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Another Immortals Handbook thread

What do you wish from the Immortals Handbook?

  • I want to see rules for playing Immortals

    Votes: 63 73.3%
  • I want to see more Epic Monsters

    Votes: 33 38.4%
  • I want to see Artifacts and epic Magic Items

    Votes: 38 44.2%
  • I want to see truly Epic Spells and Immortal Magic

    Votes: 50 58.1%
  • I want Immortal Adventures and Campaigns Ideas

    Votes: 44 51.2%
  • I want to see a Pantheon (or two) detailed

    Votes: 21 24.4%
  • I want to see something else (post below)

    Votes: 3 3.5%
  • I don't like Epic/Immortal gaming

    Votes: 4 4.7%

  • Poll closed .
DDM said:
I've played all editions of D&D. AD&D 2ed proved to be the most balanced so far. The only exception is the Elf Bladesinger... dear, I don't know what they were thinking about that one.
:D Still, it's just part of a Elf Handbook... not a main handbook like player's handbook. :)

*incredulous stare*

You can't be serious, can you?
 

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Regarding the problem, that +2 ability score increases count one time as two feats and one time only as one feat, I've decided to calculate the true costs of a +2 based on the individual benefits. Hopefully I haven't forgotten a benefit, because I like the end result:

Increased Strength gives a bonus to Strength checks and heightens both the maximum load and attack and damage rolls.
Increased Dexterity gives a bonus to Dexterity checks and to Reflex save and heightens both the AC and attack rolls with ranged weapons.
Increased Constitution gives a bonus to Constitution checks and to Fortitude save and increases the hit points.
Increased Intelligence gives a bonus to Intelligence checks, more languages and more skill points.
Increased Wisdom gives a bonus to Wisdom checks and to Will save.
Increased Charisma gives a bonus to Charisma checks.

Mental ability scores may increase also the save DC of spells. Add thus a feat to the total from above (only a third of a feat is applied to each mental stat, as the increase is only potential).


Strength costs for a +2 score increase:

2/5 feat for increased carrying capacity (doubling is one feat)
1/2 feat for attack bonus
1/2 feat for damage bonus
3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=2 feats worth

Dexterity costs for a +2 score increase:

1/2 feat for Reflex save
1/2 feat for attack bonus
1/2 feat for AC bonus
3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=2.1 feats worth

Constitution costs for a +2 score increase:

1/2 feat for Fortitude save
1 feat for hit points (Improved Toughness)
3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=2.1 feats worth

Intelligence costs for a +2 score increase:

0 feats for languages (no CR modifier for knowing languages)
1/10 feat for extra skill point
3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=0.7 feats worth

Wisdom costs for a +2 score increase:

1/2 feat for Will save
3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=1.1 feats worth

Charisma costs for a +2 score increase:

3/5 feat for skill bonus (averaged over 36 skills over all 6 attributes)

=0.6 feats worth

Thus an increase of +2 for every ability score increases the CR by: 9.6 feats (Includes save DC). Averaged: 1.6 feats

What do you think?
 

CRGreathouse said:
*incredulous stare*

You can't be serious, can you?

About what ? AD&D 2ed being balanced, or the Elf Bladesinger being the only class I've seen totally out of balance ? :)
I guess the former.
Well, I think it all boils down to what we call "balance".
a) balance in classes: all versions of D&D never had a perfect balance between classes. Wizards, in all editions, start weak and become the strongest. Usually what I've seen is that with newer and newer versions of D&D, the non-magic classes became more and more stronger in the beginning (I remember the old D&D with the warrior having 1d8 hit points with the mage 1d4... now things are different but mages still have 1d4 for hp).
b) spell balance... on all official manuals of AD&D 2ed (not including specific campaign/world spells, like Elminster's for example...), there are only a few spells that I forbid/weaken on my campaign. Choke and Throbbing Bones (Compl. Wiz Hand), Improved Blink, Seven Eyes and Mordenkainen's Force Missile(Spells & Magic). Period.
All magic can be dispelled, but a couple.
Overall, the magic system is balanced.
I can't say the same for 3ed spells. In 3.0 there was Haste, totally crazy, as an example.
c) Fights/Melee. The parrying rule seems useless, but gets interesting as long as you take out the -10 AC limit. PArrying with shield needed a house rule to make it more logical and interesting, but after that, all is working.

All in all, at expert level (not of character, but of players), fights with and without magic are very well balanced, and don't end up with combos/min+max.
Indeed, the import point about combat is not, in 2ed, *how much damage you can inflict*, but, like in real life, who can choose his ground.
Min/max in AD&D 2ed means nothing if it's the ennemy who strikes you first, and heavily.

Anyway, like I said, 2ed is well balanced. Even Wisdom, considered useless, is really Intuition and Willpower, so you can use it like "observation" skill in 3ed.
Now, this does not mean that some rules in 3ed are not plainly better.
But given any D&D system, 2ed is the one who needs less house rules/Errata to be balanced at any level of play. Well, it's my opinion, at least.

This is why, while we are 2 DM in our campaign, and that one of us is DMing in 3ed with another group, that we continue to play in 2ed (with a couple of house rules) for the main campaign, that is, the one that I'm preparing for Immortals.

So, UK, get to work. We're waiting. :p
 

DDM said:
Well, I think it all boils down to what we call "balance".
a) balance in classes: all versions of D&D never had a perfect balance between classes. Wizards, in all editions, start weak and become the strongest. Usually what I've seen is that with newer and newer versions of D&D, the non-magic classes became more and more stronger in the beginning (I remember the old D&D with the warrior having 1d8 hit points with the mage 1d4... now things are different but mages still have 1d4 for hp).

My first wizard was in 2nd edition and has 2 hp at level 1, and just 1 1st-level spell. I remember the effect pretty well.

DDM said:
b) spell balance... on all official manuals of AD&D 2ed (not including specific campaign/world spells, like Elminster's for example...), there are only a few spells that I forbid/weaken on my campaign. Choke and Throbbing Bones (Compl. Wiz Hand), Improved Blink, Seven Eyes and Mordenkainen's Force Missile(Spells & Magic). Period.
All magic can be dispelled, but a couple.
Overall, the magic system is balanced.
I can't say the same for 3ed spells. In 3.0 there was Haste, totally crazy, as an example.

It's been a while since I last played second edition (I stopped playing for a few years 'cause I didn't like the system), but 2E haste was quite a lot more powerful than 3E haste, and incomparable to 3.5 haste. Sure, it aged you, but if you were an elf (as most wizards were, in my experience) it wasn't as bad.

Hit points were lower across-the-board then, and fireball did the same or more damage -- it certainly seemed too strong to me.

I wish I could remember some of the bad abuses of spells were back then, because I'd seen plenty.

I haven't seen anything comparable in 3.x. I don't ban any of the core spells for balance reasons (I ban two out of flavor reasons, but one has an exact mechanical equivilent and the other is considered weak and wasn't really taken anyway.) I find the spells in 3.x much better balanced.

DDM said:
c) Fights/Melee. The parrying rule seems useless, but gets interesting as long as you take out the -10 AC limit. PArrying with shield needed a house rule to make it more logical and interesting, but after that, all is working.

What are you saying, that as long as you house rule 2E it can be almost as interesting as 3.x? I mean, look at the combat actions in the 3.x PH.

DDM said:
But given any D&D system, 2ed is the one who needs less house rules/Errata to be balanced at any level of play. Well, it's my opinion, at least.

I haven't seen any reasons for this, and have found the opposite to be true in practice. My 2E group was practically torn apart by min-maxing, and all of my (many) 3.x campaigns have been well-balanced*.

* OK, so there was this one time I gave out an artifact to a low-level group, but that was an intentional disruption of balance on my part and had nothing to do with edition.
 

CRGreathouse said:
My first wizard was in 2nd edition and has 2 hp at level 1, and just 1 1st-level spell. I remember the effect pretty well.

That's a mage. A specialist wizard has 2 spells.
And any of those can have a signature spells (Spells & Magic) per level, which gives +2 casting level and 1 other casting for a particular spell.
For example, an Invoker with Magic Missile as Signature Spell would be able to cast 3 Magic Missile at 1st level, each one at 3rd lvl of ability (so there would be 2 missiles per spell)
All D&D editions had this 1d4 hp for wizards. with OD&D you were stuck that way with 1 spell. 2ed improved that, and 3ed some more. ;)


CRGreathouse said:
It's been a while since I last played second edition (I stopped playing for a few years 'cause I didn't like the system), but 2E haste was quite a lot more powerful than 3E haste, and incomparable to 3.5 haste. Sure, it aged you, but if you were an elf (as most wizards were, in my experience) it wasn't as bad.

errr... sorry, but I don't remember Haste 3.0 aging anyone (I don't remember about 3.5, but I guess nothing changed), you know. I don't remember 2ed Haste giving ANOTHER casting to spellcasters either.
2ed Haste lasted 1 rd / Lvl and aged you one year each time, and was used in DIRE situations.
3.0 Haste (we can speak about Heal and Harm too) was simply put THE spell everyone would cast before combat.
About the 1 or 5 year aging, there are rules in 2ed to prevent elves and co. to ignore them: it becomes 1 year per 100 year life span, and 5 years per 100 years life span.

CRGreathouse said:
Hit points were lower across-the-board then, and fireball did the same or more damage -- it certainly seemed too strong to me.

Well, not really: Fireball did max 10d6, like 3ed. But you didn't had something, imho, worse: maximised Fireball and other spells.
A Fireball at 10th level would have done an average 35 damage. 17 with a succesful ST.
In 3ed, you can have it doing 60 damage, period. ok 30 with a ST. Granted, you need to take a higher spell slot, like 5th IIRC, and the talent.
Let me think about it, a 10th level mage (he can cast 5th lvl magic) can then do 30hp FOR SURE to anyone. How many hp has a mage, average, at 10th level ?
Fireball never killed anyone in my 17 years of campaign in 2ed. Unless the PC/NPC was already wounded.
Of course, you can fail you ST. However failing a ST vs 35 is way better than one vs 60 (by 2ed you have to do another save vs death for mass damage). And 60 is enough to kill anyone but a warrior at 10th level in 3ed. In 2ed, 35 kills a mage... and that's it. Well, to be honest a rogue has an average of 35 hp at 10th lvl, so he would drop inconscious.

Maximised spells are not so balanced because it's a thing that has different impacts depending on the spell. Maximising a Fireball (10d6) is different than maximising, let's say, Magic Missile. Dies of damage change, and the more you have, the more the spell is powerful. But the talent only increases the spell by 2 lvls.
This do mean that spell balance by spell lvl is "foggy" at best, imho.

And also, usually ST in 2ed, if you were not using the rule "1,2 and 3 means failed save on 1d20", were done more and more easily, failing only with a 1 after a while. So Fireball meant really "17 damage to everyone, with a critical threat of 35". Hardly a problem.
;)

CRGreathouse said:
I wish I could remember some of the bad abuses of spells were back then, because I'd seen plenty.

I understand. Changing system does that. ;)
Well, I know a lot of good players were thinking about some of those before playing with me.
Some thought Geas was too strong. It's not if you interpret it right.
Other abuses were proved wrong in an expert players campaign.
The newbie would say "hey, I have this invoker!! he is soooo strong!!!" and think that by casting a ton of Fireballs and Cone Of Colds, with +20hp at 10th level, he would be invicible.
Then he would understand that offense meant nothing if the kept being hit before casting (and Cone of Cold has ini +5 on 1d10. By 2ed rules you need the lower number, not the higher) or if he didn't know where to shoot (because of invisibility, just to give an example).
More veteran players would have some spell lists, quite strong, but still would miss the point that they could be hit before the opponent, and that "finding the opponent first without being found" is really the only key to victory. And to do this, you need balance spells, like Invisibility, Silence, True Seeing, etc etc..
All in all, everybody that went in my campaign thinking 2ed was unbalanced understood that they were just not thinking about everything yet. ;)
I'm quite sure some of the problems of 3ed can be dealt the same way. Indeed, it's not that the core system is THAT different. Spells are more or less the same. ;)

CRGreathouse said:
I haven't seen anything comparable in 3.x. I don't ban any of the core spells for balance reasons (I ban two out of flavor reasons, but one has an exact mechanical equivilent and the other is considered weak and wasn't really taken anyway.) I find the spells in 3.x much better balanced.

As long as you say 3.5, that's ok. Saying Haste 3.0 was balanced is however something hard to accept, and even HAste 3.5 is imho too strong. Not getting aged ? (IIRC) why would someone not cast it then at each battle ?

CRGreathouse said:
What are you saying, that as long as you house rule 2E it can be almost as interesting as 3.x? I mean, look at the combat actions in the 3.x PH.

No, like I said, I'm speaking about balance. Not "interesting". Combat rules in 3ed are better, no problems about it, but they are balanced for 3ed.
2ed basic rules were... basic. You could attack or... parry for the whole round.
The Fighter's Handbook added some options. Combat & Tactics some more too.
2ed and 3ed have both their ins and outs.
I've added attacks of opportunity (back attacks were already in 2ed anyway) in some way, since it's not a bad thing in some cases.
I'm the first to admit that there is good in 3ed. But I had no balance problem in combat (or anything) in 2ed. I would have with min/max in 3ed, with some spells, and some classes and feats.
All in all, I could say that maybe the best way would be a mix between 2ed and 3ed. Oh well. :)


CRGreathouse said:
I haven't seen any reasons for this, and have found the opposite to be true in practice. My 2E group was practically torn apart by min-maxing, and all of my (many) 3.x campaigns have been well-balanced*.

I'm curious, do you remember the examples of min/max in your 2ed group ?
I can figure out some, I guess, like Warriors putting all their points in Str/con/dex, but then, it worked only if you let them do it during creation, which depends on the DM policy. (while in 3rd everyone has more or less the same stats in a given class -which is dull imho- so they can min/max easily, albeit not to the same discrepancies as 2ed)
Oh yes, I've found another one in 2ed. :D
This one is VERY horrible, and indeed I stopped it in my campaign.
A warrior specialised in darts. He throws 5 a round, and with exceptional strenght this do mean 1d3+8 (With str 18/00) for each attack... While a warrior specialised in long sword would do 1d8+8 but with max 5/2 attacks per round at 13th level...
Ok, this is, IIRC, the only one I banned in 2ed.
;)

All in all, I guess we can agree that most things that seem unbalanced are because we are not "used" to them...
I'm a lot more used to 2ed than 3ed, and if it's not broken, why fix it ? (at least for me)
I can only say for 3ed seeing my friend who DM with it, and still more than some of the rules banned for game balance and preventing min/max.
Most of this banning is "no, this does not exist where you live" or "you can't take this, it's not allowed for you race"... :)
ahh, I love D&D. ;)
 
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DDM said:
About the 1 or 5 year aging, there are rules in 2ed to prevent elves and co. to ignore them: it becomes 1 year per 100 year life span, and 5 years per 100 years life span.

I never saw this rule in 2E. Was it in the core books?

DDM said:
Well, not really: Fireball did max 10d6, like 3ed. But you didn't had something, imho, worse: maximised Fireball and other spells.

(Oops, you're right about the cap. Bad memory, there, sorry.)

You've got to be kidding me. A Maximized fireball is a 6th level spell, comparable then to the 2E disintegrate, chain lightning, and death spell. In addition, it takes a feat and has the save of a 3rd level spell. It's weak, only worth using if you're otherwise out of options or have special circumstances.

DDM said:
Fireball never killed anyone in my 17 years of campaign in 2ed. Unless the PC/NPC was already wounded.

I killed many creatures in 2E with fireball. In 3E it does much less damage, proportionately. An ogre had around 20 hit points in 2E, so a fireball would be likely enough to kill it; in 3E they have half again as many hit points. An owlbear's typical hit points have nearly doubled; other creatures are similar.

I'm just not seeing your argument here.

DDM said:
All in all, everybody that went in my campaign thinking 2ed was unbalanced understood that they were just not thinking about everything yet. ;)
I'm quite sure some of the problems of 3ed can be dealt the same way. Indeed, it's not that the core system is THAT different. Spells are more or less the same. ;)

I did play for several years under 2E, so I was pretty familiar with it and its basic supplements. I just didn't find it balanced like you did -- the DM would often complain about balance problems. Frankly they all went away come 3E, and (in my opinion) balance was improved by the transition to 3.5 from 3.0.

As for 2E vs. 3E, you're right in that the spells remained basically the same.

DDM said:
As long as you say 3.5, that's ok. Saying Haste 3.0 was balanced is however something hard to accept, and even HAste 3.5 is imho too strong. Not getting aged ? (IIRC) why would someone not cast it then at each battle ?

There are a lot of spells that don't age subjects in both editions, why not always cast all of them? It's a matter of time and resources, as always. 3.0 haste was strong, no doubt, but in 3.0 with wizards routinely casting haste my groups found less balance problems than in 2E. Chalk it up to different experiences, I guess.

DDM said:
I'm the first to admit that there is good in 3ed. But I had no balance problem in combat (or anything) in 2ed. I would have with min/max in 3ed, with some spells, and some classes and feats.
All in all, I could say that maybe the best way would be a mix between 2ed and 3ed. Oh well. :)

Why would you have to min/max in 3E? I'm lost.

DDM said:
I'm curious, do you remember the examples of min/max in your 2ed group ?
I can figure out some, I guess, like Warriors putting all their points in Str/con/dex, but then, it worked only if you let them do it during creation, which depends on the DM policy. (while in 3rd everyone has more or less the same stats in a given class -which is dull imho- so they can min/max easily, albeit not to the same discrepancies as 2ed)
Oh yes, I've found another one in 2ed. :D
This one is VERY horrible, and indeed I stopped it in my campaign.
A warrior specialised in darts. He throws 5 a round, and with exceptional strenght this do mean 1d3+8 (With str 18/00) for each attack... While a warrior specialised in long sword would do 1d8+8 but with max 5/2 attacks per round at 13th level...
Ok, this is, IIRC, the only one I banned in 2ed.
;)

I don't remember the mechanics precisely, but the first thing that springs to mind was a ranger kit (with much augmentation from various splatbooks -- this was a piece of work) that allowed some ungodly number of attacks per round, at a very high bonus to atk/dmg.

I remember that no characters were worthwhile *at all* unless you did some serious min/maxing. Throw together a 2E human figher using the more generous 3E rolling method (it was a 2E DMG variant) and make him a level higher than everyone else in my group and he would be weak to the point of contributing almost nothing. At least, that's as I recall it.

I don't know, I feel that I can throw together almost any character concept in 3E and have a viable character, while in 2E you were constrained to min/max the living daylights out of something just to be barely playable, radically restricting character choice.
 

Sledge said:
So you don't have any elven wizards obviously.... to them 5years is a joke as well.

In 2nd Edition, Elves couldn't get to a high enough level to get wish, lol. They were limited, I believe, to like what, Level 12?



Oh, and DDM, it takes a twisted sense of balance to think 2nd Edition even came close to balanced, lol.
 


What with level limits being the least balanced thing for players in 2e, I was certain that most players just ignored them as per the option in the core books. Enforced retirement of different characters at different levels is inane.
 

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