| Ref | Ouvrage | Question | | Reponse |
---|
71. | DR129 | Dragon #129 | What is the highest level a character
can attain? | | All human classes are limited to 36th
level. The demi-human limits are: Dwarf
12, Elf 10, and Halfling 8. Demi-humans
can gain extra skills after they have
reached maximum level. The D&D Expert,
Companion, and Masters Sets cover the
higher levels of play. |
72. | DR121 | Dragon #121 | Oriental Adventures : Which attack table do monks use?
The book says that they use the
thief table, but I remember reading
somewhere that they use the cleric
table. | | All monks attack as clerics. |
73. | DR129 | Dragon #129 | Which monsters have infravision? | | All monsters, except normal animals and
creatures who don’t have eyes (such as
green slime), have infravision. Note that
eyeless creatures have ways other than
sight to detect prey and enemies, and they
function equally well in light or darkness. |
74. | DR119 | Dragon #119 | D&D® Immortals Set: Where are the Immortals home
planes in relation to the D&D game
world? | | All of the Immortals home planes are
located across the Astral Plane among all
of the other Outer Planes. |
75. | DR121 | Dragon #121 | Oriental Adventures : When a samurai is granted a fief,
or when any characters family
owns land, how do you determine
what the propertys resources are
and how many peasants live on it? | | All of these details are up to the DM.
Common sense and what resources are
available in your campaign should govern
this decision. Pages 31-36 of Oriental
Adventures give basic information that
will help you make decisions about family
resources. The population and productivity
of an area have to be determined by
the DM. The Dungeoneer’s Survival Guide,
Wilderness Survival Guide, and DMG
provide some information. Page 34 of
Oriental Adventures also has some information,
and the WORLD OF GREYHAWK
Fantasy Setting should provide some useful
examples.
|
76. | DR121 | Dragon #121 | Oriental Adventures : Do ninja have to pay any training
costs to their clans? | | All Oriental classes pay training costs
(see the DMG, page 86). Ninja pay training
costs to their clans. |
77. | DR119 | Dragon #119 | D&D® Masters Set: Can clerics use the various shield
weapons? | | All shield weapons are edged weapons
and thus unusable by clerics. |
78. | DR042 | Dragon #42 | Are there limitations on the usage of such items
as an Amulet of the Planes? If not, the character can merely
speak a command word and blink out to his own alignment
plane any time, right? | | Amulets are powerful, arcane devices that are designed to
be used over and over again. Because of their great power, there
should not be many of them running around (one to a universal plane
is enough). The action of running to another plane for safety is risky,
when you consider that the other planes are populated by powerful
beings who resent intrusion! |
79. | DR064 | Dragon #64 | How can the level of spell use be determined for a paladin or a
ranger? Is a ranger required to carry a spell book? Do druids,
bards, paladins, or rangers gain bonus spells for high wisdom? | | An 8th-level ranger or a 9th-level paladin begins using spells
as a caster of the 1st experience level in the appropriate class.
When a ranger reaches 9th level, he or she will operate for
spell-casting purposes as a 1st-level magic-user or a 2nd-level
druid, depending on which category of magic is employed. The
“level of casting” for paladins and rangers increases by one
each time the character gains a new experience level, so that a
20th-level paladin would cast spells as a 12th-level cleric and a
17th-level ranger would have the spell-casting ability of a 10thlevel
druid and a 9th-level magic-user.
Is this fair? Sure — a whole lot more fair than the other
obvious alternative, which would be to let a 9th-level paladin
(for example) cast spells as a 9th-level cleric, by equating actual
level with spell-casting level. This just doesn’t make sense, in
terms of game balance or for so-called realistic reasons. The
Players Handbook describes the spell ability of both rangers
and paladins as “limited,” and the charts on pages 24 and 25
illustrate many of the ways in which that ability is so limited.
One restriction not specifically mentioned is the one suggested
above, “limiting” the effective level of a spell-casting paladin or
ranger to the number of “spell-casting levels” the character has
attained. This certainly follows the intent of the rules, and is
logical and playable.
Yes, a ranger needs a spell book to cast magic-user spells,
and mistletoe to make effective use of his or her druid spell
ability. And a paladin won’t get far as a caster of cleric spells
without a holy symbol. The rules and regulations on how (and
whether) spells are acquired and cast must be met for the
spelt-caster, regardless of class, to make the magic work.
The druid class should be allowed bonus spells for high
wisdom, because it is a sub-class of cleric and thereby entitled
to the bonus, the same way that the ranger and paladin can
have exceptional strength since they are fighter sub-classes.
But, bards should not be allowed bonus spells for high wisdom,
first and foremost they are never truly members of that class.
Second, nothing in the Players Handbook indicates that a bard
was intended to get this bonus. Any bard needs a wisdom score
of at least 15, so if the wisdom bonus were meant to be taken
into account, every bard would start off with three druid spells
— more than some 1st-level druids are capable of having.
Because they’re not actually druids or clerics, rangers and
paladins don’t get bonus spells for high wisdom. As with the
bard, their wisdom requirements are so high that any paladin or
ranger would automatically get bonus spells upon acquiring
spell ability, making those characters much more magically
powerful than they deserve to be. Paladins, rangers, and bards
should be allowed to cast their spells with a 0% chance of
failure, just as a cleric or druid of equally high wisdom would
— but that should be the only way in which wisdom affects
spell-casting for those three classes.
The ranger’s intelligence does, however, have an effect on
how many magic-user spells he or she can learn. High intelligence
doesn’t give any direct benefit in the number of spells a
character can use at one time; that ability, even for magic-users
and illusionists, is tied to level of experience and not intelligence.
Instead, intelligence is a measure of the character’s
capacity to learn a certain spell and store a certain number of
such spells for future reference.
The rules state that a ranger “must check as to which spells
he or she can learn, just as if he or she were a magic-user” (PH,
page 25), and it follows that rangers would also abide by the
minimums and maximums regarding how many spells can be
learned. A 9th-level ranger with minimal (13) intelligence will
have a 55% chance to know any particular 1st-level magic-user
spell, and will be able to compile a repertoire of no fewer than
six and no more than nine 1st-level spells — but the character
can still only memorize (and later employ) one spell at a time.
|
80. | DR119 | Dragon #119 | D&D® Immortals Set: Can an Epic Hero have help on his
quest? | | An Epic Hero may lead a party on his
quest, trial, or task (see Master DMs Book,
page 15). He must, however, be the unquestioned
leader. |