evilbob
Adventurer
I've been building a few of these up for a while, and I thought I'd make it simple and put them all in one thread.
1) Intelligence bonus from magic items - does it confer skill points at level up? Seems like it should, but what happens when you remove the item that gives the bonus? Lose the points, keep the points, something else? I've seen lots of info about spell slots coming and going, but not about skill points.
2) Suggestions for using a torch as a weapon? I'm guessing -4 for non-proficiency, and making it a 1d6 -1 weapon - like a club, but poorly balanced. (And fire damage if its lit - even bother?) Then again, if a character can use "simple weapons," and it's "club-like," should they even take the -4? When is a non-listed item close enough to being like a simple weapon that it is basically just a simple weapon?
3) Disease - I'm just not clear about this and the MM really needs some step-by-step examples (like with disarm, trip, etc.). When a monster attacks with disease, are you supposed to just tell the player about a day later to make a fort save, or do they make the first fort save right then? And when exactly do the effects start to take place (I can't find anything that is very straightforward about this)? Also, when a monster has a diseased bite, does that mean it strikes with disease on every bite attack, and if so, do players make saves on every attack (same with poison)?
4) Enlarge person - enlarges weapons as well, but they shrink back down if they "leave the enlarged creature's possession." So what happens if you are disarmed? Can you pick up the weapon and it just becomes big again, or are you stuck with a "smaller" weapon once it hits the ground?
5) Sleeping on the ground without a bedroll - does it even matter? I can't find anything about if that would mean you'd be fatigued or what.
6) Intelligent items - does the intelligence count toward the "maximum of +10" total bonuses one item can have?
There's more, but that's all for now. Thanks!
1) Intelligence bonus from magic items - does it confer skill points at level up? Seems like it should, but what happens when you remove the item that gives the bonus? Lose the points, keep the points, something else? I've seen lots of info about spell slots coming and going, but not about skill points.
2) Suggestions for using a torch as a weapon? I'm guessing -4 for non-proficiency, and making it a 1d6 -1 weapon - like a club, but poorly balanced. (And fire damage if its lit - even bother?) Then again, if a character can use "simple weapons," and it's "club-like," should they even take the -4? When is a non-listed item close enough to being like a simple weapon that it is basically just a simple weapon?
3) Disease - I'm just not clear about this and the MM really needs some step-by-step examples (like with disarm, trip, etc.). When a monster attacks with disease, are you supposed to just tell the player about a day later to make a fort save, or do they make the first fort save right then? And when exactly do the effects start to take place (I can't find anything that is very straightforward about this)? Also, when a monster has a diseased bite, does that mean it strikes with disease on every bite attack, and if so, do players make saves on every attack (same with poison)?
4) Enlarge person - enlarges weapons as well, but they shrink back down if they "leave the enlarged creature's possession." So what happens if you are disarmed? Can you pick up the weapon and it just becomes big again, or are you stuck with a "smaller" weapon once it hits the ground?
5) Sleeping on the ground without a bedroll - does it even matter? I can't find anything about if that would mean you'd be fatigued or what.
6) Intelligent items - does the intelligence count toward the "maximum of +10" total bonuses one item can have?
There's more, but that's all for now. Thanks!