| Ref | Ouvrage | Question | | Reponse |
---|
671. | DR124 | 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. |
672. | DR127 | 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,
wouldnt 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. |
673. | DR033 | 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. |
674. | DR123 | 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. |
675. | DR129 | 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. |
676. | DR129 | 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. |
677. | DR129 | 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. |
678. | DR123 | 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. Heres 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. |
679. | DR047 | 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.” |
680. | DR126 | 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 DMs 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. Youre on your own there
just keep the chances small, if you use
them at all. |