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Thursday, December 13, 2012

Wands Without Charges

Timrod has a post about wand degradation. Basically, making wands get used up without having to track individual charges. This is something I've tried a couple times before. I think I would go with fewer dice rolls, myself. So I suggest this alternative:
When a character uses a wand, roll one die. If the maximum result is rolled, the wand is half-used. If the maximum result is rolled for a half-used wand, it is now drained of power.
The maximum result depends on the die used, of course. For wands, you'd probably want to use either a d20 or a d12. A staff traditionally has fewer charges, so a d10 or d8 may be in order. A rod or a cantrip wand would use a d6.

A drained wand can theoretically be recharged, or a caster could attempt to wring one last use out of the wand. Make a reaction roll: on a Very High result (12 on 2d6,) the wand works one last time; on a Very Low result (2 on 2d6,) the wand explodes for 3d6 damage.

3 comments:

  1. This is like the method Squad Leader uses for determining running out of ammo.

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  2. Replies
    1. Haven't thought it out in detail, but it would be via the magical research rules, but with a lower cost than the original enchantment.

      There might be other quest-able methods, like a pool of recharging. But that's reserved for play, not rules.

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