missing iconic magic items and other items are just no fun anymore


Skills, Feats, Equipment & Spells


1 person marked this as a favorite.

Where is the ring of protection? Where is the amulet of natural armor? Where is the cloak of resistance?

Slippers of spider climbing was 4,800 gp now is 215 gp, 6th level and the usable time is way different. Why have the developers taken the fun out of magic items.

Liberty's Edge

1 person marked this as a favorite.

I'm guessing it is an effort to get away from EVERYONE having to get the same magic items because they are hands-down so good. Perhaps in the final version there will be magic items that are more unique and interesting than a Cloak of Resistance +1 or a Ring of Protection.

Re: the cost. Paizo has dramatically changed the pricing/economy. So 215 gp in 2nd edition is not the same as 215 gp in 1st edition.


4 people marked this as a favorite.

Never really considered the first three fun...more like mandatory. I don't miss them.

I'm fine with the change in price, I like silver standard. But I agree on the change in the Slipper's usable time being lame. A lot of magic items got these subtle nerfs which I'm not a fan of. Magic items already got hit with resonance, this feels like overdoing it.


Ring of Protection and Amulet of Natural Armor, folded into level to AC as part of making AC increase more naturally instead of being a staggered mess, not to mention making AC actually be higher than attack bonuses as late levels.

Cloak of Resistance, its effect has been added to magic armor.


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

We've been playing for several years with a homebrew approach to getting rid of cloak of resistance, amulet of natural armor, ring of protection, and the stat backers by instead having increases at particular levels. I love it. I'm not at all sure that increase at *every* level works for me, though.

The problem with adding cloak of resistance to magic armor is that now everyone has to wear armor or their saves lag behind expectations. I have heard of a lot of armored wizards, because armor seems almost essential. And no one in my group will play a monk.


2 people marked this as a favorite.

You mean, where are the + Items of Mandatory Game Math Correcting? The game's been fixed to where they're mechanically unnecessary. If anything, the game hasn't been fixed enough and we can do better by nixing the potency runes and adjusting the game math further to accommodate (or keep them, but only as an Accuracy/Defense property runes that's only ever +1).


Mary Yamato wrote:

We've been playing for several years with a homebrew approach to getting rid of cloak of resistance, amulet of natural armor, ring of protection, and the stat backers by instead having increases at particular levels. I love it. I'm not at all sure that increase at *every* level works for me, though.

The problem with adding cloak of resistance to magic armor is that now everyone has to wear armor or their saves lag behind expectations. I have heard of a lot of armored wizards, because armor seems almost essential. And no one in my group will play a monk.

FWIW that's what the Bracers of Armor are for. They're to provide those bonuses to unarmored characters. They're comparable to light armor at base, providing both AC and save boosts as magic armor with upgraded versions (If you keep Dex as a secondary or tertiary it does just fine) and at similar cost.


1 person marked this as a favorite.

I personally think there are some fun items. E.g. for me the skeleton key, dancing scarf, diadem of intellect, persona mask (I think I actually prefer the low level version to the high level version), possibility tome, choker of elocution (though I'll confess to being confused as to what the command activation does), anklets of alacrity, gloves of storing (although I will admit that they are uncommon), I like how the new Luck Blade is a Wish battery instead of containing a set number of one-use Wishes, etc.


1 person marked this as a favorite.
Tectorman wrote:
You mean, where are the + Items of Mandatory Game Math Correcting? The game's been fixed to where they're mechanically unnecessary. If anything, the game hasn't been fixed enough and we can do better by nixing the potency runes and adjusting the game math further to accommodate (or keep them, but only as an Accuracy/Defense property runes that's only ever +1).

FWIW, I don't think they're as mandatory as everyone else thinks they are, particularly the ring and amulet. Right now, I don't think any of my characters have an Amulet of Natural Armor. There are many more attractive alternatives out there, particularly the talisman options available in Occult Adventures.

Yes, Cloaks are more mandatory-ish, but even here, I've seen players not wear Cloaks of Resistance in order to use items such as a Cloak of Displacement


Elleth wrote:
I personally think there are some fun items. E.g. for me the skeleton key, dancing scarf, diadem of intellect, persona mask (I think I actually prefer the low level version to the high level version), possibility tome, choker of elocution (though I'll confess to being confused as to what the command activation does), anklets of alacrity, gloves of storing (although I will admit that they are uncommon), I like how the new Luck Blade is a Wish battery instead of containing a set number of one-use Wishes, etc.

Agreed, I've been building characters for my Red Flags party and there's a lot of fun options. And IDK what the Choker of Elocution activation is for either, I think something fell through the cracks there. XD

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Player Rules / Skills, Feats, Equipment & Spells / missing iconic magic items and other items are just no fun anymore All Messageboards

Want to post a reply? Sign in.
Recent threads in Skills, Feats, Equipment & Spells