[3.5] Wizards Chat Highlights


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Ya remember how Magic the card game kept trying to boost declining sales by making each new expansion just a tad more powerful than the last?

Maybe the paladin's new mounts come from that Pegasus factory. What was that card called? The Mesa something or other?

If I sound frustrated it's just because I had such high hopes for the books. Everyone in my game group thought the revision was not worth buying, but I sat there thinking to myself, "Well, I'm gonna buy them."

Now it seems that I will have to treat the new books like an off-brand title: skim for the few things that interest me, type those into my house rules, and return the book to whoever I borrowed it from.

Actually, I take that back, the Monster Manual, with an extra 100 pages, will probably still be very worth getting, especially considering all the streamlining, tactics, and descriptions.

No need to flame, I'll cork it now.
 

Nightfall said:
Again, you've obviously not gamed with the people I know...
They sound like not very fun players to play a game with. Do they beat you up for not casting Greater Magic Weapon and the propoer fighter buffs as well?

In any case: specializing in once school is worth a certain amount of weight if you like. The divination school is the only school which does not have the required weight in 3.5e to be selected as such. It would be like giving up 1 and a half where the system demands you to give up 2.

I am sure that if you want you can actually let your Necromancer have 3 opposition schools. The DM might give you a little bonus for it as well.

Your game doesn't strike me as a core rules only kind of game :)
 

The very first magic item I introduced in my first 3E campaign (at level 7 or 8 iirc) was a ring that allowed the paladin to "store" her bonded mount 1/day. Nice to see my house rules are not completely opposed to 3.5.
 

ParagonofVirtue said:
Thanks for the info!

Was there anything from the DMG mentioned, like magic item creation or the new damage reductions?

[edit = typos]

"The magic item construction guidelines are also more robust than ever (though still as much art as science). Magic item descriptions include strength of magic and school of effect, making detect magic much easier to adjudicate on the fly."

"There is some significant epic support in the DMG, taken from ELH."

Those are the only concrete things they said about it. I literally posted about 75% of what they said. The only questions I skipped were the non-"meaty" ones: a few about marketing, one about what they thought the biggest change was, one about Mary Elizabeth's playtesting character, what won't be in the SRD (Product Identity stuff, like now), when's the next revision (October), and MAYBE one that I didn't catch.
 


Re: Re: Paladin's Warhorse

Droogie said:


Agreed. It sounds ridiculous.

I think it's a great idea; although I'm not sure I like it if it gets rid of having the mount around all the time if that's what you want (which most paladin's will). Adding "Summon Special Mount" in addition to just having it around would have been a better fix, IMO. That way you could leave it to "guard" one spot or person while you went in the dungeon, then you could summon it to you if you found a big enough room in the dungeon and needed its help, then you could send it back to where it was waiting before.

What's the difference between summoning your mount and casting summon monster? Why is one lame and not the other?
 
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