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General Tabletop Discussion
*Dungeons & Dragons
Heat Metal Rules Interp / Minor Nerf
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<blockquote data-quote="werecorpse" data-source="post: 7092613" data-attributes="member: 55491"><p>Re The "free to wear other armour" argument. This is accurate but the ability to wear heavy armour is meant to be an advantage and an element of the character class. If it becomes a liability rather than an advantage that kinda sucks. Wizards are free to use daggers in combat but that doesn't mean an effect that deprived them of spell casting ability is inconsequential.</p><p></p><p>If you have played a group of lizardfolk Warriors with one or more shamans you will understand. The shamans can just heat metal then hide and do 2d8 a round, no save, no need for line of sight, and if they get a warrior the warrior becomes hopeless in combat. At low level this pretty quickly gets the PC to 0 then to dead.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7092613, member: 55491"] Re The "free to wear other armour" argument. This is accurate but the ability to wear heavy armour is meant to be an advantage and an element of the character class. If it becomes a liability rather than an advantage that kinda sucks. Wizards are free to use daggers in combat but that doesn't mean an effect that deprived them of spell casting ability is inconsequential. If you have played a group of lizardfolk Warriors with one or more shamans you will understand. The shamans can just heat metal then hide and do 2d8 a round, no save, no need for line of sight, and if they get a warrior the warrior becomes hopeless in combat. At low level this pretty quickly gets the PC to 0 then to dead. [/QUOTE]
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Heat Metal Rules Interp / Minor Nerf
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