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DMG II Preview and Mearls old work
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<blockquote data-quote="Walking Dad" data-source="post: 4916375" data-attributes="member: 59043"><p>Here a preview from the DMG II:</p><p></p><p> <strong>Chandelier</strong></p><p> <strong>Single-Use Terrain</strong></p><p> <em>A large, ornate chandelier of iron and crystal hangs over the battlefield. It would be a pity if it fell to the ground.</em></p><p> <strong>Standard Action</strong></p><p> <strong>Check:</strong> From a distance, to sever or loosen the rope or chain holding the chandelier aloft, make a ranged attack (the chandelier’s defenses are level + 5).</p><p>Alternatively, you can spend a standard action to cut the rope while adjacent to either the chandelier or the rope or chain keeping it aloft.</p><p> <strong>Success:</strong> The chandelier falls to the ground and smashes to pieces.</p><p> <strong>Target:</strong> Each creature in an area burst 1 beneath the chandelier</p><p> <strong>Attack:</strong> Level + 3 vs. Reflex</p><p> <strong>Hit:</strong> 2d8 + one-half level damage.</p><p> <strong>Miss:</strong> Half damage.</p><p> <strong>[FONT=&quot]Effect:[/FONT]</strong>[FONT=&quot] The area where the chandelier fell becomes difficult terrain.[/FONT]</p><p></p><p></p><p>And here, from the Iron Heroes 'DMG':</p><p></p><p>Chandelier Crash (Nonreusable Action Zone):</p><p>With a successful base attack check (DC 20) made with a ranged weapon, you shoot the chandelier’s supporting rope or chain and send it crashing to the floor. Anyone standing in the four squares beneath it suffers 3d6 points of damage, though they can make a Reflex save (DC 15) for half damage. The four squares now count as difficult terrain. Obviously, once you destroy the chandelier, it’s useless. If candles on the chandelier are lit, targets may catch on fire (see page 52).</p><p></p><p></p><p>Back to the roots?</p><p></p><p>I hope so, the action zones were a great idea.</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4916375, member: 59043"] Here a preview from the DMG II: [B]Chandelier[/B] [B]Single-Use Terrain[/B] [I]A large, ornate chandelier of iron and crystal hangs over the battlefield. It would be a pity if it fell to the ground.[/I] [B]Standard Action[/B] [B]Check:[/B] From a distance, to sever or loosen the rope or chain holding the chandelier aloft, make a ranged attack (the chandelier’s defenses are level + 5). Alternatively, you can spend a standard action to cut the rope while adjacent to either the chandelier or the rope or chain keeping it aloft. [B]Success:[/B] The chandelier falls to the ground and smashes to pieces. [B]Target:[/B] Each creature in an area burst 1 beneath the chandelier [B]Attack:[/B] Level + 3 vs. Reflex [B]Hit:[/B] 2d8 + one-half level damage. [B]Miss:[/B] Half damage. [B][FONT="]Effect:[/FONT][/B][FONT="] The area where the chandelier fell becomes difficult terrain.[/FONT] And here, from the Iron Heroes 'DMG': Chandelier Crash (Nonreusable Action Zone): With a successful base attack check (DC 20) made with a ranged weapon, you shoot the chandelier’s supporting rope or chain and send it crashing to the floor. Anyone standing in the four squares beneath it suffers 3d6 points of damage, though they can make a Reflex save (DC 15) for half damage. The four squares now count as difficult terrain. Obviously, once you destroy the chandelier, it’s useless. If candles on the chandelier are lit, targets may catch on fire (see page 52). Back to the roots? I hope so, the action zones were a great idea. [/QUOTE]
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