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3.5 Dungeon 100 info

re

Dang, I hope they are nerfing the PCs somewhat. Striaght 3E PCs were nigh unstoppable if they used even semi-intelligent tactics. If monsters used the same tactics, they usually got mowed down unless they also had class levels. Monsters do need some upgrades, and PCs (especially buffing spellcasters) needed some nerfing. Most of the changes I have seen so far in 3.5 I like, I just hope they make it to press.


Why is it I have exactly the opposite problem? Maybe I am doing something wrong, but I have a great deal of trouble keeping my players alive even when they use good tactics. An increase in monster power will only lower my player's mortality. The only monster increase I am in favor is powering up the demons and devils. They were way to weak to justify their CR's.

The solution that the game designers should have done with demons and devils is to give a separate CR to permanently summoned creatures. It is useless to increase the CR of a creature that is permanently summoned. It would have been easier to lower the CR of the summoned creature by a slight amount to account for its inability to further summon. This would also help the DM in determining experience for spell casters that use permanent summong spells such as PLanar Ally or PLanar Binding.
 

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Expect to see far more stat buff wands than before, now that those spells can't be empowered and extending them is quite poor too. Wands could be viable with these spells, effect is the same, won't take much space and 2nd level wand is pretty cheap. I wonder if Persistent Spell feat is still ok by 3.5E rules?

Z.
 

Buff spells now lasting only one minute/level ?

As we say in France:

Come back, Monte, they've became insane!

("Reviens, <person>, ils sont devenu fous !" is typically used when people, who had counted <person> in their rank before, make weird, stupid, or treacherous decisions; decisions that are totally against what <person> would have made. It can be used in any domain, politics, arts, management... If they're a similar expression in English, I don't know it.)
 

I have written and rewritten what I wanted to say on this topic a dozen times now, and I still do not feel satisfied with the result. Suffice it to say I am unhappy with the gelding of the buff spells to such drastic degrees. I continue to think the wizard has been reduced to a fireball thrower with the advent of spontaneous healing, domain spell bonuses, and 9th level cleric spells. We'll continue to use the house rule I already imposed... 10 minutes per level... (omg, not the TURN....)
 

Oh yea, as for the price of the potions and such... They are fixed. They will not change unless the spell level is changed. Why would any wizard make them now? *snicker* I can see that defending my cave against adventurers just got easier...
 

Uh oh, it seems my favorite character concept, the fighting cleric (either archer or meleer) just took a big hit.

I'll admit though that it was a bit stupid that clerics never had to buy those expensive stat-boosting items because of the long durations. Or magic weapons because of the GMW spell.
 

I do not see why they continue to nerf the casters. The melee classes are getting power-ups going into the new edition (the changes are too extensive to keep calling it 3.5). However, I have not seen the same for casting classes. Instead, some of the coolest spells are going the way of the dinosaur.

I agree with Monte. I HATE 1 min/ level spells. They are nearly useless. They do not have the power of the 1 rd/ level spells, and usually do not have the usefulness of long duration spells.

I have never seen the buff spells used to cheese me. Trust me when I say that I am GM enough to challenge my players no matter how powerful they may be.

With Haste nerfed and quicken remaining 4 levels higher, then I see no reason for a caster to waste precious time in combat trying to cast buffs.... <sigh>

Dave
 

I would like a 10min/level duration myself, but even with the 1min duration I dont see what the problem is when there are extended and persistant spell feats.
 

Because those feats are a waste on buff spells like Bull's Strength. They were already pretty good balance spells for 2nd level. Why waste higher slots?
 

Re: Re: 3.5 Dungeon 100 info

Saeviomagy said:


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).

When you roll that many dice, the odds of getting an average result go up significantly. Just calling it 140 damage would not notably change things.
 
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