Zaq
2010-07-04, 03:28 AM
So, I had a thought. There's a lot of (often justified) complaining about the fact that in 3.5 (especially at higher levels), if you're not some variety of caster, you basically become a coatrack for your magical bling. This is, for good or for ill, a very real part of the 3.5 system.
That said, I think that there's a way to approach this that might actually make it into a good thing, or at least into a not-terrible thing. The default assumption in 3.5 is that combat is a very heavy part of the game. While it's entirely possible to run a deep political intrigue-based campaign, or a very sneaky campaign in which combat only happens if you fail and get caught, or whatever, 3.5 is not, by default, especially suited for these things. It's assumed that you're going to be fighting things on a fairly regular basis, and a character that can't contribute in combat had better have a damn good reason for staying in the party.
Both of these are just basic facts about the 3.5 system. I'm not saying that they're automatically good, and a lot of people have many justified complaints about one aspect or another that I've mentioned. But what if we played the two off of each other?
I think that it's possible for a character to exist who contributes to combat almost solely through his or her items. I believe that it would be worthwhile to have a discussion about (and maybe even compile a list of) items like this which can make a character's standard actions worthwhile, pretty much no matter what. Why is this a good thing? Basically, this could, when handled with finesse, take some of the pressure off of a character who wants to de-emphasize what they do in combat. Your archetypical skillmonkey, for example, who cares more about what happens outside of combat than what happens in it... or anyone else who wants the opportunity to focus more on what happens outside of combat but still contribute after initiative is rolled. We embrace the fact that your items often define what you're capable of, and let the items do the fighting, while the character can shine in other ways. A low-level example would be a rogue focused on social skills and other out-of-combat tricks who uses caltrops and alchemist's fire to contribute in combat. Could anyone at all do that? Sure, pretty much, but the point is that the character is at least doing something, letting them spend more of their resources on what they really want to do. This only increases in intensity as magic becomes more freely available.
So, at the simplest level, I'm seeing a division between items that require UMD and items that anyone can use. UMD is a fantastic skill (it's been said that it's not really a skill so much as a full class feature in disguise), but there's more to what I'm talking about here than just a basket full of scrolls or a really nice staff.
I'll get the ball rolling.
-There are a few minimal-effort-required items that create summon-like effects, such as MIC's Amber Amulet of Vermin or the DMG's Bag of Tricks (especially the higher-level ones). The Amber Amulet can be available as early as level 2 or 3, though a good Bag of Tricks probably will have to wait until somewhat later.
-The Rod of Viscid Globs, from MIC, is great for anyone who could use a little ranged battlefield control in their lives, especially given that it's a splash effect. A DC 15 Reflex save isn't that hard to make, but as any Dragonfire Adept will tell you, spreading an Entangle effect around your enemies is definitely worth considering.
-At a much higher level (due to its price tag), the Ring of Telekinesis (from the DMG) can be used very well by a player with some creativity. The caster level isn't that great, but still, telekinesis at-will is a pretty decent effect.
I repeat, yes, pretty much anyone can use these things, which is the point. They work more or less regardless of the character. Also, UMD is a great skill, but it should not be assumed. That said, what else do you like to use? What are some items that can contribute in combat even if their owner usually cannot, and why do you like them?
That said, I think that there's a way to approach this that might actually make it into a good thing, or at least into a not-terrible thing. The default assumption in 3.5 is that combat is a very heavy part of the game. While it's entirely possible to run a deep political intrigue-based campaign, or a very sneaky campaign in which combat only happens if you fail and get caught, or whatever, 3.5 is not, by default, especially suited for these things. It's assumed that you're going to be fighting things on a fairly regular basis, and a character that can't contribute in combat had better have a damn good reason for staying in the party.
Both of these are just basic facts about the 3.5 system. I'm not saying that they're automatically good, and a lot of people have many justified complaints about one aspect or another that I've mentioned. But what if we played the two off of each other?
I think that it's possible for a character to exist who contributes to combat almost solely through his or her items. I believe that it would be worthwhile to have a discussion about (and maybe even compile a list of) items like this which can make a character's standard actions worthwhile, pretty much no matter what. Why is this a good thing? Basically, this could, when handled with finesse, take some of the pressure off of a character who wants to de-emphasize what they do in combat. Your archetypical skillmonkey, for example, who cares more about what happens outside of combat than what happens in it... or anyone else who wants the opportunity to focus more on what happens outside of combat but still contribute after initiative is rolled. We embrace the fact that your items often define what you're capable of, and let the items do the fighting, while the character can shine in other ways. A low-level example would be a rogue focused on social skills and other out-of-combat tricks who uses caltrops and alchemist's fire to contribute in combat. Could anyone at all do that? Sure, pretty much, but the point is that the character is at least doing something, letting them spend more of their resources on what they really want to do. This only increases in intensity as magic becomes more freely available.
So, at the simplest level, I'm seeing a division between items that require UMD and items that anyone can use. UMD is a fantastic skill (it's been said that it's not really a skill so much as a full class feature in disguise), but there's more to what I'm talking about here than just a basket full of scrolls or a really nice staff.
I'll get the ball rolling.
-There are a few minimal-effort-required items that create summon-like effects, such as MIC's Amber Amulet of Vermin or the DMG's Bag of Tricks (especially the higher-level ones). The Amber Amulet can be available as early as level 2 or 3, though a good Bag of Tricks probably will have to wait until somewhat later.
-The Rod of Viscid Globs, from MIC, is great for anyone who could use a little ranged battlefield control in their lives, especially given that it's a splash effect. A DC 15 Reflex save isn't that hard to make, but as any Dragonfire Adept will tell you, spreading an Entangle effect around your enemies is definitely worth considering.
-At a much higher level (due to its price tag), the Ring of Telekinesis (from the DMG) can be used very well by a player with some creativity. The caster level isn't that great, but still, telekinesis at-will is a pretty decent effect.
I repeat, yes, pretty much anyone can use these things, which is the point. They work more or less regardless of the character. Also, UMD is a great skill, but it should not be assumed. That said, what else do you like to use? What are some items that can contribute in combat even if their owner usually cannot, and why do you like them?