Saving Throws on items that can break ?
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- BaophraT
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Saving Throws on items that can break ?
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 ?
I would consider using Luck checks, using smaller dice for items that are unlikely to be damaged, and larger dice for particularly vulnerable items.
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.
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.
- BaophraT
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Re: Saving Throws on items that can break ?
Good idea, I'm going to work on a table ! Thanks !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.
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- GnomeBoy
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Re: Saving Throws on items that can break ?
Raven beat me to it!
Yep, Luck checks and the Dice Chain. The Dice Chain is your friend.
Yep, Luck checks and the Dice Chain. The Dice Chain is your friend.
...
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 100+ DCC Monsters
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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 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
- BaophraT
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Re: Saving Throws on items that can break ?
It seems obvious but I find it difficult to get rid of certain reflexes accumulated after years of AD&D !
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- Raven_Crowking
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Re: Saving Throws on items that can break ?
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.
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 ?
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.Raven_Crowking wrote: ↑Fri Dec 31, 2021 9:31 amHere 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.
- BaophraT
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Re: Saving Throws on items that can break ?
Here is the table I have made from the Dungeon Master Guide one.
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