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Mage Hand Question
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<blockquote data-quote="N0Man" data-source="post: 4336514" data-attributes="member: 64066"><p>I asked to drop something on someone with Mage Hand when playing the D&D Experience Demo, and the DM wouldn't let me. I thought it was lame of him to restrict that.</p><p></p><p>Personally, I would allow it with these things in mind:</p><p>1) Require that it uses a Standard action to attack with it.</p><p>2) Base it on existing powers, don't let them abuse it to be more powerful than they should be. Use existing powers or the suggestions of "Actions Rules don't cover" in the DMG.</p><p>3) Enemies might do these things to them as well.</p><p>4) There might be dangers in carrying around lots of flammable materials on your person.</p><p></p><p>For dropping an item (non-flammable), you might choose to make the attack as Int vs Reflex, or maybe even Int vs AC, and you might even through in a +2 bonus for the surprise of coming at them from above. Maybe make the damage 1d6 +3, taken from the DMG's suggested damage for an improvised attack option.</p><p></p><p>As for dropping the oil, that's a tad trickier really. You don't want it abusable, and having them use some overpowered tactic over and over again, but at the same time you don't really want it to tell them 'no' arbitrarily.</p><p></p><p>I'd use Int vs Reflex to hit. I'd really determine the damage based on how often you believed they were going to be using this tactic, and how often expensive you make the oil for them. If it's used in moderation, then might be able to give them more oomph from it than if they try to use it all the time.</p><p></p><p>Also, I might be inclined to use Cloud of Daggers as a guide. Change the damage to fire, make it make 1 square burn, deal 1d6 of damage, and continue to do 3 damage in that square or something, and persist a turn or 2.</p><p></p><p>In a nutshell, balance it towards what they can already do, roughly. Don't let them use these methods in order to deal more damage than they are supposed to, but maybe to allow for interesting tactics, a different flavor, or maybe even tactically to try to attack them vs a different defense than normal.</p><p></p><p>And if they start carrying around lots of oil... then give them a chance of unlucky mishaps when they are near or attacked by fire.</p></blockquote><p></p>
[QUOTE="N0Man, post: 4336514, member: 64066"] I asked to drop something on someone with Mage Hand when playing the D&D Experience Demo, and the DM wouldn't let me. I thought it was lame of him to restrict that. Personally, I would allow it with these things in mind: 1) Require that it uses a Standard action to attack with it. 2) Base it on existing powers, don't let them abuse it to be more powerful than they should be. Use existing powers or the suggestions of "Actions Rules don't cover" in the DMG. 3) Enemies might do these things to them as well. 4) There might be dangers in carrying around lots of flammable materials on your person. For dropping an item (non-flammable), you might choose to make the attack as Int vs Reflex, or maybe even Int vs AC, and you might even through in a +2 bonus for the surprise of coming at them from above. Maybe make the damage 1d6 +3, taken from the DMG's suggested damage for an improvised attack option. As for dropping the oil, that's a tad trickier really. You don't want it abusable, and having them use some overpowered tactic over and over again, but at the same time you don't really want it to tell them 'no' arbitrarily. I'd use Int vs Reflex to hit. I'd really determine the damage based on how often you believed they were going to be using this tactic, and how often expensive you make the oil for them. If it's used in moderation, then might be able to give them more oomph from it than if they try to use it all the time. Also, I might be inclined to use Cloud of Daggers as a guide. Change the damage to fire, make it make 1 square burn, deal 1d6 of damage, and continue to do 3 damage in that square or something, and persist a turn or 2. In a nutshell, balance it towards what they can already do, roughly. Don't let them use these methods in order to deal more damage than they are supposed to, but maybe to allow for interesting tactics, a different flavor, or maybe even tactically to try to attack them vs a different defense than normal. And if they start carrying around lots of oil... then give them a chance of unlucky mishaps when they are near or attacked by fire. [/QUOTE]
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