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General Tabletop Discussion
*Dungeons & Dragons
Advice on starting a new 3rd edition campaign.
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<blockquote data-quote="Carnivorous_Bean" data-source="post: 4424272" data-attributes="member: 57974"><p>I was thinking of starting a new 3rd edition campaign after seeing the color of 4th edition (which I was originally excited about) and deciding that it's just too bland and one-dimensional for me. So, I'm thinking about this campaign -- none of my players are real power gamers, so 'build fanaticism' won't be a problem.</p><p> </p><p>I was thinking of using the following books in the campaign:</p><p> </p><p>PHB</p><p>DMG</p><p>All monster manuals I can get my hands on <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=";)" /></p><p> </p><p>PHB II (I really like the classes in there)</p><p>Magic Item Compendium (I want some 'different' items in there than just the usual +this, +that.)</p><p> </p><p>Additionally, from the SRD optional rules, I'll be using Vitality and Wound Points, because the basic hit point rule totally breaks verisimilude for me (as do healing surges -- VP/WP is the most 'realistic' without going into cluttering detail, IMO). </p><p> </p><p>I'm looking for a balance of about 30% action/combat, 70% investigation/roleplaying/exploration. </p><p> </p><p>I'm up in the air about the Tome of Battle. On the one hand, it's going to introduce a LOT more complexity into the game. On the other, the fighter types are pretty drab without it.</p><p> </p><p>Do you think it would be better idea to try integrating the ToB from the start, or encourage the players to make a fighterless party -- for example, knight, duskblade, rogue, paladin, wizard, and cleric? (Yes, there are 6 people in my group =P). </p><p> </p><p>Any thoughts on the mix of books that I'm thinking of using for the campaign?</p></blockquote><p></p>
[QUOTE="Carnivorous_Bean, post: 4424272, member: 57974"] I was thinking of starting a new 3rd edition campaign after seeing the color of 4th edition (which I was originally excited about) and deciding that it's just too bland and one-dimensional for me. So, I'm thinking about this campaign -- none of my players are real power gamers, so 'build fanaticism' won't be a problem. I was thinking of using the following books in the campaign: PHB DMG All monster manuals I can get my hands on ;) PHB II (I really like the classes in there) Magic Item Compendium (I want some 'different' items in there than just the usual +this, +that.) Additionally, from the SRD optional rules, I'll be using Vitality and Wound Points, because the basic hit point rule totally breaks verisimilude for me (as do healing surges -- VP/WP is the most 'realistic' without going into cluttering detail, IMO). I'm looking for a balance of about 30% action/combat, 70% investigation/roleplaying/exploration. I'm up in the air about the Tome of Battle. On the one hand, it's going to introduce a LOT more complexity into the game. On the other, the fighter types are pretty drab without it. Do you think it would be better idea to try integrating the ToB from the start, or encourage the players to make a fighterless party -- for example, knight, duskblade, rogue, paladin, wizard, and cleric? (Yes, there are 6 people in my group =P). Any thoughts on the mix of books that I'm thinking of using for the campaign? [/QUOTE]
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