Saving Throws on items that can break ?

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BaophraT
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Saving Throws on items that can break ?

Post by BaophraT »

Is there a rule, or just a tip, for dealing with items that can break ? For example, following a fall, an explosion, etc ? I was using a dedicated table for this purpose as a AD&D DM. Perhaps you have adapted or tinkered with some rules for DCC ?
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Raven_Crowking
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Re: Saving Throws on items that can break ?

Post by Raven_Crowking »

I would consider using Luck checks, using smaller dice for items that are unlikely to be damaged, and larger dice for particularly vulnerable items.
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Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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BaophraT
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Re: Saving Throws on items that can break ?

Post by BaophraT »

Raven_Crowking wrote: Thu Dec 30, 2021 5:51 am I would consider using Luck checks, using smaller dice for items that are unlikely to be damaged, and larger dice for particularly vulnerable items.
Good idea, I'm going to work on a table ! Thanks !
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Re: Saving Throws on items that can break ?

Post by GnomeBoy »

Raven beat me to it!

Yep, Luck checks and the Dice Chain. The Dice Chain is your friend.
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BaophraT
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Re: Saving Throws on items that can break ?

Post by BaophraT »

It seems obvious but I find it difficult to get rid of certain reflexes accumulated after years of AD&D !
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Re: Saving Throws on items that can break ?

Post by Raven_Crowking »

baophrat wrote: Thu Dec 30, 2021 11:04 am It seems obvious but I find it difficult to get rid of certain reflexes accumulated after years of AD&D !
Here is another reflex from AD&D to beware: Checking for every item.

Roll for the important/big stuff and then roll for other things if you need to. A fall into a pit should not result in rolling two dozen Luck checks.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Re: Saving Throws on items that can break ?

Post by Father Goose »

Raven_Crowking wrote: Fri Dec 31, 2021 9:31 am
baophrat wrote: Thu Dec 30, 2021 11:04 am It seems obvious but I find it difficult to get rid of certain reflexes accumulated after years of AD&D !
Here is another reflex from AD&D to beware: Checking for every item.

Roll for the important/big stuff and then roll for other things if you need to. A fall into a pit should not result in rolling two dozen Luck checks.
Agreed. If narrative and/or a single die roll can make the scene fun, do that. Lots of rolls for minutiae will slow down your game and reduce the fun by halting the momentum you have built through Judge narrative and PC agency.
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BaophraT
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Re: Saving Throws on items that can break ?

Post by BaophraT »

Here is the table I have made from the Dungeon Master Guide one.
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