ValhallaGH said:
Or you can play Iron Heroes and not worry about losing your weapons because they cost 350 gp or less. At 20th level.
Thanks Mike!
Okay Val, the
Iron Heroes pimp crown goes to you...for now...
Pimping in a rust monster thread...I'm impressed!
I mean, I thought about it, but you beat me to it...
The gneech said:
Easily hand-waved by putting a bit of text into the Rust Monster 3.14 that says, "Assuming the item is not completely destroyed, this penalty can be removed by spending 10 minutes to make a DC 15 check on the appropriate Craft skill, or by a single casting of mending for each weapon or piece of armor damaged."
That's not bad at all. And it gives those characters with Craft skills something valuable to do. I mean, how often does the dwarf smith get to save the party's butt with his Craft (Weaponsmithing) skill? Something many PC fighter types take for FLAVOR. Letting the PCs benefit from good character concept is a good thing. And even a BAD smith could take 20...meaning it'd be about a 3 hour delay.
I actually had a thought on this. Maybe the rest of you can tell me what you think. I like Mike's idea of progressive deterioration of the weapon. That's good. The combat penalties, IMO, are the thing Mike's trying to prevent from having a "blast radius," I think. I'm all for having to institute consequences.
However, I think we're thinking too hard about this. Isn't the Rust Monster's special attack basically just an especially cool version of Sunder? It targets the equipment, not the character, right? So just use a similar mechanic. The attack should reduce the object's hardness (logical, rusted iron breaks more easily), and/or its hit points.
I think I'd prefer this ability to attack the hardness (Steel's is 10). Basically, the first hit reduces the hardness 1 point, and so on. When hardness drops to zero, it's rusted and useless. This way it takes 10 hits for the thing to eat your sword or armor. Unless you're stupid, repairing it is trivial, and the "blast radius" effect is minimal. A more severe rust monster might do 2 points. Heck, you could even have a 1d3 damage to the object's hardness. That way, 4-10 hits does in your gear.
Maybe hitting it does 1 point, and if it targets you it does 1d3 points. I'm not sure what the mechanical balance point is, but that's the general idea.
That way, multiple hits is BAD, but there's no combat penalty that has to "go away for no reason." Yes, in theory your weapon is vulnerable to sundering until you get it repaired. But if you're smart, it's not a big deal.
Obviously, in a higher-EL encounter, creatures with sundering skills might keep pet rust monsters...but that's just a cool interaction.
Thoughts?