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		<title><![CDATA[Latest posts for the thread "Magic Items"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Magic Items"]]></description>
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				<title>Magic Items</title>
				<description><![CDATA[ Just some rookie talk about magic items -<br /> <br /> Is the "correct" way to think about magic items in tooling up characters for specific jobs or to cover weaknesses? For example giving a saurus oldblood (low initiative) relatively cheap sword of swiftness for always strikes first. Or giving extra attack items (usually expensive) to models that are already impressive in melee.<br /> <br /> Then I suppose if you're more fluffy they're a way to create your own custom characters with special rules.]]></description>
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				<pubDate><![CDATA[Mon, 12 Feb 2024 23:44:42]]> GMT</pubDate>
				<author><![CDATA[ RustyNumber]]></author>
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				<title>Magic Items</title>
				<description><![CDATA[ To me, "correct" means "maximizing effectiveness," and the correct way to use magic items is to equip a character for a specific purpose. Performing a job, as you say.<br /> <br /> For example, your <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>'s role might be to stay alive and extend his banner's benefits. In that case, give him magic armor and a ward save to keep him alive. A dwarf king's purpose might be to kill the enemy before they can hit your powerful, but vulnerable, Hammerers. In that case, give him a weapon with Always Strikes First.<br /> <br /> No character can do everything, so pick a role and lean into it. When in doubt, give your character defensive magic items and rely on mundane weapons for offense.]]></description>
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				<pubDate><![CDATA[Tue, 13 Feb 2024 03:15:56]]> GMT</pubDate>
				<author><![CDATA[ Saber]]></author>
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				<title>Magic Items</title>
				<description><![CDATA[ I always see as Saber said, thinking about what I'm going to have at the other side and what I want them to do. <br /> I may make a monster killer, a support character, etc. depending on who I'm playing against.]]></description>
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				<pubDate><![CDATA[Tue, 13 Feb 2024 10:42:43]]> GMT</pubDate>
				<author><![CDATA[ Darkial]]></author>
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				<title>Magic Items</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3bd4017318837e92a66298c7855f4427.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/813006/11640945.page"><b>Saber wrote:</b></a><br/>To me, "correct" means "maximizing effectiveness," and the correct way to use magic items is to equip a character for a specific purpose. Performing a job, as you say.<br /> </div></blockquote><br /> <br /> Hmm.  The role of my empire general and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is to shift CRes in my favor in a large, but obviously squishy, regiment of swordsmen.  Yes, the general gives LD9 and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> gives rerolls, but magic armor is the wrong move for me.  They have access to full plate and shield, so the only survivability buffs they'd benefit from is a ward save.  That's fine, but extremely unreliable.  For me, the best loadout for them is a mild magic weapon and a plan for them to swing at the enemy regiment, not any melee characters in it.  If there's a challenge monkey in that unit, the unit champion will be happy to make the ultimate sacrifice. That's why both of them run swords of might.]]></description>
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				<pubDate><![CDATA[Tue, 13 Feb 2024 19:18:47]]> GMT</pubDate>
				<author><![CDATA[ march10k]]></author>
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