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Month Index: February, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Wed, 1 Feb 2006 08:54:57 +0000 Subject: Re: Damaging living Spelljamming ships?
Maybe this is something that I've missed somewhere in the rules, but how are the rules for damaging living ships different from those for non-living ones? Disintegrate is listed as doing one hull point, for example, which presumably applies to both living and non-living ships, but should a living ship have a saving throw to resist this damage? I would expect the larger elven ships to have quite good saving throws! Reversed Heal, Harm, has no obvious upper limit (in theory it even afflicts 300HP+ dragons or divine avatars), so should affect living SJ ships, if the DM is generous leaving them with one hull point. Would it make sense to say that as a vessel is starting to loose function once it has lost half its hull points then this is logically equivalent to a creature having zero hit points? So, a Harm spell does half the hull points of a (living) vessel, and a second one destroys it? You can then say that appropriate healing spells that work on the sort of creature that the living ship is can restore hull points. Two CLW for a hull point, a CSW for a hull point, a CCW for two hull points, and a Heal for half the hull points? Does this make sense? -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: February, 2006