Sage Advice Collection

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  Ref  Ouvrage  Question   Reponse 
 671DR124 Dragon #124 D&D® Expert Set : The rules say that the cost to build a wall is normal up to 30' high, but double above that. What is the base cost to build a wall, and just how big a wall do you get for the money?  You appear to be referring to page 52 of “ the 1981 edition of the Expert Rulebook. The passage you have quoted refers to the cost of building a castle wall. The base costs for walls and other constructions are given in the table on the same page. Dimensions are also given here. This same information is given on page 23 of the 1983 edition of the Expert Rulebook. 
 672DR127 Dragon #127 BATTLESYSTEM™: The text describing a change of facing on page 11 does not seem to match the accompanying diagram. If the unit on the right did a left-face, wouldn’t the relative positions remain unchanged? The actual result looks more like a wheel.  You are correct. A change of facing does not alter the relative positions of the figures in the unit. The figure labeled “MV COST 1/3 MV ALLOWANCE” should be replaced by a unit figure exactly like the one to the left of it, but with arrows pointing off to the right. 
 673DR033 Dragon #33 One of my friends has a Cleric/Magic-User/ Fighter who is human. In the Players Handbook it says that humans are not limited as to what class they can become. Under the section on multi-class characters it says only halfelves can be Clerics/Magic-Users/Fighters. I say his human cannot be multi-classed and he says he can. Who is right?  You are. Humans can only be one class at a time unless they opt to change classes. For instance, a 7th-level Fighter decides that she now desires to become a Magic-User. She must not pick up her sword and use it again until she is a 7th-level Magic-User or she will lose any experience she would have gained in that adventure as a Magic- User. Once she reaches her level as that of a fighter, i.e. 7th-level Fighter, and 7th-level Magic-User, she may now use her sword, but she cannot wear armor and cast spells. Humans may become dual class and they are not limited as to how far they can advance, as are the other races who can become multi-classed. 
 674DR123 Dragon #123 D&D® Masters Set : If a bastard sword is used onehanded, does the user still lose initiative?  You lose initiative when using the sword two-handed, but not when using it onehanded. See the Master Players’ Book (pages 19 and 21) for more details. 
 675DR129 Dragon #129 When can ability-score points be exchanged?  You may only switch ability-score points when you’re generating a character. Once a character starts play, you have to leave his ability scores as they are. You might, of course, find certain magical spells or items that allow you to alter your character’s scores (or alter them without your consent!), but this is up to your DM. 
 676DR129 Dragon #129 How do you run missile fire?  You run missile fire the same way you run melee. Just remember the missiles’ rates of fire and range modifiers. 
 677DR129 Dragon #129 My dictionary defines a crossbow as a device for hurling rocks or arrows. Is this correct? If so, why can’t clerics use crossbows, since rocks are blunt weapons?  Your dictionary is correct. Crossbows were sometimes used to hurl small rocks and similar bulletlike projectiles, but this was not very common because quarrels had much better range and ability to penetrate heavy armor. The only reason rocks and such were used in warfare at all is because they were cheaper and easier to find than quarrels. If you want to use this option in the D&D game, reduce the range by one-third and the damage to 1-4 (light crossbow) or 1-6 (heavy crossbow) when using pellets or stones. It might interest you to learn that blunt arrows and quarrels were invented in the late Stone Age and are still used today. They kill birds and small game (like squirrels) without mangling them and rendering them inedible. In any case, bows and crossbows are still off-limits to clerics. Clerics are too busy studying spells to have time to learn the use of these weapons. This limitation is also desirable from the point of view of game balance. Keeping such missile weapons out of the hands of clerics gives players a reason for choosing fighters or demi-humans. 
 678DR123 Dragon #123 D&D® Expert Set : Does a lightning bolt always expand to its full length if it strikes a solid object before going its full distance? Or does it “double back,” possibly leaving the caster unharmed? Or does it bounce like a billiard ball, flying off at an angle from the object it struck?  Your first guess is technically correct and in common use. A lightning bolt has a fixed length and width, and it must expand to its full length just as a fireball fills its fixed volume. That is, a lightning bolt is always 60’ long and 5’ wide. If it hits a solid object, it extends back 60’ from the point of impact in a direct line to the caster. If the caster is less than 60’ from the point of impact, then he gets fried. Some DMs prefer the “billiard bounce” method. Here’s some advice if you decide to use it: 1) The angle of incidence equals the angle of reflection. 2) The bolt might strike a target more than once if it. bounces around a confined space, but the bolt can only deliver its stated damage, never more. For example, a 22-hp lightning bolt that hits a character three times still only delivers 22 hp, or half if the character saves. You may opt to have the character save each time the bolt strikes, taking the worst result. This method can lead to some sticky situations; take extra care-to adjudicate them fairly and accurately. 
 679DR047 Dragon #47 My friend and I had a dispute about whether or not a Paladin will go on an adventure with neutral good characters. I say no, because on page 24 of the Players Handbook it says “...they (Paladins) will associate only with characters and creatures of good alignment.” I would like to know who is right.  Your friend is right. Neutral good is a “good alignment,” just as lawful good and chaotic good are. Although a Paladin greatly prefers to associate with none other than lawful good characters and creatures, it also notes on page 24 of the Players Handbook that “paladins can join a company of adventurers which contains non-evil neutrals only on a single-expedition basis.” 
 680DR126 Dragon #126 One of my players wants to have a baby; what should I do?  Your question had me momentarily confused. If one of your players wanted to have a baby, you, the DM, should be the last person she should talk to. I take it that you mean that one of your players would like his or her player character to have a baby — an event that certainly requires the DM’s involvement. I suggest that you handle it discreetly “offstage. ” There is no reason to play out having a baby; just assign a percentage chance each game month that the mother gets pregnant. The chance should never be higher than 36%; you can increase the chance slightly if one of the parents is an orc or half-orc, and you should decrease it if one of the parents is an elf of any type. Once the mother is pregnant, you must determine how long before the child is born. The gestation period for humans is nine months. This is the proper period for most man-sized creatures. Gnomes and halflings might require shorter lengths of time. In nature, the length of gestation depends on the birth weight of the baby, not on the lifespan of the species. The mother will have to refrain from adventuring during the last half of the pregnancy, and adventuring after the birth will be difficult at best. You may decide to introduce a few random factors such as a survival percentage for mother or child, or the possibility of a miscarriage. You’re on your own there — just keep the chances small, if you use them at all. 
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