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PostPosted: Wed Sep 26, 2012 7:25 am 
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Far-Sighted Wanderer

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i'm working on this thing that can destroy magic items. First it has to touch it. If it hits, the item gets a saving throw or is permanently destroyed. The DC will be the roll to touch it. What is the easiest and logical way to ad-hoc a bonus to a magic item? Or should i approach it from the other direction, where the roll "to hit" is set against the DC to originally create the magic item? If higher, it is automatically destroyed. But again, i don't know a good way to adjudicate the DC necessary. Potions, scrolls, etc should be very low probably. Weapons and armor higher. Artifacts can't be destroyed.


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PostPosted: Wed Sep 26, 2012 11:57 am 
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Location: Left Coast, USA
FLGS: Bizarro World
To simplify things, what if such an item were just 'rated' as to what it could destroy -- then touching it to the target item destroys the target item? If a person is holding the target item, then you have to make an attack roll in order to hit the item.

I realize this doesn't help you with your DC issue, but it seems easier to play. This way, you don't have to define a defense for every other item in your campaign...

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7
AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11
AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9
AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10
AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

Runes:https://i.imgur.com/xGUofHk.jpg
RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Wed Sep 26, 2012 2:14 pm 
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Far-Sighted Wanderer

Joined: Mon Jun 18, 2012 9:51 am
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but rate against what? Magic items don't have levels. Characters barely have levels in this game compared to D&D. By 5th they are legend worthy, by 10th they are probably demigods.


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PostPosted: Wed Sep 26, 2012 2:46 pm 
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Location: Left Coast, USA
FLGS: Bizarro World
item #1: destroys potions
item #2: destroys potions, scrolls with spells no higher than 4th, and any other such item GM feels is comparable
item #3: destroys magical arms and armor
etc.

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7
AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11
AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9
AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10
AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

Runes:https://i.imgur.com/xGUofHk.jpg
RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Thu Sep 27, 2012 1:42 am 
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You could just make it do a dispel magic check. Rather than it be auto, and the item have to save.


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PostPosted: Thu Sep 27, 2012 4:04 am 
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Far-Sighted Wanderer

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well, yes, this is essentially like a dispel magic check with a 32-33 result for permanent destruction. In the spell, your caster score has to overcome the DC required to construct the item (which still has tons of variables). But in my case, this can be done round after round, so i don't want it too easy to do. Magic is rare and hard to find so i want PCs scared of losing their stuff. I'm thinking that the roll to attack sets the DC, just touching the item. Then maybe simple items like low level scrolls get a small saving throw, like +1 to +3. Magic swords and armor and such will have much better chances.


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PostPosted: Thu Sep 27, 2012 5:36 am 
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Location: Left Coast, USA
FLGS: Bizarro World
Of course, the "roll to attack" setting the DC will mean Warriors are best at using it. If that fits your idea, that's cool. Or just using the die result itself to generate the DC (die result + X) will mitigate that.

I was thinking the rarity of the destructo-items would be high, higher than other magic items.

And just in case: 3e had Rods of Negation, which destroyed magic items by touching them. The Rod itself was then destroyed, too -- but use of the Rod was simple, game-mechanically speaking. And yes, they made players fear for their items. :twisted:

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7
AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11
AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9
AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10
AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

Runes:https://i.imgur.com/xGUofHk.jpg
RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Thu Sep 27, 2012 5:43 am 
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Far-Sighted Wanderer

Joined: Mon Jun 18, 2012 9:51 am
Posts: 32
well, if it helps, this is actually a very, very rare monster power that PCs will never get their hands on, it's purely something to terrify them. :) So the DC is "monster attack" to touch. So i guess the easiest way to mitigate this is that "simple items" have a low saving throw and more powerful items have a much better save. Pure judge discretion?


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PostPosted: Thu Sep 27, 2012 6:02 am 
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Far-Sighted Wanderer

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Posts: 32
ok, how about this, a PC gets 2 chances to save his magic thingee if he's holding or using it.


An unattended magic item is automatically touched and must make a saving throw against DC 25 or become permanently mundane. If the item is being held or worn a PC can make a Reflex save with the DC as the attack roll. Otherwise the item must make a saving throw against the same DC or be destroyed (saving throws are made at +1 to +20 per item’s relative power and judge’s discretion). Particularly powerful items or effects are immune.



I don't think i want to codify this too much, it's easier just to relegate it to the judge's decision, as this will probably never come up again in a game.


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PostPosted: Thu Sep 27, 2012 7:23 am 
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Joined: Fri Mar 10, 2006 1:46 pm
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Location: Left Coast, USA
FLGS: Bizarro World
Sounds good. :)

One way to get at that +1 to +20 could be "double the earliest level at which you'd imagine characters obtaining the item, more or less" for ease of estimation.

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7
AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11
AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9
AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10
AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

Runes:https://i.imgur.com/xGUofHk.jpg
RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Thu Sep 27, 2012 7:27 am 
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Far-Sighted Wanderer

Joined: Mon Jun 18, 2012 9:51 am
Posts: 32
GnomeBoy wrote:
Sounds good. :)

One way to get at that +1 to +20 could be "double the earliest level at which you'd imagine characters obtaining the item, more or less" for ease of estimation.


good idea!


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