| Post/Author/DateTime | Post |
|---|---|
| ParadoX.09-25-04, 10:12 AM | about the basic rules of D&D. I guess that this is the right place to post them now that the DMG forum is being "phased out". 1. How does Armor Check Penalty work? 2. How does hardness work? 3. When it comes to arcane spell failure, do clerics have a chance to fail their spells from wearing armor (player's in my group are constantly arguing that they either do because arcane is simply refering to magic, and others say that they don't because they cast divine spells, not arcane) P.S. You don't have to write a LOT, just a simple answer please. ;) |
| Mister Mayhem09-25-04, 11:04 AM | The simple answers - if you want more depth, look them up in the books: 1) Armour Check Penalty is subtracted from the skill rolls listed. So if you are are trying to move silently in armour that has a check penalty of -2, you subtract 2 from your roll. 2) Subtract Hardness from the damage roll of any attempt to physically damage an object with hardness. If you get 0 or less, you have done no damage. 3) Clerics and other divine spellcasters can wear armour freely without affecting their divine spells. Only wizards, sorcers and bards* suffer from arcane spell failure due to armour, and Bards can ignore it in light armour (in 3.5). (*of the base classes - most arcane PRCs also suffer spell failure from armour) |
| ParadoX.09-25-04, 01:09 PM | Gracias. |
| Mister Mayhem09-25-04, 04:03 PM | De Nada. |