Sage Advice Collection

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 520DR126 Dragon #126 How thick and strong is a 50’ rope?  The average adventurer’s rope is probably 9/16” hemp (judging from the encumbrance rules). Such a rope has a “parting strength” of 3,450 lbs., if it is in good condition. Doug Niles, author of the Dungeoneer ’s Survival Guide, notes that when used to abruptly halt a free fall, a rope’s effective strength can be as little as 10% of its maximum. 
 521DR126 Dragon #126 What do I do when a PC is tortured? No player is willing to give information no matter what happens to his character.  Torture is not part of the game for two reasons. First, it gives nonparticipating onlookers the wrong idea. Second, spells like charm person, suggestion, and ESP are more effective for extracting accurate information. In the early Renaissance, it was found that victims of torture were prone to say what they thought their tormentors wanted to hear rather than the truth. If you must include torture in your game, have the victim make a save vs. petrification, adjusted for wisdom once per turn, hour, or day depending on the intensity of the torture. Failure indicates that the victim has broken down and will talk. Do not play out the gory details. Veracity should be no higher than 80% (and should probably be much lower). 
 522DR126 Dragon #126 How old is the D&D game? Who were its first players?  The D&D game was first published in 1974. The earliest group of players came from a gaming club called the Lake Geneva Tactical Studies Association. It evolved out of a set of fantasy supplement rules for tabletop miniature wargaming, published as the CHAINMAIL game in the early 1970s. 
 523DR126 Dragon #126 I’ve been trying to locate information on the swords Durandal and Excalibur so that I can include them in my campaign. I haven’t had much luck. Will you help?  Assigning game statistics to legendary weapons is mostly guesswork. A Lake Geneva campaign gives Durandal the abilities of a long sword +4, defender which cannot be broken. The DM’s reasoning is that Durandal means “inflexible,” and these abilities seem to fit the name. As for Excalibur, this sword is listed in Legends & Lore, page 18, as a lawful-good sword of sharpness, +5. A brief explanation of this sword follows under the heading of King Arthur. For more details on either weapon, refer to the descriptions of each provided in Le Morte d’Arthur by Sir Thomas Malory (for Excalibur) or Le Chanson de Roland (for Durandal). 
 524DR126 Dragon #126 How about some guidelines on character wills?  Wills, of course, have to be written before death; furthermore, the beneficiary of the will gets only the wealth and magic that the dead character has actually left behind at his residence, or that which is recovered. If the character died in the remote lair of a huge dragon, for example, either the dragon or the character’s companions will have the character’s money and equipment. The dragon certainly won’t be willing to give them up and the characters might not either. You can put other limits on wills. One common limitation is that the beneficiary be a 1st-level character that is rolled up at the time the will is made. The new character starts with only his inheritance; he has no other money or magic. The character might be higher than 1st level, but he still has no money of his own. He might even have to pay an inheritance tax (10-40% is the common range). 
 525DR126 Dragon #126 When a map has a hex grid (hexagons instead of squares), and the scale is 24 miles per hex, what does this really mean? Is the distance measured from the centers of opposite sides or from opposite corners?  In most games, the distance across a hex is measured from the center of one side to the center of the opposite side. This is the case in the D&D and AD&D games. 
 526DR127 Dragon #127 BATTLESYSTEM™: What are the battlefield effects of infravision and ultravision? Which monsters have these abilities  Page 59 of the Dungeon Masters Guide gives the effects of infravision and ultravision outdoors. Most subterranean monsters and humanoids are assumed to have infravision, even if not otherwise noted. Most demi-humans also have infravision; see the individual character race descriptions and monster descriptions. Ultravision is a rare ability; see the individual monster descriptions to determine if a creature has ultravision. Some Lake Geneva campaigns gift dragons with ultravision, since they can “see equally well in daylight or darkness ” (Monster Manual, page 29). 
 527DR127 Dragon #127 BATTLESYSTEM™: When a unit encounters a wall or barrier, must it cross the obstacle at a right angle, or can it cross at any angle?  An obstacle can be crossed at any angle. The unit crossing the obstacle pays the movement penalty and must go to open order, no matter what angle is adopted when crossing the obstacle. 
 528DR127 Dragon #127 BATTLESYSTEM™: How do you determine if a unit is completely in or just at the edge of a woods? Is the entire unit considered to be at the edge if just one figure touches the edge?  Only the status of individual figures matters when a unit is in or near a woods. A figure is at the edge of a woods if any portion of the figure touches the edge. Otherwise, the figure is either completely in or completely out of the woods. Thus, a unit could be half-in and half-out of a forest, with some figures on the edge. 
 529DR127 Dragon #127 BATTLESYSTEM™: When can enemy archers shoot at a hero? Can opposing archers “sharpshoot” at a hero – that is, shoot at only him when he is with a unit, or alone and engaged in melee with a unit?  If the hero is actually attached to a unit (in command or fighting with it), archers cannot pick him out. If the figure is not attached, he can be a target. A hero in melee with a unit can’t be fired on because the unit he is fighting is a much bigger target than he is – besides, the hero’s foes might be your own allies. 
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