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Ten magic items for Paladins

Posted: Fri Aug 08, 2003 5:41 pm
by Tempus
This is how we decided to take the ten magic item rule. Yes we have more slots than DnD but we decided to stick with the ten anyway for a number of reasons.

One of which is PLAYERS set too much store by eq, so a paladin needs to make the effort to follow the rules. The holy symbol will not count towards the ten. An amulet of communication does count towards the total - it is a magical device which allows you to reach into the heads of others.

Second in DnD you get a full set of armour, and say it has an apply to improve ac by 2. It improves his over all ac by 2. On FK said paladin gets sleeves, armour, leg guards etc all with an ac improvement of 2. They add together to improve his ac by 8.

The point is for this ruling is game balance for TSR, try to keep within the vow of poverty for a paladin. Owning very expensive magical items does not fit with this ethos. However they must be well dressed so buying non magical good quality armour is what a paladin has to do. I think also relying too much on magic rather than your gods blessing to fight and protect yourself is another reason.

There will be no discussion on this topic.

Magic Item Limitation

Posted: Wed Aug 13, 2003 4:44 pm
by Andreas
Sorry to have to start a new topic on this same subject, but I have a few questions.

1. What about supplicated/faith items besides the holy symbol? Do these count against the paladin's magic item limitation?

2. Does a spell pouch count? Although technically the PC is just reaching into the pouch and the code takes care of these niceties, it seems that all spell pouches in the game are flagged magic items.

Posted: Wed Aug 13, 2003 4:51 pm
by Tempus
If an item shows as magical when 'detect magic' is used on it, then it counts towards the limit, even if you cannot discern why the item might be flagged magical in the first place. The only exception is the holy symbol.