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#11 |
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Join Date: Aug 2004
Location: Pacheco, California
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Note that blood isn't very magnetic. (Go into a tight orbit around a magnetar to see the magnetic effect on blood.) So it's bulk iron rather than iron in chemical compounds.
Whataboutism rule of 5? 0.04 to 0.2 pounds: -1 DX 0.3 to 1.0 pounds: -2 DX 1.1 to 5.0 pounds: -3 DX 5.1 to 25.0 pounds: -4 DX 25.1+ pounds: -5 DX
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-HJC Last edited by hcobb; 10-10-2023 at 04:23 PM. |
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#12 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
Enchanted iron no longer has this property due to alterations at the molecular level that allow specific spell patterns to be permanently infused into the object. This process also makes the metal permeable to the.transfer of ST for spellcasting. The guidelines I presented further above have worked well in our games. Basically, it's more about how completely the wizard is encompassed than it is about the actual weight or mass of the metal.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 10-10-2023 at 09:03 PM. |
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#13 | |
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Join Date: Jun 2008
Location: Boston area
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Quote:
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#14 |
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Join Date: Jun 2019
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But remember the Chinese bronze crossbow, mass produced by the Han dynasty around 200 BC. Bronze firing mechanism, bronze bolts, no iron at all. A shot could go through a tree trunk at over 100 paces. Beware the wizard with one of those!
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"I'm not arguing. I'm just explaining why I'm right." |
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#15 | |
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Join Date: Jun 2018
Location: Durham, NC
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Quote:
Nice. Maybe what we should be looking at is the spirit of the law instead of picking it apart literally. The point of the rule is to keep ordinary weapons in the hands of fighters and away from wizards. |
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#17 |
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Join Date: May 2024
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My rule is -1 Dx for every 10 grams of iron, up to a maximum -4 Dx penalty for 40+ grams. Arrowheads are ~10 grams each, while daggers are easily enough to max out the iron penalty. Also, iron carried by an opponent in HTH combat counts, but not iron carried by an opponent in an adjacent hex.
I consider "silver" weapons to be a weird magical or quasi-magical form of silver-containing non-magnetic stainless steel. The "non-magnetic" part is why they don't inflict a Dx penalty on spellcasting. More generally, "If it's ferromagnetic, it inhibits spellcasting; if it isn't, it doesn't." As for the Staff spell, I allow it on most any non-ferromagnetic object. Wooden staves are the most common, but a silver (non-magnetic stainless steel) dagger also works, as does an ivory wand, a leather riding crop, or a yew longbow.
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I was denied tenure at IOU. |
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