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<blockquote data-quote="Remathilis" data-source="post: 1694755" data-attributes="member: 7635"><p>The Flat-footed condition does not exist. <strong>- 1e/2e had a condition that denied dexterity bonus (It was calleds SURPRISED in 2e IIRC)</strong></p><p> </p><p> Ranged weapons fired into melee have a chance of hitting eother combatant. It’s not because you aimed poorly, but because combat is fluid and the guys fighting shift about constantly. <strong>- This is a variant rule in the DMG 3.5</strong></p><p> </p><p>Armor proficiencies do not exist. If your class doesn’t have them, you can’t get them. Multiclass if you want them bad enough.<strong> - Most people do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong> </p><p> </p><p>Skills: Tumble does not exist. <strong>- Tumble has a variety of uses, and has existed since there was a proficiency system. Tumble can be used for entertainment, granting an AC bonus, and shortening falls, all important and not dealing with AoO which I can assume is why you're banning it. </strong></p><p> </p><p>If you turn your back and run from combat, anyone in range gets a melee attack against you. You may make a single move to withdraw from combat, but nothing prevents the enemy from following unless a party member decides to block him. <strong>- So the opponent gets an attack of oppertunity? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </strong></p><p> </p><p>Mobility, Combat reflexes, Quicken spell, persistent spell, and all item creation feats, save scribe scroll,craft wand, and brew potion, do not exist. Other feats may be nerfed or canned if they are deemed to powerful or if they are bland and lack flavor. This will be taken on a case by case basis. <strong>- Sounds like a gutting of the feat system to me....</strong></p><p> </p><p>The following spells do not exist:</p><p>All damage dealing cantrips <strong>- You mean not *gasp* Ray of Frost AND Acid Splash! 1d3 damage! </strong></p><p>All of the Cat’s Grace, Owls Wisdom, etc spells, with the exception of Bull’s strength, which grants a 1d8 enhancement bonus and lasts 1 hour per level. <strong>- Rather have the guarenteed +4 for minutes than +1 for 8 hours...</strong></p><p>Any spell which resembles the above and makes spellcaster better fighters than fighters. <strong>- Goodbye Haste, Tenser Transformation...</strong> </p><p> </p><p>Haste: Doubles movement and attack rate, area of effect 20 ft radius, ages recepients one year. <strong>- Oh no, not aging. Aging only hurts if your playing a game that lasts long enough to go into older age. and tracking physical/mental age is a pain.</strong> </p><p> </p><p>Reversable spells are back. Reduce/enlarge, Raise dead/slay living, heal/harm, resurrection/destruction, comprehend/confuse languages, etc. <strong>- Eh, more power to the sorcerer, I say!</strong></p><p> </p><p>Ranger, bard, and paladin spell lists do not exist<strong>. - Ok. Does that mean holy sword and modify memory don't exist?</strong></p><p> </p><p>Elves gain +1 to hit with the long sword and long bow. <strong>- No auto proficiency, or is this in addition to that? What happened to short swords/bows?</strong></p><p> </p><p>Dwarves retain their movement rate in medium and heavy armor. <strong>- They don't already in 3.5?</strong></p><p> </p><p>Rogues no longer gain evasion. Rogues cannot sneak attack just by flanking, the target must be unaware of the attack, or unable to defend himself from it, however, rogues do get +4 to hit when flanking. Does this mean fighter subtypes will be better in combat than the thief? Damn straight. As it should be. <strong>- Thank you for removing any real reason to PLAY a rogue. I'll go back to my "backstab and hide in the corner for the duration of the fight" method of play that I soooo loved in 2e.</strong> </p><p> </p><p>Multiclass fighters cannot gain weapon specialization nor do they gain bonus feats. They do, however, retain their attack rate. <strong>- Wow. Fighters are relegated back to their position of "add this to X to make you rock" as opposed to a viable choice for leveling it. No thanks. </strong></p><p> </p><p>Druids gain the plant and animal domains and may spontaneously cast any summon nature’s ally spell. Domain spells cannot be swapped in this manner.<strong> - Ok. Summon Swaps are in 3.5.</strong></p><p> </p><p>Rogue: Loses evasion and may not select improved evasion as a special ability. Rogues may tumble in combat. By forfeiting all attacks and making an acrobatic tumble, they can gain a +1 bonus to ac per two levels. There is no roll for this, he just does it. <strong>- Ah, so the rogue is there to distract an opponent while the fighter kills it. No thanks.</strong></p><p> </p><p>Barbarian, ranger, and monk have undergone complete overhauls. <strong>- Skipped for time considerations.</strong></p><p> </p><p>Monks, paladins, bards, and barbarians may not multiclass. Ranger/druids, ranger/clerics are allowed. Otherwise, only fighter, wizard/sorceror, cleric, thief may multiclass. Multiclassing is done at FIRST level only. Humans may multiclass No dual classing. <strong>- Welcome back 2e Multiclassing. So does that mean I level in both classes, or am I the sum of both classes. What do I do about Hp rolls? Can a wizard/cleric get 9th level spells? </strong></p><p> </p><p>Skills: As per 3e, except for multiclass characters. Multiclass characters gain the higher of the classes skill points, and all classes skills are considered class skills AT FIRST LEVEL. As he levels up, this changes. Suppose you have a fighter/thief/mage. He gains 2nd level in thief. He divides his class skills by 3, since this gives him an odd number, he split’s them by getting 4 as a thief, 2 as a mage, and 2 as a fighter. Or however he wants to split them as he levels up, as long as it = 8 per total level. Since he leveled up as a thief, only thief/rogue skills are class skills. He next levels up as a fighter, so we pick 2 skill points to add and may only pick fighter skills. He could use all his skill points in either class if he wishes, so he could spend all 8 on rogue skills or 7 on rogue skill, saving one for when he levels up as a wizard, etc. If he has an int bonus, he still divides by 3, so this same character, with a 14 int will have 10 skill points (8 for rogue, the higher of the three classes +two for int) and can split them however he wishes. <strong>- huh? You'd be better off looking at the simple skills rules in Unearthed Arcana. </strong></p><p> </p><p>Hit points – max at first level.</p><p>After 9th level, no more hit points are rolled. Exceptions are the ranger, who gets 11 hit dice, and the monk who gains up to 20. Barbarians gain 4 per level, Fighters, bards, and rangers 3, Clerics and rogues 2 and wizards and sorcerors 1 <strong>- Oh god, not the hp caps. Tell you what, I'll cap my HD when monsters can't have more than 15 HD, +3 per HD afterwards. Ok?</strong></p><p> </p><p><strong>Of all the things to bring back, these things I highlighted were the ones that either seemed counterproductive or simply confusing. Many are things I like about 3.5 and would want to carry backwards, not remove.</strong></p></blockquote><p></p>
[QUOTE="Remathilis, post: 1694755, member: 7635"] The Flat-footed condition does not exist. [b]- 1e/2e had a condition that denied dexterity bonus (It was calleds SURPRISED in 2e IIRC)[/b] Ranged weapons fired into melee have a chance of hitting eother combatant. It’s not because you aimed poorly, but because combat is fluid and the guys fighting shift about constantly. [b]- This is a variant rule in the DMG 3.5[/b] Armor proficiencies do not exist. If your class doesn’t have them, you can’t get them. Multiclass if you want them bad enough.[b] - Most people do. :)[/b] Skills: Tumble does not exist. [b]- Tumble has a variety of uses, and has existed since there was a proficiency system. Tumble can be used for entertainment, granting an AC bonus, and shortening falls, all important and not dealing with AoO which I can assume is why you're banning it. [/b] If you turn your back and run from combat, anyone in range gets a melee attack against you. You may make a single move to withdraw from combat, but nothing prevents the enemy from following unless a party member decides to block him. [b]- So the opponent gets an attack of oppertunity? ;) [/b] Mobility, Combat reflexes, Quicken spell, persistent spell, and all item creation feats, save scribe scroll,craft wand, and brew potion, do not exist. Other feats may be nerfed or canned if they are deemed to powerful or if they are bland and lack flavor. This will be taken on a case by case basis. [b]- Sounds like a gutting of the feat system to me....[/b] The following spells do not exist: All damage dealing cantrips [b]- You mean not *gasp* Ray of Frost AND Acid Splash! 1d3 damage! [/b] All of the Cat’s Grace, Owls Wisdom, etc spells, with the exception of Bull’s strength, which grants a 1d8 enhancement bonus and lasts 1 hour per level. [b]- Rather have the guarenteed +4 for minutes than +1 for 8 hours...[/b] Any spell which resembles the above and makes spellcaster better fighters than fighters. [b]- Goodbye Haste, Tenser Transformation...[/b] Haste: Doubles movement and attack rate, area of effect 20 ft radius, ages recepients one year. [b]- Oh no, not aging. Aging only hurts if your playing a game that lasts long enough to go into older age. and tracking physical/mental age is a pain.[/b] Reversable spells are back. Reduce/enlarge, Raise dead/slay living, heal/harm, resurrection/destruction, comprehend/confuse languages, etc. [b]- Eh, more power to the sorcerer, I say![/b] Ranger, bard, and paladin spell lists do not exist[b]. - Ok. Does that mean holy sword and modify memory don't exist?[/b] Elves gain +1 to hit with the long sword and long bow. [b]- No auto proficiency, or is this in addition to that? What happened to short swords/bows?[/b] Dwarves retain their movement rate in medium and heavy armor. [b]- They don't already in 3.5?[/b] Rogues no longer gain evasion. Rogues cannot sneak attack just by flanking, the target must be unaware of the attack, or unable to defend himself from it, however, rogues do get +4 to hit when flanking. Does this mean fighter subtypes will be better in combat than the thief? Damn straight. As it should be. [b]- Thank you for removing any real reason to PLAY a rogue. I'll go back to my "backstab and hide in the corner for the duration of the fight" method of play that I soooo loved in 2e.[/b] Multiclass fighters cannot gain weapon specialization nor do they gain bonus feats. They do, however, retain their attack rate. [b]- Wow. Fighters are relegated back to their position of "add this to X to make you rock" as opposed to a viable choice for leveling it. No thanks. [/b] Druids gain the plant and animal domains and may spontaneously cast any summon nature’s ally spell. Domain spells cannot be swapped in this manner.[b] - Ok. Summon Swaps are in 3.5.[/b] Rogue: Loses evasion and may not select improved evasion as a special ability. Rogues may tumble in combat. By forfeiting all attacks and making an acrobatic tumble, they can gain a +1 bonus to ac per two levels. There is no roll for this, he just does it. [b]- Ah, so the rogue is there to distract an opponent while the fighter kills it. No thanks.[/b] Barbarian, ranger, and monk have undergone complete overhauls. [b]- Skipped for time considerations.[/b] Monks, paladins, bards, and barbarians may not multiclass. Ranger/druids, ranger/clerics are allowed. Otherwise, only fighter, wizard/sorceror, cleric, thief may multiclass. Multiclassing is done at FIRST level only. Humans may multiclass No dual classing. [b]- Welcome back 2e Multiclassing. So does that mean I level in both classes, or am I the sum of both classes. What do I do about Hp rolls? Can a wizard/cleric get 9th level spells? [/b] Skills: As per 3e, except for multiclass characters. Multiclass characters gain the higher of the classes skill points, and all classes skills are considered class skills AT FIRST LEVEL. As he levels up, this changes. Suppose you have a fighter/thief/mage. He gains 2nd level in thief. He divides his class skills by 3, since this gives him an odd number, he split’s them by getting 4 as a thief, 2 as a mage, and 2 as a fighter. Or however he wants to split them as he levels up, as long as it = 8 per total level. Since he leveled up as a thief, only thief/rogue skills are class skills. He next levels up as a fighter, so we pick 2 skill points to add and may only pick fighter skills. He could use all his skill points in either class if he wishes, so he could spend all 8 on rogue skills or 7 on rogue skill, saving one for when he levels up as a wizard, etc. If he has an int bonus, he still divides by 3, so this same character, with a 14 int will have 10 skill points (8 for rogue, the higher of the three classes +two for int) and can split them however he wishes. [b]- huh? You'd be better off looking at the simple skills rules in Unearthed Arcana. [/b] Hit points – max at first level. After 9th level, no more hit points are rolled. Exceptions are the ranger, who gets 11 hit dice, and the monk who gains up to 20. Barbarians gain 4 per level, Fighters, bards, and rangers 3, Clerics and rogues 2 and wizards and sorcerors 1 [b]- Oh god, not the hp caps. Tell you what, I'll cap my HD when monsters can't have more than 15 HD, +3 per HD afterwards. Ok?[/b] [b]Of all the things to bring back, these things I highlighted were the ones that either seemed counterproductive or simply confusing. Many are things I like about 3.5 and would want to carry backwards, not remove.[/b] [/QUOTE]
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