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Charm, the evil spells
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<blockquote data-quote="Lanefan" data-source="post: 8470525" data-attributes="member: 29398"><p>In 3e that recalculate-modifiers piece was a bloody nuisance, to be sure; and I know this because the 3e game I played in used 1e-like rules for item destruction for a while.</p><p></p><p>Several things here: </p><p></p><p>If items are easier to destroy the flip side is that there's space for the DM to give more of them out; and everyone likes getting new toys. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've always seen magic items as being easy-come easy-go.</p><p></p><p>As for damage dealt, the item saves are not in any way based on the h.p. total of the carrier but instead on the actual damage caused by the spell or effect. What this means is that regardless of whether it's a 15-h.p. MU or a 95-h.p. Fighter getting hit, assuming both failed their saves that fireball did 23 points of damage to each, and potentially wrecked whatever they might be carrying/wearing.</p><p></p><p>I also build in some cut-offs. If an effect does 10 points or less on a failed save, then with rare exceptions (e.g. a piece of paper in hand if hit by fire) item saves are waived. At about 11-20 points many saves are at a bonus. Over about 40 points items might be saving at a penalty, and all of this depends on the situation and-or type of effect.</p><p></p><p>Plate armour failing a save doesn't mean it's become molten slag. Usually it implies that various connecting bits of it e.g. the leather straps have burned away and-or some of the metal pieces have warped, disenchanting its magic and rendering the armour unwearable in any case without repair. And a flametongue sword would probably be immune to fire damage in any case. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8470525, member: 29398"] In 3e that recalculate-modifiers piece was a bloody nuisance, to be sure; and I know this because the 3e game I played in used 1e-like rules for item destruction for a while. Several things here: If items are easier to destroy the flip side is that there's space for the DM to give more of them out; and everyone likes getting new toys. :) I've always seen magic items as being easy-come easy-go. As for damage dealt, the item saves are not in any way based on the h.p. total of the carrier but instead on the actual damage caused by the spell or effect. What this means is that regardless of whether it's a 15-h.p. MU or a 95-h.p. Fighter getting hit, assuming both failed their saves that fireball did 23 points of damage to each, and potentially wrecked whatever they might be carrying/wearing. I also build in some cut-offs. If an effect does 10 points or less on a failed save, then with rare exceptions (e.g. a piece of paper in hand if hit by fire) item saves are waived. At about 11-20 points many saves are at a bonus. Over about 40 points items might be saving at a penalty, and all of this depends on the situation and-or type of effect. Plate armour failing a save doesn't mean it's become molten slag. Usually it implies that various connecting bits of it e.g. the leather straps have burned away and-or some of the metal pieces have warped, disenchanting its magic and rendering the armour unwearable in any case without repair. And a flametongue sword would probably be immune to fire damage in any case. :) [/QUOTE]
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