Since Ruidium corruption generally triggers on Nat 1 rolls, and halflings reroll Nat 1s at least once. They basically have resistance to Ruidium corruption. Does that make the item's a little more OP on halflings, since the negative effects are less likely to occur?
I don't have access to Ruidium content. Is the corruption contingent upon a Saving Throw, or is it a unique check?
Rolling two Nat ones takes the probability from 1:20 to 1:400.
It's the new Netherdeep mechanic. Magical dust makes things more powerful, with a cost. Whenever used, it's a DC 20 Charisma Save or you gain a level of magical exhaustion and some detriments. Keep doing it too much and you die.
I don't have access to Ruidium content. Is the corruption contingent upon a Saving Throw, or is it a unique check?
Rolling two Nat ones takes the probability from 1:20 to 1:400.
It's the new Netherdeep mechanic. Magical dust makes things more powerful, with a cost. Whenever used, it's a DC 20 Charisma Save or you gain a level of magical exhaustion and some detriments. Keep doing it too much and you die.
So where do the natural 1s come in, if at all?
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Ok, so if it is a Saving Throw, then the halfling feature definitely applies, but saving throws don't specifically target Natural 1's. If there is an enhanced risk for Natural 1's then it may help, but not eliminate the risk entirely.
Ok, so if it is a Saving Throw, then the halfling feature definitely applies, but saving throws don't specifically target Natural 1's. If there is an enhanced risk for Natural 1's then it may help, but not eliminate the risk entirely.
Any chance to mitigate an extra mechanic that will permanently kill a character is helpful.
Ok, so if it is a Saving Throw, then the halfling feature definitely applies, but saving throws don't specifically target Natural 1's. If there is an enhanced risk for Natural 1's then it may help, but not eliminate the risk entirely.
Any chance to mitigate an extra mechanic that will permanently kill a character is helpful.
Ok, but then we should probably ask "are warlocks a little OP with Ruidium items?" first since Cha save proficiency is more helpful than getting to reroll natural 1s.
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It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items. eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
Thanks for clarifying that!
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It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
Easy enough for a DM to rule that the original nat 1 still triggered the effect, even if the halfling then gets to reroll it. I mean, that's why it's called a reroll.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
Given this chain of consequences, I'd definitely agree with Pangurjan that Warlocks with Eldritch Blast are really more of a concern than Halflings being Lucky, when it comes to Ruidium.
Any content with 'High Risk / High Reward" mechanics tend to either be broken or ignored.
I mean things like the Lucky feat and the halfling's luck ability have already always been deemed as greatly powerful. The Lucky feat is greatly lamented. So I mean, OP? It won't ruin the game, so it's just a great combo. Halflings have a shit speed and are small sized, so they can't use heavy weapons. They need a feat investment to get to a normal speed that other folks have. So not really OP, your game won't fall into the toilet because of it. It's just a real good combo to help minimize the bad side effects of the item. But the halfling is still a tiny little shit you could punt across the room lmaooooooooooooooooooooooooo.
I mean things like the Lucky feat and the halfling's luck ability have already always been deemed as greatly powerful.
The Lucky feat is powerful. The Halfling ability Lucky is ok, but not nearly as powerful as the feat; increasing your odds of success by a fraction of 5% helps, but only a little bit. Given what I know now about Ruidium avoiding those "1" rolls might get a whole lot stronger in conjunction with the use of powerful effects based on this material, but I'd need to read the actual rules to tell and I'm still waiting for my hardcopy.
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It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
Easy enough for a DM to rule that the original nat 1 still triggered the effect, even if the halfling then gets to reroll it. I mean, that's why it's called a reroll.
Meeeeh, that would be like making someone make the check if they are idly rolling dice and it happened to come up 1. The point of a reroll is that it negates the original roll.
It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
Easy enough for a DM to rule that the original nat 1 still triggered the effect, even if the halfling then gets to reroll it. I mean, that's why it's called a reroll.
Meeeeh, that would be like making someone make the check if they are idly rolling dice and it happened to come up 1. The point of a reroll is that it negates the original roll.
Not in the slightest. The re-roll is to give you a chance to avoid failing a saving throw 5 percent of the time. It's not idly rolling dice
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Have my book. After reading I'd say that, unless I missed something, the "natural 1" part of Ruidium corruption seems pretty minimal largely because the chances of Ruidium corruption seem pretty low in the first place. There's two types of items (armors and weapons) that trigger on rolling a natural 1 (on saves for the armor, on attack rolls for the weapons) and both will have you roll a Cha save after that natural one, and only if you fail that save does corruption take hold. So yes, Halfling Luck turns that natural 1 part from a 1 in 20 chance into a 1 in 400 chance and it helps a little bit with the Cha saves too (including those triggered by other Ruidium items that don't involve rolling natural 1s), but the chance of Ruidium corruption is only a fraction of 5% (5% multiplied by whatever the failure percentage on the save is). Helpful, particularly with the weapons since you tend to make a lot more attack rolls than save rolls so natural 1s will come up more often, but I wouldn't call it overpowered. Whether this interaction is deliberate I don't know - even if it's not overpowered, I do feel it's somewhat annoying that this effect is basically never going to affect halflings - but I don't have a problem with it in a mechanical sense.
The way I'm looking at it is, rolling a 1 triggers two separate things simultaneously: Lucky, and Corruption
Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.
The first doesn't negate the second. There's nothing saying the Lucky reroll happens before you have to make the Corruption check
You can still re-roll and potentially turn a failure into a success thanks to Lucky. You aren't losing anything ruling it this way, halflings just don't gain an additional benefit that makes them all but immune to ruidium corruption
EDIT: think about it this way. If someone had the Lucky feat instead and got to decide whether to use it after making their original roll, would you let them use it to duck the corruption check on a 1?
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The way I'm looking at it is, rolling a 1 triggers two separate things simultaneously: Lucky, and Corruption
Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.
The first doesn't negate the second. There's nothing saying the Lucky reroll happens before you have to make the Corruption check
You can still re-roll and potentially turn a failure into a success thanks to Lucky. You aren't losing anything ruling it this way, halflings just don't gain an additional benefit that makes them all but immune to ruidium corruption
EDIT: think about it this way. If someone had the Lucky feat instead and got to decide whether to use it after making their original roll, would you let them use it to duck the corruption check on a 1?
This is a totally ridiculous way of treating the Lucky trait. By your reckoning, even in combat the halfling would always miss because they rolled a 1 - making the reroll irrelevant.
The "Active player decides the order of simultaneous effects" definitely applies, so Lucky would be applied before the Ruidium - and then the conditions for Ruidium no longer apply (unless the Lucky reroll was also a 1).
This is a totally ridiculous way of treating the Lucky trait. By your reckoning, even in combat the halfling would always miss because they rolled a 1 - making the reroll irrelevant.
This is an extremely bad-faith reading of what I posted
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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Are Halflings a little OP with Ruidium Items?
Since Ruidium corruption generally triggers on Nat 1 rolls, and halflings reroll Nat 1s at least once.
They basically have resistance to Ruidium corruption. Does that make the item's a little more OP on halflings, since the negative effects are less likely to occur?
I don't have access to Ruidium content. Is the corruption contingent upon a Saving Throw, or is it a unique check?
Rolling two Nat ones takes the probability from 1:20 to 1:400.
It's the new Netherdeep mechanic. Magical dust makes things more powerful, with a cost. Whenever used, it's a DC 20 Charisma Save or you gain a level of magical exhaustion and some detriments. Keep doing it too much and you die.
So where do the natural 1s come in, if at all?
Want to start playing but don't have anyone to play with? You can try these options: [link].
Ok, so if it is a Saving Throw, then the halfling feature definitely applies, but saving throws don't specifically target Natural 1's. If there is an enhanced risk for Natural 1's then it may help, but not eliminate the risk entirely.
Any chance to mitigate an extra mechanic that will permanently kill a character is helpful.
Certainly true, but I wouldn't consider Helpful to qualify as "OP".
Ok, but then we should probably ask "are warlocks a little OP with Ruidium items?" first since Cha save proficiency is more helpful than getting to reroll natural 1s.
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's worth mentioning that the Cha save is only asked for if a Nat 1 occurs while using certain items (the armor and the weapon). eg. you roll a Nat 1 for any saving throw while wearing the armor then you must make the Cha save.
I believe this is what the original post was about.
Thanks for clarifying that!
Want to start playing but don't have anyone to play with? You can try these options: [link].
Easy enough for a DM to rule that the original nat 1 still triggered the effect, even if the halfling then gets to reroll it. I mean, that's why it's called a reroll.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Given this chain of consequences, I'd definitely agree with Pangurjan that Warlocks with Eldritch Blast are really more of a concern than Halflings being Lucky, when it comes to Ruidium.
Any content with 'High Risk / High Reward" mechanics tend to either be broken or ignored.
I mean things like the Lucky feat and the halfling's luck ability have already always been deemed as greatly powerful. The Lucky feat is greatly lamented. So I mean, OP? It won't ruin the game, so it's just a great combo. Halflings have a shit speed and are small sized, so they can't use heavy weapons. They need a feat investment to get to a normal speed that other folks have. So not really OP, your game won't fall into the toilet because of it. It's just a real good combo to help minimize the bad side effects of the item. But the halfling is still a tiny little shit you could punt across the room lmaooooooooooooooooooooooooo.
Er ek geng, þat er í þeim skóm er ek valda.
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The Lucky feat is powerful. The Halfling ability Lucky is ok, but not nearly as powerful as the feat; increasing your odds of success by a fraction of 5% helps, but only a little bit. Given what I know now about Ruidium avoiding those "1" rolls might get a whole lot stronger in conjunction with the use of powerful effects based on this material, but I'd need to read the actual rules to tell and I'm still waiting for my hardcopy.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Meeeeh, that would be like making someone make the check if they are idly rolling dice and it happened to come up 1. The point of a reroll is that it negates the original roll.
Not in the slightest. The re-roll is to give you a chance to avoid failing a saving throw 5 percent of the time. It's not idly rolling dice
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Have my book. After reading I'd say that, unless I missed something, the "natural 1" part of Ruidium corruption seems pretty minimal largely because the chances of Ruidium corruption seem pretty low in the first place. There's two types of items (armors and weapons) that trigger on rolling a natural 1 (on saves for the armor, on attack rolls for the weapons) and both will have you roll a Cha save after that natural one, and only if you fail that save does corruption take hold. So yes, Halfling Luck turns that natural 1 part from a 1 in 20 chance into a 1 in 400 chance and it helps a little bit with the Cha saves too (including those triggered by other Ruidium items that don't involve rolling natural 1s), but the chance of Ruidium corruption is only a fraction of 5% (5% multiplied by whatever the failure percentage on the save is). Helpful, particularly with the weapons since you tend to make a lot more attack rolls than save rolls so natural 1s will come up more often, but I wouldn't call it overpowered. Whether this interaction is deliberate I don't know - even if it's not overpowered, I do feel it's somewhat annoying that this effect is basically never going to affect halflings - but I don't have a problem with it in a mechanical sense.
Want to start playing but don't have anyone to play with? You can try these options: [link].
The way I'm looking at it is, rolling a 1 triggers two separate things simultaneously: Lucky, and Corruption
The first doesn't negate the second. There's nothing saying the Lucky reroll happens before you have to make the Corruption check
You can still re-roll and potentially turn a failure into a success thanks to Lucky. You aren't losing anything ruling it this way, halflings just don't gain an additional benefit that makes them all but immune to ruidium corruption
EDIT: think about it this way. If someone had the Lucky feat instead and got to decide whether to use it after making their original roll, would you let them use it to duck the corruption check on a 1?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This is a totally ridiculous way of treating the Lucky trait. By your reckoning, even in combat the halfling would always miss because they rolled a 1 - making the reroll irrelevant.
The "Active player decides the order of simultaneous effects" definitely applies, so Lucky would be applied before the Ruidium - and then the conditions for Ruidium no longer apply (unless the Lucky reroll was also a 1).
This is an extremely bad-faith reading of what I posted
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)