Sage Advice Collection

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 51DR071 Dragon #71 ASTRAL, Movement and Combat: If movement on the Astral Plane depends only on intelligence, then it would seem that a magical sword or other weapon that had ah innate intelligence would be able to move and fight just like a sword of dancing can. If this is so, then how could you determine the fighting ability of an intelligent weapon?  This question didn’t occur to us during the production of the original astral article. It opens up many more questions than just the one above — for instance, could an intelligent sword be made to push treasure along? Haul unconscious party members? Fight independently, either as a sword or by making a long run at something like a spear? Fortunately, there is a good “game” answer to the above question that also makes some sense “realistically”: The intelligence of a magic weapon is not a biological intelligence that is normally accustomed to acting while being able to move independently; in contrast, characters or creatures that can and do move independently on the Prime Material and other planes are accustomed to acting while moving on their own, even though movement ability is not a function of intelligence in their normal environment. Thus, magical weapons have no effective movement on their own in astral space (except for swords of dancing, which function as per the DMG). Magic weapons are assumed to have no sensory awareness of their surroundings except by means of whatever powers they might possess (detect traps, detect metals, etc.) In a word, they are blind. If such a weapon is held by a character, it may be assumed that the weapon can obtain some limited awareness of its surroundings, through the wielder’s own senses, but that is all. In the AD&D adventure provided with the Astral Plane article in DRAGON #67, Fedifensor itself might have escaped its predicament if it had been able to move on its own astrally. 
 52DR071 Dragon #71 ASTRAL, Movement and Combat: Shouldn’t the initial penalty of -6 “to hit” on missile fire (because the archer is not initially used to shooting without having to account for gravity) be removed after it is suffered just once, to reflect the archer’s sudden realization that all he has to do is aim at a target directly?  This good point was made, in one way or another, by several persons. The rule stated in the original article should still apply to all attacks made with thrown weapons; one will always have the penalty initially, and even after compensating for it will have to re-learn how to compensate each time the Astral Plane is re-entered. (Perhaps a few practice sessions at throwing things would be in order right after one enters astral space.) Slings are also governed by this rule. A modification to the rule may be made for all types of bows and crossbows that permit direct missile fire. Immediately after entering the Astral Plane, a person who is familiar with archery (who has taken a bow or crossbow as a personal weapon of expertise) rolls 3d6; a result equal to or less than the character’s intelligence score indicates that the character already realizes the weightlessness of the plane will change the path of arrows or bolts to a straight line; the first missile such a character fires will have a -2 “to hit” penalty, but the rest will be fired as normal. Would-be archers who fail the roll vs. intelligence will automatically miss any target over 60’ distant on the first attempt to hit it. However, with each subsequent missile fired, the archer or crossbowman may again attempt to roll intelligence or less on 3d6, and if successful will have a -2 “to hit” on the next missile fired, and then make all future shots at normal “to hit” odds. (Again, a little target practice at first couldn’t hurt.) One character may forewarn another about the adjustments, so the second archer won’t need to do an intelligence roll; the procedure of firing the first missile at a -2 “to hit,” however, stays the same. Once this difference in missile fire is learned, an archer does not need to make any further intelligence rolls upon reentering the Astral Plane, but will always shoot the first missile he fires on that plane at -2 (while “learning” the procedure first-hand over again).  
 53DR071 Dragon #71 ASTRAL, Movement and Combat: Since all movement depends upon simply thinking about moving, couldn’t a character dodge a blow by literally thinking himself out of the way?  Not really; the ability to dodge blows in this fashion is subsumed in the normal armor class adjustments involving dexterity. The higher dexterity one has, regardless of intelligence, the better one’s nervous system is at responding to mental commands to move. (Think of dexterity as analogous to reaction time.) One astral character could “swoop down” at another character and strike as he flew past, but unless the target character is preoccupied, he or she will get a chance to strike back, too, at normal odds “to hit.” 
 54DR071 Dragon #71 ASTRAL, Movement and Combat: Since any missile in astral space will follow a straight-line path without slowing down, shouldn’t the maximum missile ranges be extended to infinity, or at least to “as far as the eye can see”?  It’s true that missiles will have infinite range; they can (and perhaps do) travel “to infinity.” But the probability of hitting a target — which is what missile firing is all about — at long ranges is extremely low; it approaches zero much sooner, and much more rapidly, than the missile approaches infinity. The smallest fraction of error in aiming at a very distant target can produce a complete miss. Imagine having a rifle in outer space and being told to shoot at a 5-foot-diameter target one mile away. You can see that far, and a fired missile would certainly travel that far, but the slightest error in your aim means that you miss. Doubling the maximum missile ranges seemed like a fair way to extend missile fire without failing to account for the loss of accuracy. The chance of hitting anything (unless it is really big) at a distance greater than the double-distance long range (as set forth in the original article) should be considered very small — too small to be worth bothering about. But . . . if some magic-user were to invent, perish the thought, “smart arrows” that track a target by its innate intelligence, or some wizard eye- like guidance system, well . . . let’s let that possibility go for the time being. 
 55DR071 Dragon #71 ASTRAL, Movement and Combat: Why is overbearing not allowed, but grappling and pummeling are? Couldn’t an attempt to overbear disorient and upset the defender, sending him rolling and tossing?  The sort of attack described in the question could be done just as well by grappling. Overbearing requires that there be a surface to fight on, and gravity that will work to the overbearer’s advantage. Otherwise, attacks meant to overbear will work out (in non-gravity) just like grappling. 
 56DR071 Dragon #71 ASTRAL, Traveling: Can astral characters who are “adjacent” to another plane be seen by other inhabitants of astral space who are not “adjacent” to the same plane?  Yes. It would work something like this: Suppose a group of astral travelers is “adjacent” to an Outer Plane, looking it over. Approaching behind them is a shedu. From the shedu’s viewpoint, the characters appear normal, except that they are slightly out of focus in its vision (since they have moved into the “borderland” between the planes). The characters will also appear to be looking around, viewing something the shedu cannot see since it is not also “adjacent” to the other plane. The characters, if they turn around, will be able to see the shedu in the Astral Plane “behind” them, as well as get a further glimpse of the surroundings on the Outer Plane to which they are “adjacent” (something like a double exposure on a piece of film). The shedu and the characters may interact, but neither will be able to affect any inhabitants on the “adjacent” Outer Plane unless certain special spells are used. A medusa, if one were present on the Outer Plane the characters are viewing, would be able to see the characters and attack them but could not see or attack the shedu. Any area in astral space considered “adjacent” to another plane appears indistinguishable from any other area of the Astral Plane. Only the spell caster who initiated the traveling can find such a place. Any plane touching the Astral Plane may have several or many “adjacent spots” from which it may be entered from astral space. 
 57DR071 Dragon #71 ASTRAL, Traveling: When a cleric travels the Astral Plane, can his or her holy symbol be brought along without a magical aura being placed upon it?  No, unless the holy symbol itself is enchanted and has magical powers of its own. However, a cleric could cast a simple spell like light upon the symbol, which in essence causes it to radiate a magical aura and will allow it to be brought into astral space. 
 58DR043 Dragon #43 At what level does the Hand of Vecna operate for the purposes of overcoming magic resistance?  21st level. 
 59DR127 Dragon #127 BATTLESYSTEM™: Can magic spells be disrupted by missile fire or melee in a BATTLESYSTEM supplement as they can be in a normal adventure?  Attacks during the initial missile phase will not disrupt spell-casting because spells are cast later in the round. For missile fire in the magic and missile phase, simply make an initiative roll (this is separate from the roll in the initiative phase); spellcasters losing this roll have their spells disrupted if they are struck by missile fire (a single spell-caster that is with a unit is immune to missile fire, like any other hero). Spells are cast before melee, so a unit cannot disrupt a spell by fighting the spell-caster. Note, however, that another hero can launch missiles or melee attacks at a spell-caster and keep him occupied until the duel is over. See page 18 of the rulebook for more details. 
 60DR127 Dragon #127 BATTLESYSTEM™: Can missile fire occur in woods if both the target and the attackers are within the woods?  No. The tree trunks, leaves, branches, etc., get in the way. 
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