Dragon 80
00= generalities, 1=bibliographies, 2=library science, 3=encylopedias, 4=NAONLU(not assigned or no longer used), 5=mags, 6=museums, 7=newspapers, 8=NAONLU, 9=manuscripts & rare books
Item Description | 1 = a | 2 = cb | 3 = nb | 4 = d | 5 = f | 6 = fi | 7 = mf | 8 = nf | 9 = fr | 10 = l | 11 = e |
Bone or Ivory | 11 | 16 | 10 | 20 | 6 | 17 | 9 | 3 | 2 | 8 | 1 |
Ceramic | 4 | 18 | 12 | 19 | 11 | 5 | 3 | 2 | 4 | 2 | 1 |
Cloth | 12 | 6 | 3 | 20 | 2 | 20 | 16 | 13 | 1 | 18 | 1 |
Crystal or Vial | 6 | 19 | 14 | 20 | 13 | 10 | 6 | 3 | 7 | 15 | 5 |
Glass | 5 | 20 | 15 | 20 | 14 | 11 | 7 | 4 | 6 | 17 | 1 |
Leather or Book | 10 | 4 | 2 | 20 | 1 | 13 | 6 | 4 | 3 | 13 | 1 |
Liquid* | 15 | 0 | 0 | 20 | 0 | 15 | 14 | 13 | 12 | 18 | 15 |
Metal, hard | 7 | 6 | 2 | 17 | 2 | 6 | 2 | 1 | 1@ | 11 | 1 |
Metal, soft or Jewelry** | 13 | 14 | 9 | 19 | 4 | 18 | 13 | 5 | 1 | 16 | 1 |
Mirror*** | 12 | 20 | 15 | 20 | 13 | 14 | 9 | 5 | 6 | 18 | 1 |
Parchment or Paper | 16 | 11 | 6 | 20 | 0 | 25 | 21 | 18 | 2 | 20 | 1 |
Stone, small or Gem | 3 | 17 | 7 | 18 | 4 | 7 | 3 | 2 | 1 | 14 | 2 |
Wood or Rope, thin | 9 | 13 | 6 | 20 | 2 | 15 | 11 | 9 | 1 | 10 | 1 |
Wood or Rope, thick | 8 | 10 | 3 | 19 | 1 | 11 | 7 | 5 | 1 | 12 | 1 |
@ If exposed to extreme cold then struck against a very
hard surface with force, saving throw is -10 on die!
[guess : anyone with a NAC of 2 or less would qualify
as a very hard surface.
IF a hard metal item is in the area (here, incl. spells
that target a single person) of a cold attack,
THEN if it is struck against a hard surface later
in the same round [same round = game school : DMG.9!], then apply the
-10.
Would changing the 1 to an 11 for hard metal items be
easier?
If hard metal items fail the 11 then they are in a 'danger
zone' for the rest of the same round, unless, of course, they fail
with a 1.
The obverse : a hard metal item that is in the 'danger zone' that is the target of a 'SUNDER' (sunder = 2cb or 3nb) has a -10 DMG.80.DMS.
SUNDER = 3. or 4. A lot easier than tracking HP!
2. Crushing Blow (rule of thumb : a blow from 18.00+ Str.)
Do protective items extend their protection to items carried?
Yes, 2 two reasons.
1. It makes things easier (another step towards game
school : DMG.9) by pushing the items to a point of 'immunity'.
To determine an item's POI, subtract any constant modifiers
from the numbers on the table at DMG.80.
A result of 0 or 1 is a point of 'immunity'. Remember
that a 1 always fails, hence the 'single quotations.
For example, a "leather [item] or book" would have the
following points of immunity : f, e.
A "leather [item] or book", carried by someone wearing
a +3 ring of protection, would have the following points of 'immunity'
: cb, nb, f, nf, fr, e.
If it makes things easier, you can list the POI abbrev.- next to the item's ENC, or whatnot.
Rationale : Why does this make things easier?
When items are destroyed, a character's total encumbrance
(at least) has to be adjusted. The more destroyed items, the less playability.
Less playability, less time spent in game school (DMG.9=220).
Isn't this just a new rule [in the spirit of 1E, no new
rules?]? No (see reason #2.)
2. See DMG.81.DMS. This isn't a rule, so don't apply it if you have a reason not to. POI are a BTB implementation, nothing more.
Also, a note on items <mirror this
one, elsewhere> : if you are using item saving throws, then it might be
a good idea to have a separate sheet for items in containers. With multiple
containers, prefix the item with a CAPITAL LETTER that corresponds w/ the
container.
Also, place as many permabjurations
on your container as possible (if new item permabjurations are researched,
go easy on the spell level, and be happy that you have good players! Any
spell that increases the playability (DMG.9) of the game is in the spirit
(DMG.220) of the game, and should be encouraged, to the point of being
as generous as possible with the level of the spell. An extension of this
general principle would be the use of 'power' and 'alteration' components
(not a new rule, at least insofar as MU spells go : PH.64). 'power' components
could
give certain spells a permanent duration, and 'alteration' spells could
alter an AoE from 1 person to 1 item ... If doing so increases the playability
of your game, then go for it!)
EDITS
Passive, 'No' : Game school (DMG.9) : I
wouldn't apply @ to items that are struck (ie. passively).
Active, Yes : Apply the @
In other words, @ only applies to active strikes : usually,
a READIED weapon that is used to attack in melee.]
I would apply a '-2' (DMG.81.DMS) to the 11 if the force
is that of a crushing blow.
In other words, in a 'SUNDER' attempt, this . Instead,
give a DMS (DMG.81.DMS). Would this make things easier?
Reduce - Reuse - Recycle