Just how easily does adamantine slice?

DarkMaster said:
Sorry just can't stand this I don't take 20 threads.
No sweat...just tryin' to keep things on topic.

DarkMaster said:
So I don't see any problem other than what are the repercussion of the structural damage, dust and noise.
And I think those could potentially be some very serious repercussions, if it ever becomes a problem.
 

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Nah, I just like to annoy the adamantine spelling nazis.

You mean those who would remind us that 'adamantine' is an adjective, not a noun, and that 'adamant' refers to a stone, not a metal?

Surely, no one would ever suggest that we ought to adhere to the bizarre conventions established by D&D's misuse of the English language?
 

Adamantine is a noun.
Its the name of an organic compoun that is effectively a fused terahedon of cyclohexane rings and which makes up a sub unit of the diamond structure.

Majere
 

Last post on this before I get done for hijacking
A level 1 rougue with master work lockpicks and a decent wis/int canmanage +6 search and +8 disable devce/ open locks. Now I dont know what games
YOU play but at first level I would expect traps to have a search DC of 12-15 and a disable of 15-20, and for those traps to then give a save in the 10-15 range.

So yes you would be finding them on an 8+, and diabling them on 7-12, and if you mess up you still get a save which you will make on a 6-10.
There was no double roll, I was pointing out that to be hurt you have to fail to both spot the trap and to make your save (and the DC's are set to make this happen about 1 in 8 traps)

IMO Its a common misconception that you should throw dc25 locks at first level people. and then let them take 20. That isnt how I play the game, if that is how you play the game so be it. but for me It detracts from part of the fun. Id rather use lower DC searches and locks and let people roll the dice. Because I find in my experience it DOES add to the tension.

If you like the take 20 rule then thats your opinion, it is my opinion that It spoils the game.
Its also my opinion that this side topic should probably now be left to rest, and Ill agree to disagree with people who like the "take 20" rule.
 

Majere said:
Adamantine is a noun.
Its the name of an organic compoun that is effectively a fused terahedon of cyclohexane rings and which makes up a sub unit of the diamond structure.

Majere


'Tetrahedron', and it's an adjective, even in this specialised sense, referring to luster
 

jessemock said:
Surely, no one would ever suggest that we ought to adhere to the bizarre conventions established by D&D's misuse of the English language?

Gosh, I would.

The defined terms in D&D are adamantine, mithral, halfling.

If someone tells me their D&D character is a hobbit with a mithril shirt and adamantium bladed gauntlets, I'll want to know what the game mechanics of hobbits, mithril, and adamantium are. Are they using the mechanics for halflings, mithral, and adamantine? Or are they different?

In English, "adamantine" is an adjective. And "Tojanida" is gibberish.

In D&D Terminology, "adamantine" is a noun, and so is "Tojanida".

-Hyp.
 

*deep breath*
Yes it is an adjective but it is ALSO a noun
It is the common name for a relatively simple tripley bridge hydroocarbon. If you dont believe me do a yahoo seach for "adamantine structure" and you will get some relevant hits.
Or Ill scan in my lecture notes form this morning.

To further the above, it is unlikely to be in a dictionary as it is probably classed as a propernoun. In the same way you probably wont find tetrahydrocannabinol in your dictionary, but I assure you such a word is used daily as a noun.

Majere
 
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Majere said:
It is the common name for a relatively simple tripley bridge hydroocarbon. If you dont believe me do a yahoo seach for "adamantine structure" and you will get some relevant hits.

Well, in the phrase "adamantine structure", isn't adamantine an adjective describing the structure?

Like a "hexagonal structure"... hexagonal is certainly an adjective in this case.

-Hyp.
 

Majere said:
Last post on this before I get done for hijacking
A level 1 rougue with master work lockpicks and a decent wis/int canmanage +6 search and +8 disable devce/ open locks. Now I dont know what games
YOU play but at first level I would expect traps to have a search DC of 12-15 and a disable of 15-20, and for those traps to then give a save in the 10-15 range.
In the game I played DC for traps at low level are in the low 20s, If you look at a standard module for lvl1-3 like The sunless citadel, I don't think you can find a single trap below DC20. So I guess my game fits what the designer had in mind more than YOUR game.

Majere said:
IMO Its a common misconception that you should throw dc25 locks at first level people. and then let them take 20. That isnt how I play the game, if that is how you play the game so be it. but for me It detracts from part of the fun. Id rather use lower DC searches and locks and let people roll the dice. Because I find in my experience it DOES add to the tension.

If you like the take 20 rule then thats your opinion, it is my opinion that It spoils the game.
Its also my opinion that this side topic should probably now be left to rest, and Ill agree to disagree with people who like the "take 20" rule.

Common Misconception?? I assume that if everybody else is wrong and you are right it is a common misconception. The way you use DC bring situation where the rogue loses he's usefullness. Also if all the low level lock would have a DC below 20 any character with one rank could have a chance of opening any lock. I prefer to have the lock with a DC25 impossible to open for anyone but the rogue.
As for open lock I usually force my rogue to play the dice every 6 seconds to see if he was able to open the lock.
For example
Rogue with +8 open lock trying to open lock with DC25 has 30 seconds to open it before the ogre reached and destroy the party.
Basically the rogue has 5 chances to roll 17+. I think that can create a lot of stress on the group.

The same example in your group would look like that (asuming fighter and wizard wasted two skill point in open lock as they should since they are using your rule). rogue tries to open the DC 15 lock.
roll 3 fail, Ok rogue you have +8 in open lock but you can't open it, let's see if the wizard with 1 rank can open it.
wizard roll 1 fail,
lets see if the fighter with +1 can open it, roll 18 success.

See how ridiculous this thing becomes, and how useless your rogue becomes. I assume that someone with enough skill should be given the time go through all kind of simple lock, the question is how long will it takes, someone without the proper knowledge should not be able to. Otherwise what would be the point of having a lock on anything. Look I bought that nice DC 15 lock, anybody can open it 30%+ of the time. Great I want one like that for my house.
 

Hypersmurf said:
Well, in the phrase "adamantine structure", isn't adamantine an adjective describing the structure?

Like a "hexagonal structure"... hexagonal is certainly an adjective in this case.

-Hyp.
Guess we have another hijack
 

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