Search results

  1. A

    Spell Resistance

    Yeah, you've got it. In practice, I think you'd still do a "second" roll vs. damage avoidance, which is a straight roll d20 roll, preferably with no modifiers. This way, you have the ability to avoid damage 25%, 50%, or 75% of the time. It's easy to remember (not hard to track), there's not...
  2. A

    Spell Resistance

    I like the different thoughts on spell resistance on this thread. There are several different versions of "yoinkable" game rules! Cool. I think the objective here is to add some "punch" to monster SR to give it that 1st edition feel. The second objective is to simplify the system, to make it...
  3. A

    Combat rules: Need some opinions

    Variant for Grapple and Bull Rush - not familiar with it, but these things REALLY need tweaked. Too many subsystems and separate rolls. Couldn't this be an Attack vs. Fort defense to push or an attack vs. Reflex defense to pin? Something really simple? How's Pathfinder handling this? From a...
  4. A

    Reducing bonus types

    Updated 12/25/08: I like this concept, a lot. It solves the primary challenge of too many splat books, and the challenge of what I believe are unintended "uber-buff" scenarios. Did the writers actually expect a cleric to go into battle under the effects of Divine Favor, Bless, Prayer, Divine...
  5. A

    More feats, and stackable feats

    I like the concept of more feats. One of the most interesting treatments of this that I enjoyed was the e6 solution that can be found on ENWorld. The concept is that the game breaks down after about 6th level, so just stop the characters at 6th and carry it up the rest of the way where xp...
  6. A

    Reducing iterative attacks

    If you give monks full AB, there's really limited purpose to playing the fighter. He has fantastic benefits, far better than stacking up feats and wearing armor. As to delaying the attack progression, it is the same result as I've described above, that in comparison to the non-melee/ranged...
  7. A

    Reducing iterative attacks

    An example of what I mean: At 18th level, an iconic Dwarven Fighter has four attacks per round with a Dwarven Waraxe, starting with +32 attack bonus (smooth attack bonus of +25), dealing an average of 24 damage. If the average AC of monsters found in an average EL of 18 is 28, that indicates...
  8. A

    What's wrong with high-level/epic play?

    I've posted some of my proposed solutions in the forums for 3.5 revisionists. That's pretty fun! Great idea, and I hope not too much work for you. Kerrick - I'll try to contact you after Christmas, while I may have a little free time.
  9. A

    Reducing iterative attacks

    This seems to be driving towards an attempt at "simplifying" combat at high levels, however, causes very serious issues with balance between the classes. Ironically, this solution is pretty close to the math in 4e, but to make it work they had to drop some CRAZY nerf action an all the other...
  10. A

    Reducing iterative attacks

    The challenge with the proposed solution is that you've completely taken away the one significant advantage of the fighters that balances them with the other classes. Why exactly would I play a fighter if instead I could play a cleric or monk with all those other abilities?
  11. A

    Reducing iterative attacks

    Smooth Attack Actions Here is my recommendation: Full Round Actions Smooth Attack Action If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to...
  12. A

    What's wrong with high-level/epic play?

    Ah, memories! The gang's all here from the old 3rd Edition high level threads! Although PC's here to stop fights not start them this time. ; ) I will second the notion that 4e is at least worth a playthrough to check out the high level stuff and how it's being handled in this game...
  13. A

    What's wrong with high-level/epic play?

    This is a fact! Great analysis here by the DiceFreaks, and something very similar to the process mapping I completed on the SRD from the PH side of the equation. It appears they were looking at the MM side of the equation. you're exactly right about streamlining the system. It MUST be...
  14. A

    What's wrong with high-level/epic play?

    Bingo. Here's the spreadsheet on 3.5 D&D Combat...it's my masterpiece!
  15. A

    What's wrong with high-level/epic play?

    Thanks for the positive feedback. Which spreadsheet are you looking for, the one that added up all the attack rolls and damage for me? It's not much other than excel with formulas to do the math. I'd be happy to share, I have several good examples, including most of my "revisit" to the most...
  16. A

    What's wrong with high-level/epic play?

    I didn't collect them into one POST anywhere, but this effort was a fluid one. So, the rules continued to change as new materials were introduced to the game. Tome of Battle changed my thinking SIGNIFICANTLY, and then ultimately ended up pointing me in the direction of 4e, which largely has...
  17. A

    What's wrong with high-level/epic play?

    Also, you can see many ideas fleshed out in this thread: http://www.enworld.org/forum/general-rpg-discussion/93424-i-hate-math-4.html (sorry, it's long...) Here was the culminating point: So, I tried out some new stuff for high level play at Origins this weekend. Here it is in a nutshell: Use...
  18. A

    What's wrong with high-level/epic play?

    Here's a few thoughts on high level play I've posted before from this thread: http://www.enworld.org/forum/general-rpg-discussion/126973-high-level-3-5-tricks-keeping-numbers-game-quick-easy-2.html#post2142377 How bad does it get? There are 49 conditions that affect combat and 144 modifiers to...
  19. A

    Levels 1-10: How much damage does a character gain? (heavy math)

    Nice work, Stalker0! Area of Effect and Multiple Target powers?
  20. A

    Into The Fire!--Contrasting Analysis of 4E and 3.5E

    Shark! Damn, it's good to see you. Likes: Easy DM'ing - prep time in 1-4 hours per game Superior NPC Building Rules - limited prep, easy to adapt on the fly Skill Challenges - I'm more excited about this mechanic than any I've seen in a game since THACO became Attack Bonus Unified Power Scale...
Top