[3.5] Enormous number of changes - some make me wonder why...

Plane Sailing said:
Funnily enough we had *always* played energy resistance on a per attack basis - we never even noticed if it was supposed to be different to that.

(and did this make endure elements overpowered? hardly! It was still a rarely-taken choice, after shield/magic missile/mage armour/protection from evil!

For the entire time I played, I have always allowed players to attack and move without provoking AOO's. Its easy to miss stuff in a game this big.:)

Also, the old cones were never that difficult to work out - the idea that it was as wide as its distance from you at any point was actually *easier* than the current quarter-circle method IMO.

I agree with this completely. Never had an trouble working out bursts or cones. A simple understanding of geometry and decent ability to draw made it very easy to determine the area of effect for cones and circles.
 

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Lord Vangarel said:
Anyone noticed that Mage Armour and Shield don't stack. I was reading my PH which turned up yesterday and they are both Force effects granting +4 to AC. I think I'm right that they don't stack?

I believe Andy Collins has already stated that they stack. One is an armor bonus and one is a shield bonus was their reasoning.

Goodness gracious I want my books. Argggg!
 

Lord Vangarel said:
Anyone noticed that Mage Armour and Shield don't stack. I was reading my PH which turned up yesterday and they are both Force effects granting +4 to AC. I think I'm right that they don't stack?

They stack. One is an armour bonus, one is a shield bonus, thus they stack.

They happen to be force effects, which means that they protect you against incorporeal attacks.
 

Question on Entangle

I know I'll step into dangerous ground here...

but in one of my low-level campaign there is a caster which often make use of the "Entangle" Spell.

I found "Entangle" as a first level spell much to powerful (that's the "dangerous ground" I mentioned before). The saving throws at that level are not that good (for monsters or PCs) and yo u will have to save every other round again. If you do make the save your movement is reduced to half (gosh - maybe I will change at least this - that the movement is NOT reduced if you succed in making the saving throw - who knows).

I were alway slow to change official spells to my thinking, but with "Entangle" I will do it for sure...

My Question:
Did they change that spell in any way in 3.5??

Appreciate all kind of answers...
 

It does have some changes to the way it works. I don't have my books at work to give you the details (I will tonight if nobody else has jumped in first).

It used to be that once you had failed your save you were stuck there and were archer-fodder, but now I think you get a save each round (or strength check/escape artist check) - but I'm not sure, so don't take this as gospel yet!

Cheers
 

Plane Sailing said:
It does have some changes to the way it works. I don't have my books at work to give you the details (I will tonight if nobody else has jumped in first).

Actually, it's pretty much the same (aside form being dismissable) - they moved the definition of 'entangle' out of the spell, but it's still there in the glossary. You still get a DC 20 Str or Escape Artist check to break free and half-move, and the plants still try to re-entangle you every round.

J
 

Another thing I noticed on a first read was Protection from Arrows is now a lot more reasonable. It used to be capable of rendering the subject pretty much immune to arrows if the caster level was high enough. Now if memory serves (I don't have the books in front of me at the moment) it isn't quite as powerful as the DR is bypassed by magic weapons.
 

Lord Vangarel said:
Another thing I noticed on a first read was Protection from Arrows is now a lot more reasonable. It used to be capable of rendering the subject pretty much immune to arrows if the caster level was high enough. Now if memory serves (I don't have the books in front of me at the moment) it isn't quite as powerful as the DR is bypassed by magic weapons.


If by more reasonable you mean useless than yes making it DR/magic would indeed change it from a decent 2nd level proteciton spell to a useless protection spell.

If the caster level wa shigh enough before it only made you immune to arrow attacks form mooks, any serious threat either could blow your 100 point defense away in one round and or easily do more than 10 points of damage per shot.

If its DR magic this just means no one bothers with it anymore and now just goes for wind wall every time instead.
 

Shard O'Glase said:
If by more reasonable you mean useless than yes making it DR/magic would indeed change it from a decent 2nd level protection spell to a useless protection spell.

I disagree on its uselessness; it actually returns it more to its 2nd edition roots, but it does make it less effective against middle-level threats.

If the caster level was high enough before it only made you immune to arrow attacks form mooks, any serious threat either could blow your 100 point defense away in one round and or easily do more than 10 points of damage per shot.

I don't recall ANY ranged threat that did 100 points of damage in one round, unless it was giants throwing boulders, which it does not protect against.

If its DR magic this just means no one bothers with it anymore and now just goes for wind wall every time instead./QUOTE]

Except that wind wall is higher level, and not mobile, both of which make protection from arrows more attractive, and making it a true "mook protection" spell.
 

Interesting rule on critical hits with magic weapons (DMG p222)

Weapons which have a special quality or special effect on a critical hit *does* function against creatures immune to critical hits. e.g. a flaming burst weapon can get its flaming burst damage against undead or constructs etc.

A roll which is a threat is rolled to confirm as per doing a critical hit, and if successful the special power (bursting damage, mace of smitings construct destruction etc) takes place. The weapons regular damage isn't multiplied of course.
 

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