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3.5 Dungeon 100 info
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<blockquote data-quote="Elder-Basilisk" data-source="post: 909982" data-attributes="member: 3146"><p>Are you sure 3.5e goes far enough for you. I'll dig into the future a little bit and see if I can speculate on the kind of spell and monster changes that would make you really happy:</p><p></p><p>Longsword: 1d10 damage</p><p>Bastard Sword: 1d12 damage</p><p>Greatsword: 2d8 damage</p><p></p><p>Magic Missile: Sor/Wiz 1; Casting Time: 1 full round; Range: 5 feet (1 square); Target 1 creature; Effect: one or more missiles of Force.</p><p>1d2 damage; 1 extra missile/10 caster levels.</p><p></p><p>Bless: Clr 1; Casting time: 1 full round; Range 10 feet (2 squares); Target: 1 ally/ 3 levels within range...</p><p>+1 to will saves vs. fear.</p><p></p><p>Slay Living: Clr 5; Casting time: 1 action; Range: touch; Target: 1 creature; effect: 8d6 damage; Fort save 1/2</p><p></p><p>Troll: Large Giant; Init +4; AC 29 [+4 dex, +16 natural, -1 size]; HD 20d10+80; HP 190 Atk: 2 claws +30 (1d20+15) and bite +25 (4d12+27); SA: Death Gaze; SQ: Scent, Regeneration, SR 35;... CR 6</p><p></p><p>Death Gaze: Any character beginning the round within 300 feet of the troll must make a fort save (DC 35) or die. This counts as a death effect for purposes of Raise Dead but is not blocked by Death Ward.</p><p></p><p>It'll be so much more balanced. Anyone with half a brain can see that the 3.5e monsters they're putting out will be much too wimpy. Sure this will power up the monsters but they needed powering up. Seriously, they were losing to PCs. And these changes will help even the balance between fighters and those clerics and wizards who are just too powerful. And we got rid of the last of the death effects too. People say these changes are downgrading PCs, but they obviously haven't looked at the changes to weapons. 1d10 damage with a longsword, did you see that! And 2d8 with the greatsword. This is gonna be the best game ever.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 909982, member: 3146"] Are you sure 3.5e goes far enough for you. I'll dig into the future a little bit and see if I can speculate on the kind of spell and monster changes that would make you really happy: Longsword: 1d10 damage Bastard Sword: 1d12 damage Greatsword: 2d8 damage Magic Missile: Sor/Wiz 1; Casting Time: 1 full round; Range: 5 feet (1 square); Target 1 creature; Effect: one or more missiles of Force. 1d2 damage; 1 extra missile/10 caster levels. Bless: Clr 1; Casting time: 1 full round; Range 10 feet (2 squares); Target: 1 ally/ 3 levels within range... +1 to will saves vs. fear. Slay Living: Clr 5; Casting time: 1 action; Range: touch; Target: 1 creature; effect: 8d6 damage; Fort save 1/2 Troll: Large Giant; Init +4; AC 29 [+4 dex, +16 natural, -1 size]; HD 20d10+80; HP 190 Atk: 2 claws +30 (1d20+15) and bite +25 (4d12+27); SA: Death Gaze; SQ: Scent, Regeneration, SR 35;... CR 6 Death Gaze: Any character beginning the round within 300 feet of the troll must make a fort save (DC 35) or die. This counts as a death effect for purposes of Raise Dead but is not blocked by Death Ward. It'll be so much more balanced. Anyone with half a brain can see that the 3.5e monsters they're putting out will be much too wimpy. Sure this will power up the monsters but they needed powering up. Seriously, they were losing to PCs. And these changes will help even the balance between fighters and those clerics and wizards who are just too powerful. And we got rid of the last of the death effects too. People say these changes are downgrading PCs, but they obviously haven't looked at the changes to weapons. 1d10 damage with a longsword, did you see that! And 2d8 with the greatsword. This is gonna be the best game ever. [/QUOTE]
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