| Ref | Ouvrage | Question | | Reponse |
---|
631. | DR132 | Dragon #132 | BATTLESYSTEM™: Will flying over a woods negate
the sighting penalties as described
on page 21 of the rule book? | | Probably not. A flying creature not in
woodlands can sight and cast spells in a 1”
radius centered directly below the figure.
Elves and other woodland creatures can
sight and cast spells within a 6” radius. A
woods made up of leafless trees or conifers
might be more transparent to aerial
viewing; this should be decided before the
game starts. |
632. | DR132 | Dragon #132 | BATTLESYSTEM™: Does a unit need initiative in order
to execute a wrap-around? | | No. In order to execute a wrap-around, a
unit must start its movement phase in baseto-
base contact with an enemy unit. It must
have one or more figures that are not yet in
base-to-base contact, and it must have room
to expand its frontage. Only figures that
begin the phase out of base-to-base contact
can be involved in the wraparound. A unit
can perform wrap-around movement only in
its own movement phase. For example, a
unit that is eight figures wide and two figures
deep wins initiative and moves into
melee with an identical unit. In this case, the
enemy unit’s next movement phase comes
before the melee phase, initiative not withstanding.
The unit may use its extra figures
to wrap the attacking unit during this movement
phase. |
633. | DR132 | Dragon #132 | BATTLESYSTEM™: Can a unit execute a wrap-around
if attacked from the rear? | | No. |
634. | DR132 | Dragon #132 | BATTLESYSTEM™: Can missiles be fired into melee?
Can pass-through fire be used
against units performing wrap
arounds? | | Missiles cannot be fired into melee (at
least those involving your own allies).
Wrap-around occurs during the movement
phase, and figures performing such movement
are subject to pass-through fire. |
635. | DR132 | Dragon #132 | BATTLESYSTEM™: How do you determine whether or
not artillery fire hits a tree, assuming
that the fire is deliberately
aimed at the tree? | | Treat the target tree just like any other
artillery target (see page 19 of the rule
book). |
636. | DR132 | Dragon #132 | BATTLESYSTEM™: How fast will a forest burn? | | Assuming the the trees are very dry and
the wind is calm, a fire started by a single
figure stand begins as a ½”-diameter
circle and expands ½” per turn until
extinguished. If there is a light wind, the
fire starts as a rectangle ½” wide and 1”
long, aligned with the wind. Each turn
thereafter, the fire spreads 1” downwind
and ½" to either side. If the wind is
strong, the windward expansion is 2” per
turn. Forest fires can spread much more
slowly or quickly than this (damp, live
trees are almost fireproof, save in exceptionally
strong fires), but the foregoing is
sufficient for most game situations. If you
think a variant on these rules is in order,
decide on one before the game starts. |
637. | DR132 | Dragon #132 | BATTLESYSTEM™: The combat-results table shows
how many hit dice of damage an
attack delivers. Assuming that 1 HD
is 1-8 hp, how do you calculate damage
against creatures with better
than 1-8 hp, like 1st-level fighters
with 1-10? Surely these troops are
harder to kill than goblins at 1d8 - 1. | | Most players ignore the variation in hit
dice for simplicity’s sake. If this bothers
you, add or subtract hit dice from each
figure according to the creature’s average
hit points per die. To make the conversion,
calculate the total average hit points for a
figure and divide by 4.5 (the average result
for 1d8), then round fractions of .5 or less
down (rounding the rest up). For example,
creatures with one 12-sided hit die average
6.5 hp each, or 65 hp per 1:10 figure.
Dividing 65 by 4.5, we get 14.445, rounded
down to 14, so each figure has 14 HD
instead of 10. The goblins in your example
would have 8 HD per 1:10 figure (35 hp
per figure divided by 4.5 equals 7.778,
rounded up to eight). |
638. | DR133 | Dragon #133 | Can a creature such as a demon
that is captured by an ensnarement
spell use its innate teleportation
abilities to escape? Can it use gate to
summon help? Can it do anything to
escape? | | The ensnarement spell neither strips the
victim of attack abilities nor protects the
caster from them. An ensnared creature
could launch missiles or attempt ranged
magical attacks, but such attacks will
never damage the diagram that holds the
creature. The creature could charm the
caster into letting it go. The caster, however,
is free to employ other protective
spells which will work normally with
regard to the ensnared creature. An antimagic
shell is most effective for this purpose.
The ensnared creature is trapped by
the spell until the caster chooses to let it
go, or some other creature releases it —
either on purpose or by accident. The
creature is totally cut off from its own
plane, and it cannot summon aid (e.g.,
gate) or escape from the diagram by any
means (e.g., teleportation) except by
attacking or serving the caster. Demons
are extremely difficult to hold with this
spell due to their telekinesis abilities. Any
spell-caster who fails to guard against such
powers will most likely be dragged into
the diagram and suffer accordingly. |
639. | DR133 | Dragon #133 | How about some guidelines on the
wish spell? | | In one Lake Geneva campaign, wishes
were sometimes used to gain treasure. A
random amount of 5,000-40,000 gp (5d8 x
1,000) was the usual range. Experience
was never awarded for this treasure, and
a few local campaigns now actually deduct
experience (½-l xp per 1 gp gained). A
wish may never be used to gain experience
or levels.
A wish will produce a magical item (not
of artifact quality) of up to +5 enchantment,
lasting for one hour. The item is not
actually created; it is just “borrowed" from
somewhere. When the duration is up, the
item disappears, returning “home." (Such
an absence might anger the item’s owner,
of course.)
The Dungeon Masters Guide says that a
wish can be used to permanently gain one
ability score point as long as the score is
not raised above 16. If the score is 16 or
higher, it takes 10 wishes to raise it one
point. Thus, it would take 20 wishes to
raise an ability score from 16 to 18.
A wish can temporarily raise an ability
to 18. In some Lake Geneva campaigns, the
duration for this effect is anywhere from
1d6 turns to 1d6 hours (6-36 turns),
depending on how low the original score
was to begin with.
A wish can change a character’s race,
but it can’t remove a racial class or level
restriction entirely. Thus, an elf made into
a human can rise as high as a human can
in levels, but an elf (as itself) can at best
only slightly exceed racial restrictions on
maximum levels using a wish spell.
A wish can duplicate other spells. One
Lake Geneva campaign allows wishes to
duplicate any other spells; another limits
this to first- to seventh-level spells.
Wishes can usually negate or change bad
events. This can range from the previous
hour to the previous week, depending on
how many creatures are involved, the
creatures’ relative power, and how specific
the change is. A bad adventure involving a
few adventurers could be wiped out completely
after as much as a week, but a
wish that negated the bad effects of the
same adventure while preserving everything
gained would have to be made within
a day. The results of a minor battle
involving normal troops could be changed
after as much as a day. If the fate of a
whole empire hinged on the battle, however,
and there were powerful demons
present, the wish would have to be made
within the hour and be limited to changing
the result a single key melee (which might
or might not change the outcome of the
battle).
A wish which shows excessive greed or
promises to be a campaign-buster should
be twisted so that the exact wording is
met, but the intent is not served. For
example: “I wish to know everything there
is to know about this dungeon,” would
result in the character getting deluged
with information which is quickly forgotten.
If the party is being lazy and trying to
avoid a piece of campaign business with
which it ought to be concerned, it is
incumbent upon the DM to see to it that
the wish winds up costing the party more
than it gains. If a wish is to be used in a
tricky situation, players should limit the
number of words in the wish.
This list could go on. Ultimately, the DM
must decide on his own guidelines for
using wishes. A useful article on this topic
appeared in the Best of DRAGON Magazine
Anthology, volume 5: “Best wishes!” |
640. | DR133 | Dragon #133 | Can a ring of spell turning turn a
wish spell? | | This depends upon how the wish is
used. If the wish is used so as to have a
personal effect (one not involving a broad
area) on the ring’s wearer, and the effect is
not delivered by touch, then the wish is
subject to turning, and the wearer and
wisher each get saves (unless the turning
fails or is total). See the ring’s description
in the DMG, page 131. |