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Month Index: February, 2006
From: jamesriley <jamesriley@???.net> Date: Fri, 3 Feb 2006 19:58:33 -0500 Subject: Re: Damaging living Spelljamming ships?
-----Original Message----- From: Spelljammer Setting Discussion [mailto:SPELLJAMMER-L@??????.???????.com] On Behalf Of Dreamer Sent: Friday, February 03, 2006 5:11 AM To: SPELLJAMMER-L@??????.???????.com Subject: Re: [SPELLJAMMER] Damaging living Spelljamming ships? Thanks for finding the reference! Yes, I know, but it was nearly 10 years ago, I can't remember everything that far back!lol I only remember that it had to do with druids using healing spells on elven ships and the response was the sectional hit points scheme you referred to. As I understand your comment a Heal/Harm can only work on one hull point, and hence ten hit points (-1D4), at a time? Yes that about sums it up. Do you think this some sort of "large objects have sectional hit points" scheme? Possibly, but I think it refers more to the sense of structural integrity vs. loss of life measured. If you hit a SJ vessel with enough normal damage, then you divide the number of hit points done by ten to find out how many hull points you do. I don't recall any rules about only being able to damage one hull point at a time, which makes me think a sectional hit points scheme isn't normall in use. Actually the SJ rule for personal weapons used against ships is the norm, just like in your example above. Most spells that are not area effect are adjudicated the same way. That is why the disintegrate spell does only one hull pt of damage, the area of effect is <= the 10x10x10 cubic volume of one hull pt of ship. I am not clear why Heal/Harm, and in partcular CLW/CSW/CCW, don't work on trees - they don't fall in the list of things Cure Light Wounds doesn't work on in the AD&D 2nd Ed PHB. You are right, I was in error in my last posting. They will work on plants, they just won't regrow lost structure/hull points. That would require grafts, regenerate spells, or plant growth controlled by elves, druids or rangers familiar with the crafting of the structure in question. The logic seems to be whether the damage repaired referred to structural damage or its hit points as a measure of life. E.G., you can chop off one limb from a tree and damage it structurally, but not do enough damage to kill it outright (barring decay and parasites); alternately you can chop up all the limbs and the trunk of the tree and not only destroy it structurally, but also do enough damage to kill it too. So while a CLW might restore the hit points of the severed limb to the tree as a whole, it won't necessarily restore any structural integrity (hull points) lost. To heal the example tree it would have to be put back together before hit points could be cured. We may apply the same logic to elven ships and any other plant based structure like the tree homes that arboreal elves live in. For interest, look at the Live Oak spell (priest 6th, PHB pg.228) which has an interesting application for Plant Growth in that it can be used to heal 3D4 hit points, instead of making the live oak (fake ent/huorn) bigger. If this was usable on an elven living ship then you could say Plant Growth would repair one hull point. This is the ref that the sage advice column used for the healing/repair of elven ships. The implication could be taken that DnD is only interested in healing trees that are mobile. Or, that something about making a tree mobile by using a Live Oak spell on it means that Plant Growth can be used to heal it. Even if the second was the case then maybe there is a spell you can put on an elven living ship so it can be healed? I don't think we need to go that far. It seems to me that use of the Plant growth to restore the damaged spar, truss, bulkhead etc and then use a cure type spell to heal the graft would be sufficient. I don't think that I have seen a revised system where hull points are 100HP rather than 10HP - but this does seem a little too good! I honestly can't remember the source of the newer HP ratio, but it may have actually been a typo in a supplemental for the SJ books. I seem to remember something about different construction materials having more or less HP per Hull pt depending on its type. Also I seem to remember the old 2ed AD&D castle and keep guide saying roughly the same thing about structural pts of wood vs. stone/metal etc... Also this reminds me a little of the Palladium SDC/MDC problem, which I had hoped was dead and buried! No, like a zombie, it still shambles about terrifying the natives. (Sorry, I probably shouldn't mention non-DnD games systems.) I had not even thought about animals which act as living spell- jamming vessels, star dragons etc - that is a can of worms that I hadn't even started to open! That can I already have opened in abundance. Kindorii riders, small jammers, certain types of space-going dragons, even skaaver sleds. (Hmm. Gigantic worms as SJ vessels... Hmm. [grin] ) I was trying to draw a comparison between a living creature being on negative hit points, and the way SJ ships that have lost more than 50% hull points start loosing function. Generally living creatures on positive hit points are assumed not to have lost limbs or organs, so I thought that this logic might be useful. I was not claiming that living vessels might lose consciousness by taking more than 50% of their hull points, and that this would alter how they responded to a Helm. Partly it was about if you could get a Harm spell to work on a living SJ ship, and I didn't think that just one spell should be able to effectively near total demolish a ship. okay, I see what you were getting at, and yes that is part of the reason I am sure that the guys that wrote the SJ rules went with the only damages one hull point logic. In the earliest D&D space ship adventures preSJ, disintegrate read area effect as "one object or 10 cubic '" 2ed changed the "one object" part and limited the spells effect to items of a given size that would fit within 10 cubic '. Now you have to ask does the ' mark read as feet indoors and yards outdoors or just feet or just yards? V/R FC2 Riley, James R. cel: 228-249-2967 e-mail: jamesriley@???.net >
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