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Sendric
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Join Date: Jul 2010
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Old March 13th, 2023, 03:17 AM
Quote:
Originally Posted by draco963 View Post
So, my players have come across a Beholder. I didn't think this through in advance, and have since discovered that there isn't an easy way (that I've been able to find) to trigger an antimagic condition on the PCs as they go in and out of the beholder's antimagic cone.

Has anyone experimented with this before? Would trying to hammer this together even be worth the effort? My PCs have a lot of magic items, so trying to track the changes by hand is going to be an utter nightmare...

Thanks!
So one of the problems we run into with something like this is not all magic items are scripted correctly. So, the answer is it really depends on which items everyone has and what they do. It *should* be as simple as assigning a tag like Helper.Disabled, but that probably won't get everything. That said, magical weapons and armor should have a mechanism that will work. I'll look into it.
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