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How AD&D Handled 'Attunement': The Magic of the Item Saving Throw Table
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<blockquote data-quote="Shiroiken" data-source="post: 8257309" data-attributes="member: 6775477"><p>They created a weird situation in my college 2E game. After many lower level adventures, we entered the ruins of Myth Dranor, which is surrounded by mythal (magical field) with... interesting effects. One was the potential destruction of magic items caused by a wild surge (triggered in various ways) which required a save against disintegration. It was a cumulative effect, so when an item was destroyed in this way, it triggered a subsequent mini-surge (only 5 ft range). In practice this would destroy almost every single magic item during the first surge, as each potion, scroll, and other minor magic items triggered more and more surges. However, due to dumb luck one of our most powerful items survived: a Ring of Multiple Wishes, with 1 remaining wish. </p><p></p><p>It was at that point the DM reluctantly pointed out that each time an item survived a surge, it doubled its number of charges (if any), allowing above the normal maximum. The DM ruled that the maximum "doubling" was the normal maximum number of charges, so this ring went from a single charge to 76 wishes! Needless to say, we beat a quick retreat out of the mythal before anything bad happened to it! Our mage placed it in a Lemound's Tiny Hut, then we returned to the adventure (nothing else we recovered was anything near as valuable as that was).</p><p></p><p></p><p></p><p>When it occurred in combat, we'd simply note that we'd been hit by the effect and move on. After the combat, we'd make the necessary rolls to find out what we lost. If a player wanted to use an item during the combat, they made the rolls for that item immediately.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8257309, member: 6775477"] They created a weird situation in my college 2E game. After many lower level adventures, we entered the ruins of Myth Dranor, which is surrounded by mythal (magical field) with... interesting effects. One was the potential destruction of magic items caused by a wild surge (triggered in various ways) which required a save against disintegration. It was a cumulative effect, so when an item was destroyed in this way, it triggered a subsequent mini-surge (only 5 ft range). In practice this would destroy almost every single magic item during the first surge, as each potion, scroll, and other minor magic items triggered more and more surges. However, due to dumb luck one of our most powerful items survived: a Ring of Multiple Wishes, with 1 remaining wish. It was at that point the DM reluctantly pointed out that each time an item survived a surge, it doubled its number of charges (if any), allowing above the normal maximum. The DM ruled that the maximum "doubling" was the normal maximum number of charges, so this ring went from a single charge to 76 wishes! Needless to say, we beat a quick retreat out of the mythal before anything bad happened to it! Our mage placed it in a Lemound's Tiny Hut, then we returned to the adventure (nothing else we recovered was anything near as valuable as that was). When it occurred in combat, we'd simply note that we'd been hit by the effect and move on. After the combat, we'd make the necessary rolls to find out what we lost. If a player wanted to use an item during the combat, they made the rolls for that item immediately. [/QUOTE]
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How AD&D Handled 'Attunement': The Magic of the Item Saving Throw Table
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