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General Tabletop Discussion
*Dungeons & Dragons
Alternate Magic Item charges
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<blockquote data-quote="Blue" data-source="post: 8080039" data-attributes="member: 20564"><p>The items still list number of charges for various uses, some with different amounts for each. For example a Staff of Healing uses 1 charge for cure wounds (per spell level), 2 charges for lesser restoration, and 5 charges for mass cure wounds. So I was using that terminology.</p><p></p><p>I don't want to make people think about a Staff of Charming, which has 10 charges traditionally as having 10d8 - you can only spend one die at a time, you never ever have 10d8 to roll for it. You aren't spending the dice, you aren't reducing them. Even with a wand of magic missiles, sending 4 missiles will not change you can send 1-7 next time (unless you are Enervated). I was trying to show this with having an item like the Wand of MM where you can use lots of charges and the Staff of Charming where you can use a max of 1 each time.</p><p></p><p>Plus these rules aren't quite the same. Failure happens with two 1s - it could be first in normal leading to enervation, and then again, or it could happen both on the same roll without ever going to the enervation state if you are using a lot of charges - just with less likelyhood. This is important for items where you can use it all up in one even in traditional like the Wand of MM or the Ring of the Ram. Also once enervated you only can spend 1 charge at a time, not have Xd4s.</p></blockquote><p></p>
[QUOTE="Blue, post: 8080039, member: 20564"] The items still list number of charges for various uses, some with different amounts for each. For example a Staff of Healing uses 1 charge for cure wounds (per spell level), 2 charges for lesser restoration, and 5 charges for mass cure wounds. So I was using that terminology. I don't want to make people think about a Staff of Charming, which has 10 charges traditionally as having 10d8 - you can only spend one die at a time, you never ever have 10d8 to roll for it. You aren't spending the dice, you aren't reducing them. Even with a wand of magic missiles, sending 4 missiles will not change you can send 1-7 next time (unless you are Enervated). I was trying to show this with having an item like the Wand of MM where you can use lots of charges and the Staff of Charming where you can use a max of 1 each time. Plus these rules aren't quite the same. Failure happens with two 1s - it could be first in normal leading to enervation, and then again, or it could happen both on the same roll without ever going to the enervation state if you are using a lot of charges - just with less likelyhood. This is important for items where you can use it all up in one even in traditional like the Wand of MM or the Ring of the Ram. Also once enervated you only can spend 1 charge at a time, not have Xd4s. [/QUOTE]
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