Made of Iron: Difference between revisions

deleted new example -- this is the kind of thing the main text explicitly says *isn't* Made Of Iron
Tag: Reverted
(deleted new example -- this is the kind of thing the main text explicitly says *isn't* Made Of Iron)
Tag: Manual revert
 
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** How do you know you're Made of Iron in ''D&D''? When it becomes literally impossible for orbital reentry to kill you, you're a little bit too tough to exist. If you can then fly back out of the atmosphere and do it again for kicks? Now you've reached the level of absurdity. Some of the meanest things in the game can literally do this all day long, while on fire and immersed in acid.
** Specifically to avert this, 2nd Edition introduced a rule that required a saving roll to be made if a character took more than a certain (admittedly, quite high) amount of damage in a single attack.
** A character who has taken the Vow of Peace (a Feat from the ''Book of Exalted Deeds'') can never physically harm a living creature, or condone anyone else doing so. A difficult vow to keep, no doubt (at least for a PC in this setting) but the benefits for keeping it are considerable. Even while wearing no armor at all, someone with this Feat gains +2 natural AC, +2 deflection AC, ''and'' +2 exalted AC, and should an enemy manage to get past her calming aura (another benefit that purges anger, rage, and hostility from living beings) manmade weapons have a chance (depending on her Level) to shatter against her skin, leaving her unharmed.
* ''[[Traveller]]: The New Era'', especially compared to the more realistic wound rules in previous and subsequent editions. When you can take a blast from an [[Big Freaking Gun|FGMP]] and have a fair chance of making a full recovery, ''something is wrong''.
* Some units and characters in ''[[Warhammer 40,000]]'' have the special rule "Feel No Pain." They have a 50% (roll a 4 or more on a six sided dice) chance of ignoring any wounds inflicted that didn't kill them outright.