Got a few quick questions... I hope. I want to develop a half-Human,
half-Drow character for 2nd Edition of AD&D. Now I remember in the 1st
Edition, the Drow were deadly fighters, but their one weakness was light,
and they took stiff penalties in bright conditions for "to-hit" and saving
throws, I think. My questions are:
1) Will the penalties still apply in the 2nd Edition rules?
2) Because of the half-Human heritage, will the penalties be lessened any?
3) In the event the penalties are still in place when my PC joins up with a
party, is there any way to circumvent the penalties? Maybe an AD&D version
of sunglasses? Or would that be a DM decision on how to handle that?
Also, I'd like to know the rules on the Drow equipment, in particular
the mesh armor and swords. Are these available to PC half-Drow, or it is
another call of DM decision? Thanks!
Jeff
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More importantly, they were very good fighter/mages, and
the females are very good fighter/clerics. Their spell-like
abilities, when used correctly by a DM, make them a very
challenging opponent.
>1) Will the penalties still apply in the 2nd Edition rules?
Drow still have a penalty in my campaign, and, I believe, in
the MM and Drow book (I forget what it's called) The
penalties for a base drow (by MM) are:
(in light or continual light or daylight - L/CL/DL)
90% likely to be seen
lose 2 points of DEX
-2 to hit
all targets of a spell cast by a drow in L/CL/DL get
+2 to their saving throws
if attacking a target in L/CL/DL, an EXTRA
-1 to attack (if drow is in light, that ends up at -3)
if casting a spell at a target in L/CL/DL, that target gets
EXTRA +1 to saving throws (as above, total of +3)
>2) Because of the half-Human heritage, will the
>penalties be lessened any?
Given the abilities the DM'll have to add to mollify any
players, I'd recommend against it.
>3) In the event the penalties are still in place when my
>PC joins up with a party, is there any way to circumvent
>the penalties? Maybe an AD&D version of sunglasses?
> Or would that be a DM decision on how to handle that?
It is always DM decision how to handle everything. In
most cases, I would say that the penalties could be
circumvented, but doing so negates the cool abilities.
Otherwise, the race is unbalanced, especially with MR.
>Also, I'd like to know the rules on the Drow equipment,
>in particular the mesh armor and swords. Are these
>available to PC half-Drow, or it is another call of DM
>decision? Thanks!
As I said, it's *always* DM decision. IIRC, though, Drow
equipment is crafted by exposure to strange radiation,
giving their items their magical-style bonuses, but without
the items actually radiating magic. Also IIRC, Drow items
crumble when exposed to sunlight for periods of time
over an hour.
--- Dacileva Inore Lalaith (Nikolas Izak Landauer) ---
"Answer not a fool according to his folly,
lest thou also be like unto him" - Proverbs 26:4
"Answer a fool according to his folly,
lest he be wise in his own eyes" - Proverbs 26:5
1) As far as I remember, half-drow have all of the penalties and none of the
benefits of full blooded drow.
2) See above.
3) I don't see why not. But remember, drow magical equipment deteriorates
in sunlight. I don't remember the numbers, but I think within a couple of
weeks weapons and armor will be completely destroyed.
- Graey
-----------------------------
| sla...@mediacity.com |
| www.mediacity.com/~slayer |
-----------------------------
Matthies
Dacileva wrote:
> JimDestiny wrote:
> <snip - half-Human, half-Drow>
> >Drow were deadly fighters, but their one weakness was light,
>
> More importantly, they were very good fighter/mages, and
> the females are very good fighter/clerics. Their spell-like
> abilities, when used correctly by a DM, make them a very
> challenging opponent.
>
> >1) Will the penalties still apply in the 2nd Edition rules?
>
> Drow still have a penalty in my campaign, and, I believe, in
> the MM and Drow book (I forget what it's called) The
> penalties for a base drow (by MM) are:
> (in light or continual light or daylight - L/CL/DL)
> 90% likely to be seen
> lose 2 points of DEX
> -2 to hit
> all targets of a spell cast by a drow in L/CL/DL get
> +2 to their saving throws
> if attacking a target in L/CL/DL, an EXTRA
> -1 to attack (if drow is in light, that ends up at -3)
> if casting a spell at a target in L/CL/DL, that target gets
> EXTRA +1 to saving throws (as above, total of +3)
>
> >2) Because of the half-Human heritage, will the
> >penalties be lessened any?
>
> Given the abilities the DM'll have to add to mollify any
> players, I'd recommend against it.
>
> >3) In the event the penalties are still in place when my
> >PC joins up with a party, is there any way to circumvent
> >the penalties? Maybe an AD&D version of sunglasses?
> > Or would that be a DM decision on how to handle that?
>
> It is always DM decision how to handle everything. In
> most cases, I would say that the penalties could be
> circumvented, but doing so negates the cool abilities.
> Otherwise, the race is unbalanced, especially with MR.
>
> >Also, I'd like to know the rules on the Drow equipment,
> >in particular the mesh armor and swords. Are these
> >available to PC half-Drow, or it is another call of DM
> >decision? Thanks!
>
Lolth is a biased goddess. Her priests must be female. Also,
in most campaign settings, specifically GH and FR, the Drow
society is incredibly matriarchal, to such a degree that males
are secondary citizens. (In FR, only two male children are
allowed to a family at once, while any number of females are
allowed).
In response to the original poster, I remembered another
factor. The spell-like abilities (faerie fire, darkness, etc.)
also fade after a period of time above-ground. I recommend
reading the Dark Elf Trilogy for more, or the Dark Elf
Trilogy Omnibus that is being printed in a few months.
Hope this helps.
The only other source for non-standard elves and half-elves would be
the CEHB. I don't remember offhand what it says, though.
--
David R. Klassen
Department of Astronomy
Center for Radiophysics and Space Research
404 Space Sciences Building
Cornell University
Ithaca NY 14853
phone: 607-255-6910
fax: 607-255-9002
http://astrosun.tn.cornell.edu/staff/klassen/klassen.html
kla...@marswatch.tn.cornell.edu
Dan Shinefield <usedco...@home.com> wrote in article
<35537B4A...@home.com>...
>
>1) As far as I remember, half-drow have all of the penalties and none of the
>benefits of full blooded drow.
I think that they are supposed to have the same magic resistance and
infravision as full blooded drow but not their innate spell abilities. In most
other respects they should be treated as standard half-elves.
Kav...@aol.com
(David Knott)
Reading mail from me in a Usenet group does not grant you the
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> Why exactly is there a diffrence between the men and women in this
> respect?
>
> Matthies
The drow society is a female dominated one, and the principal deity they
worship, Lolth, has only female priests. Drow are the contrary to most
other races regarding height/weight according to gender. Female are
taller, stronger...
___________________________________________________________________
"In the year of our Lord 1314, patriots of Scotland, starving and
outnumbered, charged the fields of Bannockburn.
They fought like warrior poets...
They fought like scottsmen...
... and won their freedom."
William Wallace, from BraveHeart
Francois Duranleau
Etudiant au baccalaureat bidisciplinaire Mathematique-Informatique
Universite de Montreal
<dura...@jsp.umontreal.ca>
> Actually the Drow handbook does say that there male clerics of
> Lolth. It just says that they can't rise above a certain level. That is
> also another reason for the other Drow gods.
> I've always had a problem with the drow materials disintegrating out
> of the underdark. It's supposed to be a radiation thing, but that
> wouldn't make them disintegrate.
Well, what happens when you take a plant out of light? She dies from lack
of light, a kind of radiation. So it is for drow materials, but in a
"magical context".
It's not lack of radiation that makes them disintegrate, it's the light from
the sun.
> I've always had a problem with the drow materials disintegrating
> out
> of the underdark. It's supposed to be a radiation thing, but that
> wouldn't make them disintegrate.
Ahh, but a game balance mechanism might.
Mike ; p
Exactly right.
If you look at the 2nd Ed rulebook under half elves in the beginning,
you will see the only thing a half drow heritage does is penalize you.
Gotta love second!, doncha!!!
Mike
> DURANLEAU Francois (dura...@JSP.UMontreal.CA) posted:
> >
> >On Fri, 8 May 1998, Jarrod Dill wrote:
> >
> >> Actually the Drow handbook does say that there male clerics of
> >> Lolth. It just says that they can't rise above a certain level. That is
> >> also another reason for the other Drow gods.
> >> I've always had a problem with the drow materials disintegrating out
> >> of the underdark. It's supposed to be a radiation thing, but that
> >> wouldn't make them disintegrate.
> >
> >Well, what happens when you take a plant out of light? She dies from lack
> >of light, a kind of radiation. So it is for drow materials, but in a
> >"magical context".
>
> It's not lack of radiation that makes them disintegrate, it's the light from
> the sun.
Yes, but it's the lack of radiation which makes their magical-like powers
to vanish...
In the AD&D comic book put out by DC a bunch of years ago (stories written
by Jeff Grubb?), there is a half-drow character named Kyriani. I think the
story was that her father was a lawful good spellcaster named Ostus
Agrivar, and her mother was a drow. For some reason, they never explained
how those two got together. Anyhow, Kyriani was apparently born appearing
like a normal elf except that she had a dark, malignant growth that
threatened to kill her. The elves of Shadowdale (who raised her) tried
to remove and capture the growth, but it escaped out into the world where it
eventually developed into a rather powerful drow spellcaster named Killili.
The child grew up to become a spellcaster too (of level 4 or something like
that) named Cybriana.
But apparently, as Cybriana grew older and used her magic, parts of her
body would turn to crystal when she cast spells. Finally, in order to
survive, she had to merge herself with her evil counterpart, Killil, in
order to form a whole being containing both good and evil, now named Kyriani.
Kyriani appears as a normal half-elf and doesn't seem to be
weaker in light or anything. However, she is the owner and proprietor
of Selune's Eye, a tavern in Waterdeep formerly owned by the avatar of
Selune, goddess of the moon. Her spellcasting ability, however, is
far less than her former drow persona's. I believe that this is the only
"official" AD&D story dealing with a half-drow character.
: Also, I'd like to know the rules on the Drow equipment, in particular
: the mesh armor and swords. Are these available to PC half-Drow, or it is
: another call of DM decision? Thanks!
Aren't "pure" drow weapons and armor supposed to dissolve in sunlight?
--
-- --- -- --- -- --- -- --- -- --- -- --- -- --- -- --- -- --- -- --- --
"The taste of love, the more we get, the more we want. And all
because... the only reason is just because. It all makes sense,
when you're near, it all makes sense."
- Lightning Seeds
--- -- --- -- --- -- --- -- --- -- --- -- --- -- --- -- --- -- --- -- ---
Upon exposure to sun light, drow sleep poison looses complete effectiveness and
rots. Drow armor and weapons loose all their bonuses and begin rotting, soon to
be totally unussable in a few days.
Thus, even if you happen to find drow armor and weapons and keep them from
being exposed to sun light, the items will retain their non-magical bonus for
only 30 days. Unless you want to make a trip to the drow homeland.
In the 1st edition game, Half-drow, had all the drow negatives and none of the
drow positives as a race. In second edition, half-elves, no matter what
sub-race the parent elf is, are the same. Only cosmetic changes designate the
deferences. Dragon magazine #244, detailed a half sylvan elf, half drow
combination called the Xakhun. They are not affected by sun-light, but have
only surface elf abilities. NPCs of this race retain some magic resistance, but
player characters do not. A specialist mage kit allows them to retain some
innate spell casting ability at the cost of a specialists bonus spell per level
and treating the schools of Conjuration/Summoning and Necromany as oppositional
schools no matter what school of speciaty they are. The magazine also details a
few new flying races including flying-drow, a race from drow/tanarri desent. A
good magazine if you like new races and flying in your campaign.
Guess I went overboard. Hope that straighten outs a lot for some people.
Jenna