How would you rule? I'm working on a character for funzies, and I really want them to have Living Gloves, but they need to raise a dumpnstst (str) without an ASI, so Gauntlets of Ogre Strength (or the belts, but that feels too much like cheating). Would you allow your players to wear the gloves under their gauntlets?
The flavour text is: .These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
I would say no, but I would also think about making another item like living gloves for the PC or make another item that raises str vs the gauntlets (ie a belt of Ogier ST or a belt of young hill giant strength ST=18)
Whether I'd bend the rules and allow it anyway? Edgecase. Probably, there are more OP combinations. Alternatively, I might invent a ritual that will combine the two powers. Either way, you'd probably have to accept a handicap - either it would be double attunement slots, or you'd accept that there would be a reduced number of magic items heading your way.
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(or the belts, but that feels too much like cheating).
Cheating? I'm pretty sure this is the exact reason there are both kinds of items. In earlier editions there were particular rules about "item slots," such as gloves or cloaks. Certain items existed in multiple kinds of slots like these, and you could sort of piece together an idea of which slots were the most valuable based on the costs and rarities of them. Like, you were pretty likely to find several cloaks, but not many belts, so if given the choice, you should pick a belt.
Anyway.
If you're concerned about cheese, I think it's way more cheesy to start a character knowing you'll have an ASI-boosting magic item. How did this person survive before they got the item, hm?
It'd be up to the DM if two pairs of gloves can exceptionally be worn, and if it's too unwieldy to hold or grab anything with them.
Multiple Items of the Same Kind: Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
If you're concerned about cheese, I think it's way more cheesy to start a character knowing you'll have an ASI-boosting magic item. How did this person survive before they got the item, hm?
Yeah, as a DM I'd say no just based on why you want it to work. Giving myself an 8 in a stat because I know I'll have 19 from an item would make me feel all kinds of skeezy.
There are certainly plenty of tables that would think this is fine. But even at those, I think they'd tell you that you needed to choose between the Living Gloves and the Gauntlets of Point Buy Loopholing.
How would you rule? I'm working on a character for funzies, and I really want them to have Living Gloves, but they need to raise a dumpnstst (str) without an ASI, so Gauntlets of Ogre Strength (or the belts, but that feels too much like cheating). Would you allow your players to wear the gloves under their gauntlets?
The flavour text is: .These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
Generally, two pairs of gloves/gauntlets can't be used at the same time.
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"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I would say no, but I would also think about making another item like living gloves for the PC or make another item that raises str vs the gauntlets (ie a belt of Ogier ST or a belt of young hill giant strength ST=18)
RAW, I'm pretty sure the answer is no.
Whether I'd bend the rules and allow it anyway? Edgecase. Probably, there are more OP combinations. Alternatively, I might invent a ritual that will combine the two powers. Either way, you'd probably have to accept a handicap - either it would be double attunement slots, or you'd accept that there would be a reduced number of magic items heading your way.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Cheating? I'm pretty sure this is the exact reason there are both kinds of items. In earlier editions there were particular rules about "item slots," such as gloves or cloaks. Certain items existed in multiple kinds of slots like these, and you could sort of piece together an idea of which slots were the most valuable based on the costs and rarities of them. Like, you were pretty likely to find several cloaks, but not many belts, so if given the choice, you should pick a belt.
Anyway.
If you're concerned about cheese, I think it's way more cheesy to start a character knowing you'll have an ASI-boosting magic item. How did this person survive before they got the item, hm?
It'd be up to the DM if two pairs of gloves can exceptionally be worn, and if it's too unwieldy to hold or grab anything with them.
Yeah, as a DM I'd say no just based on why you want it to work. Giving myself an 8 in a stat because I know I'll have 19 from an item would make me feel all kinds of skeezy.
There are certainly plenty of tables that would think this is fine. But even at those, I think they'd tell you that you needed to choose between the Living Gloves and the Gauntlets of Point Buy Loopholing.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm