Should he recognize a rust monster? (Savage Tide Mild Spoiler)


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I'd say in this case, the rules are vague, the consequences can be high, so you should screw the rules and do what would result in the most fun.

Some things to think about:
- Will the player miss out on some fun encounters if he lost his stuff, or would he be able to replace them before the next fight?
- Will you be replacing his lost items in addition to (not instead of) any treasures gained? Remember, in 3rd edition, your items are an integral part of your power level. Losing a magical weapon and armor at such low levels without getting extra treasure to compensate can result in the character being weaker than his ECL would indicate.
- How will the player take it?
 

This thread has made me realized that when our GM threw three rust monsters at our artificer in a 10x10 room, he should not have made the artificer roll in the first round of combat a save for every metal object he had, but the rust monsters should have targeted one item at a time (Our GM Decided that "can destroy up to a 10 foot cube of metal instantly" meant "destroys all metal in a 10 foot space"). So, whatever you do, don't do that. It's extremely cruel.

I've heard that the Savage Tide Path is pretty deadly, so I definately wouldn't melt everything on a player without replacing it (most classes are pretty dependant on their items) before too long. However, as much as I also dislike "gotcha" monsters, I think the player has put himself up that river without a paddle on his own, and ought to suffer the consequences. Also, the entry does say the monster targets armor, then shields, and then smaller items, so the magic shield shouldn't be the first to go (unless the fighter doesn't wear metal armor). If you melt his mundane armor first, that gives him a chance to save his magic shield (surrender or run, or kill it first).

/ali
 
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power level

As an aside, I'm against the idea that PCs are entitled to maintain equipment according to the ECL guidelines throughout a campaign.

Player skill should matter. Sometimes this means that poor choices lead a character down a death spiral. But the DM shouldn't play the role of equalizer, compensating parties who make bad choices (or even players that get unlucky) throughout the campaign.

Example bad choice: not having anyone in the party with a high search skill

By the 'Gear is a part of a PC's expected power level' argument, the DM should just keep introducing extra treasure into the campaign to make up for the fact that the party misses most of it. This, of course, penalizes players who actually do invest in the search skill, since they in essence bring nothing to the group by doing so.

So I say use Expected Wealth By Level for beginning PCs , and throw that chart out the window afterwareds.

Ken
 



Fifth Element said:
But this is precisely what allowing the DC 10 Knowledge check for the untrained represents. The DC for "common knowledge" per the rules is 10. Anyone can make checks for common knowledge.

The existence of common knowledge checks to know stuff does not in any way imply common ignorance. Picture, for instance, a ranger with dragons as a favored enemy, twice, failing to identify a dragon's type. Knowledge checks are there to provide information and help players, not to dictate their PC's background or force them to portray random and arbitrary ignorance.
 

Fifth Element said:
And how is the wood bound together?

I'm going to take a stab and guess that it's not bound together with a single piece of metal, meaning Mr. Rusty couldn't destroy the shield in one go.
 

I went with they had to make a know(dung) check to know what it was... they didn't find out until after the combat. During combat, someone lost some armor the party freaked out and changed tactics, backing away attacking with ranged weapons as best they could while one person whacked at it with a wooden staff after losing his sword. (I think there is one in that adventure if I recall correctly).

For a description I said it looked like a strange looking beetle. Since they were all urban characters, I reasoned that they never had seen one before and they were rather rare to find in an urban setting, so the DC for the check was a bit higher... I think I set it at a base DC15 (basic question) and 5 for the hit dice. The player rolled poorly who was making the check. They had no idea until someone lost some gear what it was.
 

Festivus said:
They had no idea until someone lost some gear what it was.

Did they have fun finding out? I mean, sure, losing gear sucks but we're they grinning anyway? because that's the goal, I think.
 

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