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3.5 Dungeon 100 info

Sir Draconion

First Post
just got my dungeon 100 in the mail
and found some new info i did not know
some spell updates
stone skin DR 10/ adamantine
Bull str 1 min/ lvl
from a 25th lvl caster disinagrate does 40d6 on a failed save
5d6 if saved
slow only a move or standared action move is at half speed
and -1 to attack, AC, and reflex

more when i find it
please ignore this if you all ready know
 

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Sir Draconion said:
stone skin DR 10/ adamantine
*nods*
Good.
Bull str 1 min/ lvl
Woo-hoo! No longer people going around buffed 24/7!
from a 25th lvl caster disinagrate does 40d6 on a failed save
5d6 if saved
Yeah! No more anticlimactic insta-killing-no-matter-what, now at least the big bad dragon can take it.
slow only a move or standared action move is at half speed
and -1 to attack, AC, and reflex
Symmetrical to Haste. Good.
 
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Another thing I noticed: magic items are listed with a degree and type of magic (presumably for purposes of detect magic). Example: a new magic item, the Red Slaad Cloak, is listed as "strong abjuration" (it grants a natural armor bonus and various energy resistance).
 

EricNoah said:
Another thing I noticed: magic items are listed with a degree and type of magic (presumably for purposes of detect magic). Example: a new magic item, the Red Slaad Cloak, is listed as "strong abjuration" (it grants a natural armor bonus and various energy resistance).

now THAT'S useful!
 

Re: Re: 3.5 Dungeon 100 info

Zappo said:
*nods*
Good.Woo-hoo! No longer people going around buffed 24/7!

I don't share such jubilation. If that change is reflected in the final version, the stat buff spells apparently just went from very good for their level to just about worthless except as prerequisites for item creation. Bull's strength was superior to Divine Favor and Enlarge, for instance, only in duration. Unless they've very dramatically increased its effect (to considerably more than +5 strength that is), it's now a first level spell at best--and not a particularly good one at that (considering that enlarge did the same thing in 3.5 and the spell was about as useful as an Ray of Frost).

My fears that 3.5e is dramatically beefing up the monsters while, at the same time, dramatically nerfing the PCs were initially pooh-poohed as paranoia. Every change so far seems to be reinforcing this understanding.

Yeah! No more anticlimactic insta-killing-no-matter-what, now at least the big bad dragon can take it.

Again, I'll wait and see if they've changed Bodaks, Medusae, Slay Living, Destruction, Wail of the Banshee, and Implosion before I declare the end of insta-kills. At present, all we can say is that they seem to have done away with the ability of many PC wizards and sorcerors to insta-kill things. [Since disintegrate was one of the three premiere sor/wiz instakill spells--the other two being Finger of Death and Wail of the Banshee].

Based on the changes to the monsters we've seen so far, however, I'd guess that the Bodak and Medusa got their save DC bumped up so once more this is a case of "PCs can't do this anymore but monsters can do it even better."

Symmetrical to Haste. Good.

Not even remotely. If the new slow is finally matches to what is described here, and the new haste finally matches the 3.5e preview, Slow is dramatically BETTER than Haste. Haste will only be extra movement and +1 to AC, attack, and Ref 50-75% of the time since the extra attack only occurs on full attack actions. The new Haste ALWAYS prevents full attack actions which was its primary benefit in 3e.
 

Re: Re: Re: 3.5 Dungeon 100 info

Elder-Basilisk said:
I don't share such jubilation. If that change is reflected in the final version, the stat buff spells apparently just went from very good for their level to just about worthless except as prerequisites for item creation. Bull's strength was superior to Divine Favor and Enlarge, for instance, only in duration. Unless they've very dramatically increased its effect (to considerably more than +5 strength that is), it's now a first level spell at best--and not a particularly good one at that (considering that enlarge did the same thing in 3.5 and the spell was about as useful as an Ray of Frost).

Not a bad point there!

My fears that 3.5e is dramatically beefing up the monsters while, at the same time, dramatically nerfing the PCs were initially pooh-poohed as paranoia. Every change so far seems to be reinforcing this understanding. Again, I'll wait and see if they've changed Bodaks, Medusae, Slay Living, Destruction, Wail of the Banshee, and Implosion before I declare the end of insta-kills. At present, all we can say is that they seem to have done away with the ability of many PC wizards and sorcerors to insta-kill things. [Since disintegrate was one of the three premiere sor/wiz instakill spells--the other two being Finger of Death and Wail of the Banshee].[/quote]

Another not-too-shabby observation! Likewise, I know that Hold Person will allow a save every round in order to prevent a single failed save from benching a character for an entire combat, but how about an Illithid's Mind Blast, or a Spawn of Kyuss's Fear ability? Those are both save-or-go-watch TV attacks

Not even remotely. If the new slow is finally matches to what is described here, and the new haste finally matches the 3.5e preview, Slow is dramatically BETTER than Haste....

Except that opponents can save against Slow, while an ally will gladly accept the buff.
 

Sir Draconion said:

from a 25th lvl caster disinagrate does 40d6 on a failed save
5d6 if saved

My problem with this is that I don't want to have to roll 40d6.

Bear in mind that the minimum damage is easily survivable by a mid-level fighter. Which means you'll basically have to roll it whenever it's cast.

I'd have much preferred a flat amount of damage which is unsurvivable at normal levels (like harm's 10/level up to 150).
 

Re: Re: 3.5 Dungeon 100 info

Saeviomagy said:
My problem with this is that I don't want to have to roll 40d6.
You could just average it to 140 points, and then apply any modifiers for metamagic and the like.
Bear in mind that the minimum damage is easily survivable by a mid-level fighter. Which means you'll basically have to roll it whenever it's cast.
The chances are very good that such a target will need to pass a Massive Damage check before he needs to worry about the size of his hit point score. Roll some dice, and call for the MD check; if he passes the Saving Throw (quite likely, due to the DC, but he still fails on a natural 1) then spread the work around: have all of the players roll some of the dice, then total the sub-rolls and lay on the damage.
I'd have much preferred a flat amount of damage which is unsurvivable at normal levels (like harm's 10/level up to 150).
So would I; maybe the final version will be that way. Don't despair until receiving confirmation that the final version is that way.
 

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