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General Tabletop Discussion
*Dungeons & Dragons
Alternate Magic Item charges
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<blockquote data-quote="Dausuul" data-source="post: 8079978" data-attributes="member: 58197"><p>The proposed rule took me a little while to wrap my head around, partly because it continues to use the term "charges" for an item that no longer actually has charges. Here's a rewrite, replacing the term "charges" with "power dice":</p><ul> <li data-xf-list-type="ul">Some items have<strong> power dice.</strong> (The size and number of dice depend on the item.)</li> <li data-xf-list-type="ul">When you activate such an item, you may be required to roll one or more of its power dice.</li> <li data-xf-list-type="ul">If you roll a 1 on a power die, the item becomes <strong>enervated</strong>. Its power dice are reduced to a single d4.</li> <li data-xf-list-type="ul">If you roll a 1 and the item was already enervated, or if you get two 1s on the same roll, the item is <strong>drained</strong> and loses all magic.</li> <li data-xf-list-type="ul">An enervated item is restored to normal when [some event happens].</li> </ul><p>Applying this to a <em>wand of magic missiles:</em></p><p></p><p><strong>Wand of Magic Missiles</strong></p><p>This wand has 7d8 power dice. While holding it, you can use an action and roll power dice to cast the <em>magic missile</em> spell from it. With 1 power die, you cast the 1st-level version of the spell. You can increase the spell slot level by 1 for each additional power die rolled.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8079978, member: 58197"] The proposed rule took me a little while to wrap my head around, partly because it continues to use the term "charges" for an item that no longer actually has charges. Here's a rewrite, replacing the term "charges" with "power dice": [LIST] [*]Some items have[B] power dice.[/B] (The size and number of dice depend on the item.) [*]When you activate such an item, you may be required to roll one or more of its power dice. [*]If you roll a 1 on a power die, the item becomes [B]enervated[/B]. Its power dice are reduced to a single d4. [*]If you roll a 1 and the item was already enervated, or if you get two 1s on the same roll, the item is [B]drained[/B] and loses all magic. [*]An enervated item is restored to normal when [some event happens]. [/LIST] Applying this to a [I]wand of magic missiles:[/I] [B]Wand of Magic Missiles[/B] This wand has 7d8 power dice. While holding it, you can use an action and roll power dice to cast the [I]magic missile[/I] spell from it. With 1 power die, you cast the 1st-level version of the spell. You can increase the spell slot level by 1 for each additional power die rolled. [/QUOTE]
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Alternate Magic Item charges
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