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<blockquote data-quote="Cleon" data-source="post: 6553826" data-attributes="member: 57383"><p>Yes, I agree I don't much carry for the CC's "nonorganic", if only because it means the breath will destroy metal objects, which were originally specified as immune.</p><p></p><p>That said, I'd be willing to consider allowing nonmetallic materials that were as tough as steel to also be immune - maybe have Jade Breath not rot objects/materials with hardness 10 or higher or which are made from any kind of metal? That way a <em>+3 ebonwood</em> weapon (hardness 11) is as immune as a weapon made from ordinary steel, bronze, or copper, while a ebonwood weapon with a +2 or lower enhancement bonus must pass the Fort save or be slowly destroyed.</p><p></p><p></p><p></p><p>It's pretty obviously some kind of supernatural effect - diseases don't normally affect inanimate objects! So I'd be fine having it be phrased more as a curse, à la Mummy Rot. Similarly, I'd approach the "Melting" secondary effect of the Ruby dragon-breath more as a supernatural transformation than mundane heat.</p><p></p><p></p><p></p><p>As for the damage, I was thinking of sticking pretty closely to the original approach of it doing acid damage AND carrying a rotting "curse".</p><p></p><p>The Mystaran Monstrous Compendium version of this breath weapon is very similar in principle to the BECMI version, but allows two saving throws. A save vs. breath weapon to take half damage from the acid, and if that fails a save vs. poison to avoid contracting the rotting effect.</p><p></p><p>I rather like that approach.</p><p></p><p>In 3E terms, the victim gets a Reflex save for half acid damage, and <em>if they fail</em> they (any every object they carry) are exposed to the disease, which the victim and any magical items they carry can avoid contracting with a Fort save. Any nonmagical object automatically infected unless it's made from an exempt material.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6553826, member: 57383"] Yes, I agree I don't much carry for the CC's "nonorganic", if only because it means the breath will destroy metal objects, which were originally specified as immune. That said, I'd be willing to consider allowing nonmetallic materials that were as tough as steel to also be immune - maybe have Jade Breath not rot objects/materials with hardness 10 or higher or which are made from any kind of metal? That way a [I]+3 ebonwood[/I] weapon (hardness 11) is as immune as a weapon made from ordinary steel, bronze, or copper, while a ebonwood weapon with a +2 or lower enhancement bonus must pass the Fort save or be slowly destroyed. It's pretty obviously some kind of supernatural effect - diseases don't normally affect inanimate objects! So I'd be fine having it be phrased more as a curse, à la Mummy Rot. Similarly, I'd approach the "Melting" secondary effect of the Ruby dragon-breath more as a supernatural transformation than mundane heat. As for the damage, I was thinking of sticking pretty closely to the original approach of it doing acid damage AND carrying a rotting "curse". The Mystaran Monstrous Compendium version of this breath weapon is very similar in principle to the BECMI version, but allows two saving throws. A save vs. breath weapon to take half damage from the acid, and if that fails a save vs. poison to avoid contracting the rotting effect. I rather like that approach. In 3E terms, the victim gets a Reflex save for half acid damage, and [I]if they fail[/I] they (any every object they carry) are exposed to the disease, which the victim and any magical items they carry can avoid contracting with a Fort save. Any nonmagical object automatically infected unless it's made from an exempt material. [/QUOTE]
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