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Talk:Races of War (3.5e Sourcebook)/Equipment

1,026 bytes added, 23:39, 6 August 2012
Just like to call BS
:Metal content? Why would you ever choose an armor based on metal content? When would that rule ever matter at all? Anyway, while the armors may be the weakest part of Races of War, your hyperbole is not helping your case. It meshes with 3.5 perfectly well -- if force has not been used in that way before, who the hell cares? [[User:Surgo|Surgo]] 22:05, 6 August 2012 (UTC)
 
::Ever heard of Druids? Prohibited from wearing metal armor. The spell Heat Metal might also be a reason to avoid it. We discussed the rest of this in chat, but I'll write a bit more for the benefit of others visiting this page. My prime complaint is that skills give abilities completely unrelated to their purpose. Diplomacy gives a deflection bonus, Move Silently gives poison immunity, and for 750gp and ranks in Survival, you can Wildshape like a druid. That leads me to my next point: nonmagical items granting magical abilities. That Wildshape is a good example. Wearing armor gives you a supernatural class ability? What? Even if the skill made sense, why do supernatural abilities come from relatively low skill levels? Finally, about that force, it's not that it hasn't been used that way, it's being changed into something else entirely, which would be fine as it's own variant rule (force is now a material for making armor), but as it stands, it just doesn't work.--[[User:Quey|Quey]] 23:39, 6 August 2012 (UTC)
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