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  1. #1
    Community Member Rog's Avatar
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    Wink ring slots/cure crit pots

    All toons on ddo have more than one fingue on there hands. It goes to figue that they might be capable of wearing more than one ring on each hand if the doomdayers are right and the game going to the pot might as well let us have say 2 rings on each hand. And while am at it Please bring in cure crit pots it takes me a 100 pots as it is now to get my barb health up and most clerics hate a barb that not drinking his own heal pots.
    Is anyone feeling me on this?
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  2. #2
    Founder Riggs's Avatar
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    yes to cure critical potions

    ..and potions are overly expensive as they go up in level. 90 platinum for one cure serious potion?

  3. #3
    Community Member BlueLightBandit's Avatar
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    Quote Originally Posted by Riggs View Post
    yes to cure critical potions

    ..and potions are overly expensive as they go up in level. 90 platinum for one cure serious potion?
    DnD rules say that potions cannot be created using spells above level 3.

    That being said, the fact that someone can buy thousands of cure <anything> pots probably aggravates the devs. They nerfed firewall, ck and dd scrolls for that very reason.

    Cure critical pots while nice, either SHOULD be extremely expensive, or at least only drop from chests like cure critical wands. Other than that, they shouldn't exist at all.
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  4. #4
    Community Member DemonMage's Avatar
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    Quote Originally Posted by Rog View Post
    All toons on ddo have more than one fingue on there hands. It goes to figue that they might be capable of wearing more than one ring on each hand if the doomdayers are right and the game going to the pot might as well let us have say 2 rings on each hand.
    Believe the PHB or the DMG explains this as the magic interacts funny or cancels each other out when in close proximity like having more than one magic ring per hand.
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  5. #5
    Community Member Ringlord's Avatar
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    No Cure potions should ever be removed from the game until they allow resting and recovery of HP in a dungeon or other instance as well as bring mob HP down to where it should be. Having 100+ potions of cure whatever is not the same thing as 100+ scrolls of Cloud Kill or Fire Wall which people were using to Easy Button their way through quests.

    Wands are the much better way to go for healing in dungeons, but since not every class can use wands and someone should not be forced to take a level in a class they may not want to play just to be able to use wands so potions are needed. As soon as they create NPC clerics you can hire to come along on quests and give the cleric more SP than Sorcerers then I will support removing some potions

  6. #6
    Community Member Riorik's Avatar
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    Isn't there a feat that allows you to wear more than one ring?
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  7. #7
    Founder Creadance's Avatar
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    Quote Originally Posted by Riorik View Post
    Isn't there a feat that allows you to wear more than one ring?
    Yes but it is an epic level feat (min level 21).
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  8. #8
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    Cure critical pots would be nice...But with dwarves having 350-500 hp I"m thinking heal pots might be nicer...
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  9. #9
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    Quote Originally Posted by DemonMage View Post
    Believe the PHB or the DMG explains this as the magic interacts funny or cancels each other out when in close proximity like having more than one magic ring per hand.
    Aye, only being able to use 2 magical rings has been a staple rule in D&D for a long long time. That does not account for DM's that altered rules on occasion of course, but the core rule on only 2 being usable at once has been around for as long as I can remember. I used to question that and make fun of it as well in some PnP sessions, but the rules and what is in quotes above has always been the response I recieved from many DMs over the years. Personally, I dont think that rule should change.

    On a side note...all fleshie races available would have 10 fingers to use for rings, but WF would only have 6...wouldnt be too fair there...haha

  10. #10
    Founder Aesop's Avatar
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    Quote Originally Posted by Riorik View Post
    Isn't there a feat that allows you to wear more than one ring?
    Extra Rings is a Feat out of the Eberron CS it has a Prerequisite of Forge Ring

    other than that there is an Epic level Feat that allows more Items


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  11. #11
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    yay for cure serious pots = pots must scale to match our HP needs, much like the clerics spells are slowly scaling (but still being outpaced)

    Nay for >2 rings = I dont thing we should be prepared for everything that may happen to us. besides u can switch rings if u need to. having them all on just means u wade thru battle without fear...knowing almost nothing can hurt you.

  12. #12
    Community Member OKCRandy1's Avatar
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    Quote Originally Posted by Aesop View Post
    Extra Rings is a Feat out of the Eberron CS it has a Prerequisite of Forge Ring

    other than that there is an Epic level Feat that allows more Items


    Aesop
    It's always cool when people post who know source information. /thanks

    As to the Cure Critical and Heal pots, I have to agree that it would be a good add to the game given the tremenduous HP our characters can achieve. I don't see it creating a terrible game imbalance. Most healing of that kind is done between battles and not during combat. I enjoy being self sufficient telling the Cleric "Combat healing only please, I'll top off in between battles".
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  13. #13
    Founder Vi'Aed's Avatar
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    Sigh...

    No on both. Characters with an obscenely high level of HP should feel the burden of having an obscenely high level of HP. They have assumed an "advantage" of more HP. They need to deal with the disadvantage that brings. Unfortunately most of the disadvantages to that build fall on other party members.

    And no. 2 rings. Only two rings. Allowing more items to be used inflates a characters power unless there is a trade off. Power inflation is what kills an MMO.
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  14. #14
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    Default strongly disagree

    Quote Originally Posted by OKCRandy1 View Post
    As to the Cure Critical and Heal pots, I have to agree that it would be a good add to the game given the tremenduous HP our characters can achieve. I don't see it creating a terrible game imbalance. Most healing of that kind is done between battles and not during combat. I enjoy being self sufficient telling the Cleric "Combat healing only please, I'll top off in between battles".
    I'd have to disagree with higher level healing potions, and yes I do play melee characters.

    The inclusion of higher healing consumables would further unbalance the game, to the point where I could see melee types running all the content solo with a stack of 99 Heal potions on their belt. (incidentally, conjure up a visual of someone covered in 99 potion bottles...) Consumables have already contributed towards this game spiraling into the ludicrous, and I suspect they're part of why mob members have thousands of HP.

    I blasted a water works kobold on elite yesterday (not a named guy, a run-of-the-mill kobold) with a 10d6 ball lightning that had enhancements and greater potency boosting it. It didn't save. It lived through it. That's already just so incredibly wrong. If melee characters could insta-heal themselves for 150+ HP per guzzle, monsters would need another big buff (maybe pots of their own? limitless Heal pots on monsters scares the stuffing out of me) or they'd be unable to take down one tanking melee, let alone a party of them.

  15. #15
    Community Member Ithrani's Avatar
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    Default And yet again

    We have a thread that has an OP with no knowledge of PnP rules. Read a book, move along.
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  16. #16
    Community Member Dragonhyde's Avatar
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    Quote Originally Posted by Ithrani View Post
    We have a thread that has an OP with no knowledge of PnP rules. Read a book, move along.
    And of course PNP rules are meant to be static and never change

    I don't think buying cure crit pots is a good idea at least not until I can get a freaking mana pot out of a crate like all the other pots. But I figure the main reason you do not see them is that would make it too easy at high level.

    As for the ring i agree there needs to be a limit on the amount you wear whats the fun of running around in godmode all the time.
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  17. #17
    Community Member Soul-Shaker's Avatar
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    No on both here as well. Rings and heal/cure crit pots rules are as per pnp. I dont mind finding cure crit pots, but they shouldnt be bought. And heal pots should never exist because this would create such an imbalance in the game that we wouldnt need a clr and everyone would be running around as a 500+ hp barb. This would also break the AC need vs HP buffers.
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  18. #18
    Community Member Ithrani's Avatar
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    Default Cure Critical Pots?

    What are you all talking about, they do not exist. There is not potions over 3rd level of spells. Somehow my players in my PnP group ended up with cure critical pots in there backpack and I flipped, either they didn't hear me right and did not even think to themselves (Potion, 4th level spell, does not compute) Or some dope who wrote the module I was running actually put them in there and as reading off loot I did not think (Potion, 4th level spell, does not compute) which I find that the module writers especially for the 3.0 stuff that came out in 2000-2002 were complete dopes. Bruce Cordell who wrote Bastion of Unborn Souls loves Blink, so much so that he makes about 5 NPC enemies use it as a buff. But he also mentions that the ethereal plane was not coterminious with the plane of existence these enemies are using blink on. If anyone knows the rules of blink I think you realize how foolish this makes Bruce look as a writer of PnP modules. My point is silly mistakes happen in peoples mind, but once you realize the mistake, don't back pedal trying to fix it, just say opps and move on. Anyone trying to justify that cure crit potions or two rings on a hand is not interested in the hard work the makers of PnP rules put into balance. And yes PnP rules are pretty much static, the Heavy Fort vs Vorpal question put to rest any idea that they are not static. Even the Sage had to say, "oh wait, I messed up, we are not changing the way magical effects on crits work just to make my mistaken answer correct, I am changing my answer to what it should be." Though I did defend the Sages first answer cause one can find justification for Fort vs Vorp, but it means bending rules not shattering them.
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  19. #19
    Community Member JD2134's Avatar
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    D&D rules for items that a toon can wear

    MAGIC ITEMS ON THE BODY
    Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.

    A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.

    One headband, hat, helmet, or phylactery on the head
    One pair of eye lenses or goggles on or over the eyes
    One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
    One vest, vestment, or shirt on the torso
    One robe or suit of armor on the body (over a vest, vestment, or shirt)
    One belt around the waist (over a robe or suit of armor)
    One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
    One pair of bracers or bracelets on the arms or wrists
    One glove, pair of gloves, or pair of gauntlets on the hands
    One ring on each hand (or two rings on one hand)
    One pair of boots or shoes on the feet
    Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.

    Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.

    Thus the devs should give us shirts to wear

  20. #20
    Community Member Twerpp's Avatar
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    Hell yeah! Lets put ten rings on baby! And make Rings of Greater False Life stack! And while we're on topic let talk about magical ear rings, 10 toe rings and belly-button rings! Cap it off at 30 rings though cmon lets be reasonable people.

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