DM-Rocco
Explorer
Okay, for those of you whom love to number crunch, here is a good one. How many 18th level 1st edition AD&D fighters could a 18th level 3.5 fighter take on and still win, most of the time?
I was reading another thread where the guy was asking about why most of the original modules prefered at least 10 characters. It made me think about the differences of AD&D and 3.5. The characters in 3.5 are far more powerful becasue of feats and skills and crits and the like, so it got me thinking, how many 18th level fighters could a 18th level 3.5 fighter take on at once?
Make your 1st edition AD&D characters using the original AD&D book and rules. If you want to spice things up a bit, try using the 1st edition Unearthed arcana since you can then make use of weapon specializations and slightly better attacks.
Use this as your base stats:
Str 17, Dex 13, Con 16, Int 10, Wis 14, Cha 6 and refer to the 3.5 character for race and the like. Try to match simular gear when possible to make it fair.
Use this 3.5 character:
Tordek:
Male dwarf Ftrl8; Medium-size humanoid; HD 18dlO+126; hp 229; Init +3; Spd 15 ft., fly 60 ft. good; AC 41 (touch 17, flat-footed 38); Atk +31/+26/+21/+16 melee (ldlO+14/18-20/X3, +5 dwarven waraxe) or +29/+24/+19/+14 (ld8+12, +3 warhammer) or +25 ranged (2d8+10/19-20/X3, dwarven thrower); SQ Dwarf traits; AL LN; SV Fort +22, Ref +13, Will +12; Str 25, Dex 17, Con 24, Int 10, Wis 14, Cha 6.
Skills and Feats: Climb +24, Jump +18, Ride (pony) +9; Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (dwarven waraxe), Far Shot, Great Cleave, Improved Critical (dwarven waraxe), Improved Critical (warhammer), Mobility, Point Blank Shot, Power Attack, Shot on the Run, Spring Attack, Weapon Focus (dwarven waraxe), Weapon Focus (warhammer), Weapon Specialization (dwarven waraxe), Weapon Specialization (warhammer).
Possessions: +5 mithral plate armor, +5 large wooden shield, amulet of natural armor +4, ring of protection +4, +5 keen dwarven waraxe, dwarven thrower (+3 warhammer), belt of giant strength +6, bracers of health +6, cloak of resistance +4, gloves of Dexterity +4, 4 potions of cure serious wounds, 4 potions of heroism, winged boots, periapt of Wisdom, manual of bodily health +2 (used), backpack, bedroll, climber's kit, flint and steel, sack, 50 ft. silk rope, 1 day's trail rations, waterskin.
I was reading another thread where the guy was asking about why most of the original modules prefered at least 10 characters. It made me think about the differences of AD&D and 3.5. The characters in 3.5 are far more powerful becasue of feats and skills and crits and the like, so it got me thinking, how many 18th level fighters could a 18th level 3.5 fighter take on at once?
Make your 1st edition AD&D characters using the original AD&D book and rules. If you want to spice things up a bit, try using the 1st edition Unearthed arcana since you can then make use of weapon specializations and slightly better attacks.
Use this as your base stats:
Str 17, Dex 13, Con 16, Int 10, Wis 14, Cha 6 and refer to the 3.5 character for race and the like. Try to match simular gear when possible to make it fair.
Use this 3.5 character:
Tordek:
Male dwarf Ftrl8; Medium-size humanoid; HD 18dlO+126; hp 229; Init +3; Spd 15 ft., fly 60 ft. good; AC 41 (touch 17, flat-footed 38); Atk +31/+26/+21/+16 melee (ldlO+14/18-20/X3, +5 dwarven waraxe) or +29/+24/+19/+14 (ld8+12, +3 warhammer) or +25 ranged (2d8+10/19-20/X3, dwarven thrower); SQ Dwarf traits; AL LN; SV Fort +22, Ref +13, Will +12; Str 25, Dex 17, Con 24, Int 10, Wis 14, Cha 6.
Skills and Feats: Climb +24, Jump +18, Ride (pony) +9; Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (dwarven waraxe), Far Shot, Great Cleave, Improved Critical (dwarven waraxe), Improved Critical (warhammer), Mobility, Point Blank Shot, Power Attack, Shot on the Run, Spring Attack, Weapon Focus (dwarven waraxe), Weapon Focus (warhammer), Weapon Specialization (dwarven waraxe), Weapon Specialization (warhammer).
Possessions: +5 mithral plate armor, +5 large wooden shield, amulet of natural armor +4, ring of protection +4, +5 keen dwarven waraxe, dwarven thrower (+3 warhammer), belt of giant strength +6, bracers of health +6, cloak of resistance +4, gloves of Dexterity +4, 4 potions of cure serious wounds, 4 potions of heroism, winged boots, periapt of Wisdom, manual of bodily health +2 (used), backpack, bedroll, climber's kit, flint and steel, sack, 50 ft. silk rope, 1 day's trail rations, waterskin.