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How do you read these parts of the rules
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<blockquote data-quote="Arbanax" data-source="post: 5922865" data-attributes="member: 61517"><p>Ok been reading through the documents ready to play test on Monday. I'm reserving judgement on things until I've actually played things out, but trying hard to make sure I am following rules/guidelines as laid down. </p><p></p><p>So would like you're understanding regarding the following:</p><p></p><p>1. Ok so can I take it that with magical attacks, if it doesn't specify an attack amount i.e. burning hands, then one can assume that its an automatic hit, to anything in range unless they make a dodge - right or wrong?</p><p></p><p>2. Saving throws, do not seem to cost any time, so with burning hands everyone can dodge, or with Sleep everyone could try to save, but it doesn't seem to take from a future action. In effect giving you a free response - correct or not?</p><p></p><p>3. Spell components, It states that you need the component if you want to cast the spell. Is it assumed that a wizard has this to cast the spells listed, how much do they have (so for instance they cast Continual light use up the ruby dust component - but want to enchant another object the following day) - are you hand waving the material components or getting the wizards etc, to go back and buy more?</p><p></p><p>4. Clearly the adventure as presented assumes that the party get to the dungeon pretty fast, how do you plan to make sure everyone has got what they want, if they havent and go back, are you planning to let them by what they need at the prices listed at the nearest town/village etc?</p><p></p><p>5. How much money do they have, just a cursary glance at the Wizards sheet, tells me there is no money listed, so buying stuff before hand would appear to be out. How are you handling this, I can see the need for a healers kit for instance pretty soon after the first combat?</p><p></p><p>Ok I think that is most of my questions for the moment, just would appreciate some collective wisdom, insight and what not. </p><p></p><p>Thanks </p><p></p><p>Ab</p></blockquote><p></p>
[QUOTE="Arbanax, post: 5922865, member: 61517"] Ok been reading through the documents ready to play test on Monday. I'm reserving judgement on things until I've actually played things out, but trying hard to make sure I am following rules/guidelines as laid down. So would like you're understanding regarding the following: 1. Ok so can I take it that with magical attacks, if it doesn't specify an attack amount i.e. burning hands, then one can assume that its an automatic hit, to anything in range unless they make a dodge - right or wrong? 2. Saving throws, do not seem to cost any time, so with burning hands everyone can dodge, or with Sleep everyone could try to save, but it doesn't seem to take from a future action. In effect giving you a free response - correct or not? 3. Spell components, It states that you need the component if you want to cast the spell. Is it assumed that a wizard has this to cast the spells listed, how much do they have (so for instance they cast Continual light use up the ruby dust component - but want to enchant another object the following day) - are you hand waving the material components or getting the wizards etc, to go back and buy more? 4. Clearly the adventure as presented assumes that the party get to the dungeon pretty fast, how do you plan to make sure everyone has got what they want, if they havent and go back, are you planning to let them by what they need at the prices listed at the nearest town/village etc? 5. How much money do they have, just a cursary glance at the Wizards sheet, tells me there is no money listed, so buying stuff before hand would appear to be out. How are you handling this, I can see the need for a healers kit for instance pretty soon after the first combat? Ok I think that is most of my questions for the moment, just would appreciate some collective wisdom, insight and what not. Thanks Ab [/QUOTE]
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