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<blockquote data-quote="MarauderX" data-source="post: 674726" data-attributes="member: 9990"><p>Ok, here's how I handle it.</p><p></p><p>If somebody takes an area affecting spell such as fireball, I quickly calculate the damage I just rolled to see if it is over 1/2 of the maximum. If it is over 1/2, then I have the PC make another save to see if one of the flamable things they are carrying gets destroyed. I only do this if it's obvious, otherwise I just skip it.</p><p></p><p>I make it logical, and only have it damage 1 item per attack that is actually exposed, such as what a character is holding in their hands, like a scroll. Going after everything the character has isn't that nice, and doesn't work unless that black pudding managed to ooze inside the characters backpack. </p><p></p><p>A characters clothing is often the first to be hit, as that is the thing that covers the character the most. If the clothing is magical I let the item make yet another save, and only if that save is failed do I destroy it's magical power. It can be risky for the PCs and they will learn to avoid getting hit as much as possible, but the real chance is less than 5% usually. The fearless barbarian will no longer charge an acidic critter as he may loose his chain mail shirt, literally. </p><p></p><p>So if a character gets tagged by a digester, he makes a save if the damage is high, then a save by the character, followed by another save for the item. I don't hesitate to destroy magic items, as it adds to the flavor and characters quickly hide their valuables before engaging such a creature. </p><p></p><p>When it comes to spells like melf's acid arrow or burning hands I usually ignore this rule and just go with the damage.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 674726, member: 9990"] Ok, here's how I handle it. If somebody takes an area affecting spell such as fireball, I quickly calculate the damage I just rolled to see if it is over 1/2 of the maximum. If it is over 1/2, then I have the PC make another save to see if one of the flamable things they are carrying gets destroyed. I only do this if it's obvious, otherwise I just skip it. I make it logical, and only have it damage 1 item per attack that is actually exposed, such as what a character is holding in their hands, like a scroll. Going after everything the character has isn't that nice, and doesn't work unless that black pudding managed to ooze inside the characters backpack. A characters clothing is often the first to be hit, as that is the thing that covers the character the most. If the clothing is magical I let the item make yet another save, and only if that save is failed do I destroy it's magical power. It can be risky for the PCs and they will learn to avoid getting hit as much as possible, but the real chance is less than 5% usually. The fearless barbarian will no longer charge an acidic critter as he may loose his chain mail shirt, literally. So if a character gets tagged by a digester, he makes a save if the damage is high, then a save by the character, followed by another save for the item. I don't hesitate to destroy magic items, as it adds to the flavor and characters quickly hide their valuables before engaging such a creature. When it comes to spells like melf's acid arrow or burning hands I usually ignore this rule and just go with the damage. [/QUOTE]
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