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AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
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<blockquote data-quote="pemerton" data-source="post: 6927899" data-attributes="member: 42582"><p>MotP has already been mentioned.</p><p></p><p>To the best of my knowledge, the first time it is mentioned is in an article by Gygax in Dragon #8, though rather than a reduction in "plusses" based on planar distance, it is all or nothing:</p><p></p><p style="margin-left: 20px">Basic bonus weapons extend generally into planes which are once, twice, etc. removed from the Prime Material Plane of play. Those with special bonuses then have a more intense nature in the plane in which the creature they function specially against has its extra existence. And this also explains weaponry which does extra damage to creatures which can be hit by non-magical weapons. Let us assume that these weapons have their special existence on the plane in which the particular creature has its personal existence. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Finally, what of magic swords of special nature or special purpose which are far removed from the Prime Material Plane? I suggest that these weapons can be removed no further than the number of planes from the Prime Material which equals their best bonus stated as a “to hit”, i.e. a + 2 can be removed by two planes and still retain its magical properties. Certain swords will have special treatment — the sword of sharpness and the vorpal blade most notably. On the other hand, a sword of life draining ability gains no such consideration, for it operates primarily on the Negative Material Plane. In any event, swords removed beyond the plane limit given will lose all of their magic, becoming nothing more than normal weapons. This same “law” can apply equally to those weapons, swords or otherwise, which have a simple “to hit” bonus.</p><p></p><p>My understanding is that, in 1st ed AD&D, item saves must be rolled <em>whether or not</em> the character fails his/her save.</p><p></p><p>The DMG doesn't say either way, I don't think, but there is this from the PHB, p 105:</p><p></p><p style="margin-left: 20px">Note that magic items and even normal items and weapons must be saved for due to such attacks, falls or blows. Consider the fate of a cloak when exposed to dragon fire, a suit of magic armor struck by a lightning bolt, or a magic hammer flying through a cone of cold prior to striking its target.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6927899, member: 42582"] MotP has already been mentioned. To the best of my knowledge, the first time it is mentioned is in an article by Gygax in Dragon #8, though rather than a reduction in "plusses" based on planar distance, it is all or nothing: [indent]Basic bonus weapons extend generally into planes which are once, twice, etc. removed from the Prime Material Plane of play. Those with special bonuses then have a more intense nature in the plane in which the creature they function specially against has its extra existence. And this also explains weaponry which does extra damage to creatures which can be hit by non-magical weapons. Let us assume that these weapons have their special existence on the plane in which the particular creature has its personal existence. . . . Finally, what of magic swords of special nature or special purpose which are far removed from the Prime Material Plane? I suggest that these weapons can be removed no further than the number of planes from the Prime Material which equals their best bonus stated as a “to hit”, i.e. a + 2 can be removed by two planes and still retain its magical properties. Certain swords will have special treatment — the sword of sharpness and the vorpal blade most notably. On the other hand, a sword of life draining ability gains no such consideration, for it operates primarily on the Negative Material Plane. In any event, swords removed beyond the plane limit given will lose all of their magic, becoming nothing more than normal weapons. This same “law” can apply equally to those weapons, swords or otherwise, which have a simple “to hit” bonus.[/indent] My understanding is that, in 1st ed AD&D, item saves must be rolled [I]whether or not[/I] the character fails his/her save. The DMG doesn't say either way, I don't think, but there is this from the PHB, p 105: [indent]Note that magic items and even normal items and weapons must be saved for due to such attacks, falls or blows. Consider the fate of a cloak when exposed to dragon fire, a suit of magic armor struck by a lightning bolt, or a magic hammer flying through a cone of cold prior to striking its target.[/indent] [/QUOTE]
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