| agentJay |
I am wondering about a few rules. When you attack a natural 1 is always a miss however, does that stop you from continuing your attack if you have a full attack and the 1 was rolled on an early attack (meaning you have attacks coming after the 1)?
I am wondering about the rule for magic armor and size. Does it change size to fit the character wearing it (say you find large magic armor but you are medium sized)?
If you roll a 1 on a saving throw do you then have to roll to make a save for a magic item?
I thought these were actual rules however, I was informed that they are house rules or optional rules. If you answer can you please link to the rule?
Thanks,
+J
P.S. I was told the following
- Natural 1 rule making you lose the rest of your attacks is a house rule
- Magic armor does not re-size itself but can be re-sized by using craft arms & armor.
- Having to make a save for a magic item because you rolled a natural 1 on your save is optional
| Rynjin |
1.) No. The attack you rolled a 1 on misses, then you continue with your attacks, just like a normal miss.
2.) No, as far as I know there isn't even a property to make magic armor refit to any wearer.
3.) If you roll a 1 on a saving throw you fail it, that's it. Enemies can specifically target items with some spells, and they make a saving throw in that case, but unless I somehow overlooked it in the rules there's no "Roll a saving throw for your items if you crit fail your own" rule. Though there may be specific spells which do so.
I can't really link to non-rules though. No rules say "This doesn't happen" it's usually "This happens" or "You can do this" in most cases.
| Jeraa |
I am wondering about a few rules. When you attack a natural 1 is always a miss however, does that stop you from continuing your attack if you have a full attack and the 1 was rolled on an early attack (meaning you have attacks coming after the 1)?
Rolling a Natural 1 on an attack only means that specific attack will miss. It has no effect on any additional attacks you may have.
I am wondering about the rule for magic armor and size. Does it change size to fit the character wearing it (say you find large magic armor but you are medium sized)?
No. Magical armor (and weapons) do not automatically resize.
If you roll a 1 on a saving throw do you then have to roll to make a save for a magic item?
Yes. See the following (and Bill Dunns post below):
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
P.S. I was told the following
- Natural 1 rule making you lose the rest of your attacks is a house rule
- Magic armor does not re-size itself but can be re-sized by using craft arms & armor.
- Having to make a save for a magic item because you rolled a natural 1 on your save is optional
The Natural 1 thing is a houserule. As far as I am aware, you can not resize armor with Craft Magic Arms and Armor. CMA&A makes a non-magical suit of armor magical - it doesn't change anything about the base item you are using. A magic item having to roll a saving throw if its wielder/wearer rolls a natural 1 on a save is not optional.
| Bill Dunn |
P.S. I was told the following
- Natural 1 rule making you lose the rest of your attacks is a house rule
- Magic armor does not re-size itself but can be re-sized by using craft arms & armor.
- Having to make a save for a magic item because you rolled a natural 1 on your save is optional
Here's the rule (page 217 of the Core Rulebook):
Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table 9–2: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.
If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
So, not characterized as optional.
| bookrat |
i was wrong on the equipment:
Damaging Magic Items
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly.
| agentJay |
Note that magic armor re-sizing itself was actually a thing that happened in earlier editions of D&D--AD&D 2nd edition had that, for example. Could be that someone is just remembering that and assuming it's still in effect (honestly, I just assumed it did because that's what I grew up with).
^same here
| Kayerloth |
And for completeness sake if it's your first attack that rolls a 1 thereby missing you do have the option of breaking off your 'Full Attack' and doing something else with the remainder of your turn (your Full Attack becomes in essence a different action - standard or move):
Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.
| DrDeth |
Note that magic armor re-sizing itself was actually a thing that happened in earlier editions of D&D--AD&D 2nd edition had that, for example. Could be that someone is just remembering that and assuming it's still in effect (honestly, I just assumed it did because that's what I grew up with).
Sure, and we house rule it, perfectly normal.
Nefreet
|
Armor and weapons comes in different sizes, like small/medium/large, and in most cases will always work for a character of the appropriate size, but one exception that people often forget about is Full Plate:
Full Plate: This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 x 100) gold pieces.
So, AFAIK, full plate is the only armor that, if you find a set in a loot pile, still needs to be paid for to fit you.