slot restrictions?


LeDM wrote:
I thought about interfering auras or something, but then how can you have two rings on the same hand? What do you guys use to explain slot restrictions?

I was under the impression that you could only have two rings because the typical humanoid only has two hands. So, like, one ring slot per hand. IS that wrong?

Silver Crusade

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Intermingling magical auras. Too much magic on the body cancels each other out, so only the strongest aura applies. It's not in the rules as far as I know, but what I use.


Not sure why you need to explain the ineffable. Magic works that way. Maybe it's auras, maybe it's divine intervention... maybe it's just the perversity of magic itself...

It just works that way.


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Xzaral wrote:
Intermingling magical auras. Too much magic on the body cancels each other out, so only the strongest aura applies. It's not in the rules as far as I know, but what I use.

This is what I've always gone with. When you put too many actively functioning enchanted items too close together, their interference causes a disruption effect that causes one or more of them to cease functioning. This is also why it's harder (more expensive) to make slotless items or to stack several effects onto the same item - extra care must be taken to make sure that the multiple magical effects harmonize with each other. Think of magic items like oscillating slinky toys; when you move them too close together, they just kind of get tangled up. You could very carefully get them to oscillate at the same frequency and then move them together and they'd be fine, but it'd be much more difficult.


Quote:
I was under the impression that you could only have two rings because the typical humanoid only has two hands. So, like, one ring slot per hand. IS that wrong?

I think you can technically put both rings on one hand, as long as you're not using more than 2.


Pathfinder Adventure, Rulebook Subscriber

If you go to your 3.5E DMG, page 214, under the bullets it says "One Ring on each hand (or two rings on one hand)". PF CRB just says "up to two".

I have consulted both my 3E and 3.5E DMGs and neither give a particular reason for this rule (fluff). They do have almost identical language as the Pathfinder CRB though. I had always thought the "auras interfere" was core. If anyone has an older version of D&D that gives fluff for this rule, I would like to know were it comes from.

For a mechanics stand point 3E and 3.5E are almost identical to Pathfinder, except PF has 15 slots instead of 12.
PF separates out the slots for Helm and Headband, Body (robe or vestments) and Armor. PF also counts "shield" as a slot where as 3.5E does not.


I have a hard time with the 'conflicting auras'. It seems this kind of logic can get dangerous as I can imagine a situation where you would run into the problem in a completely "legal" situation (like a ring on your hand that also is wearing a magic gauntlet), or any number of situations in which spell effects can be 'stacked' in a geographically small area.


Again, why are you trying to explain magic item slots? Have you figured out yet how magic missile works? Fireball? Teleportation?

It's MAGIC. It just works that way. Why do you feel a need to explain magic slots when you can't explain how a magic missile works?


I tell players it has to do with the chakras. Each hand and foot, the crown (helmet or hat), third eye (tiara), throat (amulet), heart (shirt or armor), abdomen (belt), and genitals (pants) are what the slots are about, and the most powerful of any two items wins in control of the chakra.

I realize I have more slots than RAW, but no player in one of my games would ever have enough magic items to fill them.


Hey I like the chakras! Fantastic idea. As for the reason why... simple. Because only being able to wear two magic rings doesn't make any sense.

Magic missile makes sense, it's a force effect conjured by manipulating the invisible magical field that surrounds all things (like The Force or something). In general, the idea of a magical "force" or energy that can be tapped can explain most every magical effect in the game. However, for whatever reason, I've been having a hard time with the limit on 2 rings (especially given that both can be on the same hand!).


LeDM, I feel you on the ring thing. Some of my favorite characters, like The Mandarin for example, have two fistfuls of them.

The difference is that in any normal mythology, the protagonists are lucky to have even one ring between 1000 people. If the Mandarin lets Thor throw half of his rings into space, he cant just make more. The PF rule is for looks. It is to keep every wizard from bumbling around with 10 +1 rings of protection to go with their +1 comb and +1 grill. It would be real, real stupid looking.

Grand Lodge

There is no in game reason. Too often it is hand waved off ("it's magic" you can't explain it argument) but the plain reason is balance.

Yet even this gets shoved aside. Items like Hand of Glory exist because even designers know inside being limited to 2 rings stinks.

I personally like the level/4 rule for rings. Level 1-4 1 ring, 5-8 2 rings etc

Each person has to analyze why they agree with or disagree with magic item rules or magic in general. You do not have to know how exactly gravity, vision, digestion, or rainbows work for you to see they do. For some it is 'because it is in [insert book]'. For others it is because it was a rule from a previous edition or even ruleset.

I recall a 1e campaign I played in back in the military in the late 80's in which a very treasured item of the magic user was a Bracelet of Fingers. I contained a number of mummified finger 'charms' on it which could each use a magic ring. /shrug play what let's you have fun. Unless you are in a convention / tournament / PF Society group/ etc who cares or will know?


I explain it as a connection to various chakras. It was intoduced in a 3.5 splat book (the name of which i can't remember....). Chakra seems like a better/ more fluffy word than slot.

Ps the mandarin had a feat (or 3) that let's him use multiple rings.


I use the chakras explanation, too. I see this is an idea that is happened upon by many others. :)


In my group we did not think too much about it, but one of us had a theory about the intermingling magic auras could get dangerous. He however did not use the overpowering aura is the only one that works, but different auras could have dangerous results.

Like too many rings on one hand they could activate each other by clinking together too much, or cause weird effects, and though he has not been DM in a while, he made it clear that using different rings together might create beneficial effects. He has yet to explain what they might be, but the rings might combine their spells to create a more powerful effect or an entirely new effect.


3e D&D gave the impression it was a chakra thing. The body affinity item slot chart puts a limiter on what effect should be from which slot. So mental improvement or ranged attacks for headbands, etc. Even so much as increasing the price by 50% if it didn't follow that chart.

Rings being different are okay, it explains why they require higher training to craft (forge ring is 7th level). And it's not so much the position on the body, as it's the chakra the item is tied to for power. Amulets and broaches are the same slot, but can be placed quite differently on the body. It's more where they draw their power.

And if an item doesn't take a slot, it costs double. Needs an internal "chakra", or power source.

This is the fluff I would use for magic items.

Grand Lodge

Think of it as putting two magnets together. If they match, they stick, if they don't, they repel.

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