Re: damaging equipment concept furthered
Quasqueton said:
Second: I like the concept of items being damage/destroyed when caught in an area effect spell or environment. But as some have joked on, it could be quite impractical to use such a rule in game. And I try to keep Rule 0 and House Rules to a absolute minimum.
Okay, here's another idea:
If the character fails his save and takes damage, his least powerful magic item (DM call) has to make a save. If that item fails its save, then roll for the next most powerful item. Continue in this manner until a successful save is rolled.
If you have a good save and just roll bad, you're probably not going to lose much equipment. If you have a lousy save you might lose a few minor pieces, but eventually you'll get a lucky roll, and even so it's mostly minor stuff like potions or scrolls.
On the downside, everyone will carry a couple of super cheap scrolls as "fire insurance". And if they never lose anything they actually care about, what good is the rule? You could hit the most powerful items instead, but this makes those fireballs a lot more powerful. Finally, mundane items should technically go before magic, but this is going to leave a lot of naked adventures covered with magic items.
If you insist on rolling for everything, I'd prefer to just roll once and then apply it to each item, to save time. But a roll of '1' will take EVERYTHING 5% of the time. Instead, I'd roll three times, discard the highest and lowest value, and apply the middle one.
I think I'd stick with the standard rule, and when you feel the need to "purge" some magic from the party, hit them with a Gray Ooze or a Mordenkainen's Disjunction. Or have a thief steal it!
Stuff to think about.