* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Dwarves, Gnomes, and Magic Started at 04-14-04 08:31 AM by Thailfi Visit at http://forums.gleemax.com/showthread.php?t=220723 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Thailfi Date : 04-14-04 08:31 AM Thread Title : Dwarves, Gnomes, and Magic How do you handle the 20% magic item failure for dwarves and gnomes? We streamline it, which may end up being a benefit to dwarves and gnomes. We say that when a dwarf or gnome first handles a magic item the player rolls percentile dice. 21 or higher and the item works fine for the dwarf/gnome and will always function for him. 0 to 20 and this item is dead to him and will never function for the dwarf/gnome. We roll for all magic items including weapons and armor. We have always played with the rule like this. The way I read the rule seems to be more random, but I could be wrong. It seems to say that an item needs to be checked every time it is used and whether it worked or didn't work last time has no bearing on this use whether it was 2 months ago or just last round. This would seem to be a big pain in the butt as all the dwarf or gnome would be doing during the adventure is checking to see if his items work. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Wedge_Hammersteel Date : 04-14-04 08:50 AM You could handle it 2 ways. Remember, as DM there is no wrong way as long as you and your group are having fun. 1. The dwarf or gnome either disbelieve or distrust magic so that inherent disbelief or distrust accounts for the 20% magic failure. 2. The dwarf or gnome are unsure of magic though willing to give it a try and the 20% magic failure is more a genetic trait than strength of will. Either way, I would apply the failure rate at each occurance as disbelief, distrust or unsureity are not constants and will waver during different situations or times. I use # 1 and apply the failure rate at each occurance. I also factor in the level of the dwarf/gnome and the strength of the magic. Hope this helps. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Stonebeard Date : 04-14-04 07:52 PM Interesting that you brought this up. This is one of the new fangled ideas in 2e that I never could figure out. No, not how it worked but why? It always seem to me that dwarves and gnomes had 20% magic resistance and that just seemed a bit unbalanced to me. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Wyrmbane Date : 04-14-04 10:10 PM That applies to spells (to a degree) also, both good and bad. Which can be good and bad. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Thailfi Date : 04-15-04 09:49 AM Never applied the 20% to spells. That is what their constitution based bonus to savings throws is for. It is real nice to get +3 or +4 to magic saves. I guess that is why the 20% rule is in there to balance it off. I always thought the magic resistance rule for player characters was stupid. If you played a Githzerai, you were the only member of your species that was lame enough to not know how to lower your magic resistance. We dumped that rule in favor of experience penalties to powerful races as PCs. Sort of like the Humanoid Handbook makes your earn twice as much experience if you wanted a pixie or ogre magi character. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : diaglo Date : 04-15-04 09:57 AM Thread Title : Re: Dwarves, Gnomes, and Magic Originally posted by Thailfi This would seem to be a big pain in the butt as all the dwarf or gnome would be doing during the adventure is checking to see if his items work. not if the item was cursed. it is a blessing.;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : Krothos Date : 04-15-04 01:14 PM While I could be incorrect about this (don't have my PHB in hand), but I remember that this hinderence for dwarves and gnomes was only for wands, staffs, rods, and misc magic items. The 20% failure wasn't applied to weapons and armor. I've always played this hinderence with the same reason why dwarves & gnomes get increased spell resistance/saving throw bonuses. It's difficult to willingly use magic items when it's in your nature/being/karma/soul/race/etc to resist such affects. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Algolei Date : 04-16-04 02:59 AM Originally posted by Krothos While I could be incorrect about this (don't have my PHB in hand), but I remember that this hinderence for dwarves and gnomes was only for wands, staffs, rods, and misc magic items. The 20% failure wasn't applied to weapons and armor. Actually, according to the rules (as I read them, direct from the PH): All magical items that are not specifically suited* to the character's class have a 20% chance to malfunction. And it is checked each time the item is used. Devices that are continually in operation are checked the first time the device is used during an encounter.** *What items are "specifically suited" to the class? Good question. I believe the Sage from Dragon Magazine was asked that one quite frequently! **So your ring of protection needed to be checked, not when you first put it on, but during your next encounter. That's assuming, of course, that rings of protection aren't specifically suited to your character's class. Are they or aren't they? I don't know. :shrug: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.