Handling antimagic fields

Hi,

Had an in game problem occur because of antimagic. The problem is this: How do you
handle the many changes that must be made to a characters statistics when they are
in an antimagic field? I eventually ruled, for expedience, that the character should take
out their weapon and armor bonuses, and any other simple bonuses like Haste from boots,
but to leave most other effects in place. In particular, I had ability boosts from various
magics remain in place.

Any advice on handling this in the future?

Thx,

T. Bitonti
 

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Well, here's one suggestion: It might be easier to not "take out" all the magic items, but instead to take out everything and have players add up their bonuses on the fly. For example, melee attacks become just BAB + Str (maybe with feats or mw item). Saves are just base save + ability. Skills are just rank + raw ability. They should be able to do that, and it's their responsibility to remember any funky feats or extraordinary abilities they might have.
 

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