> The trouble with highly specialized super-mega-twinks like this is
> that they decrease character versatility and, ultimately,
> survivability in games run by competent GMs.
Oh, true. GM vigilance can take care of just about any problem.
I'm just pointing out a potential area for concern.
> A Tech walking
> around with nothing but Underpants of +12 Intelligence is going
> to kick butt in his laboratory, but when he's infiltrating a
> warehouse at night and is set upon by fifteen cybernetic ninjas
> (the Discretion class ability notwithstanding), he's going to be
> chunky-style egghead soup.
"Chunky-style egghead soup"! Have I ever mentioned I love your
wicked sense of humor? :)
Thing is, those Underpants of +12 Intelligence can enable him to
build some awfully good defenses too.
> On the other hand, I do see a potentially valid point-- should a
> guy who's only super-smart because he built himself an
> Exo-Brain get extra skill points for doing so (I'm not talking
> bonus to skills, which is totally cool)? After all, simply ripping
> his headband or whatever would require the subtraction of skill
> points from his character sheet, and that could get sticky. For
> sake of game utility as *well* as game balance, I may specify
> that only permanent Int additions offer skill points.
I seem to recall that this very point is mentioned in the DMG. (I
no longer own the DMG - long story - so someone else will have to
corroborate.) The possibility of gaining skill points from
Intelligence-boosting items, that is. I believe it was allowed,
provided the item was worn near-constantly during the level in