In response to CRGreathouse...
CRGreathouse said:
Thanks
CRGreathouse said:
I'll give some examples. Really, though -- I'm trying to be constructive here.
Don't worry - i'll take it as such!
I wouldn't have put them here if I didn't want feedback/criticism, and I'm not stupid enough to think that everyone is going to go "We should all be using these - they make perfect sense."
I wanted to get opinions of other 3e/3.5 DM's on the balance/semblance of rule changes. Do they make sense (whether or not you agree with them), things like that. I don't expect them to be universally popular, but hopefully, you all will point something out that I missed, or some flaw in my logic (like that never happens... ;D)
CRGreathouse said:
The initiative order is cyclic. The realization of this was the reason behind the change from 2E to 3E -- the fighter goes then the rogue goes (round 1), then the fighter goes then the rogue goes (round 2). If initiative was rerolled, the rogue might go twice in a row, which makes much less sense than having them alternate.
One of the things I really liked about 2nd Edition Initiative was an optional rule where you used weapon speeds. So all things being equal, a combatant using a dagger was going to be faster than a combatant using a great sword.
Ocassionally, the GS wielder would get 'the jump' so to speak (luck of the die) on the dagger wielder, but more often than not, the dagger wielder would go first.
In 3E - that is not the case. If the GS wielder got the jump in the initial round, then he would ALWAYS go faster than the dagger wielder, unless the dagger wielder gave up his action in a round to go at the beginning of the next round.
Weapon speeds will be added when I get to the equipment section.
The other thing I liked about it is this (and this is mainly due to my players):
In 3e, my players would do their action, and then stop paying attention until their next action, which would kind of surprise them, and then they would take time to figure out what they are going to do now.
In 2e, that didn't happen as much, becuase usually they paid attention from the initiative roll to their action, and then stopped paying attention until I said Initiative again... (i didn't want to penalize them for being human beings - I just think they were used to this in 2e)
CRGreathouse said:
This takes away almost all aspects of skill from critical hits. The 1st-level elven wizard with the longsword is more likely to score a critical hit than his fighter buddy with an axe. He's just as likely to score a crit as the fighter with the greatsword.
That doesn't work for me.
Well - to me there shouldn't be a 'skill' to critical hits. The longsword is more likely to score a crit as it's designed that way (having a higher natural threat range). The way it is now, weaker characters are penalized from being able to crit as it's harder for them to get through. My point behind this is once you've broken through a combatants defense and hit him (and have done so in a way to score a crit (threat range)), no matter how hard or easy it was to get to this point, you have a base chance to do this crit.
CRGreathouse said:
This makes picks the best weapons for rogues... doesn't it? I don't see any good reason for the change, and I can see consequences for the game world that would be bad.
well what isn't posted is that sneak attacks aren't just what they used to be (opponent flat-footed, or without dex). [this would be setup in the character class section] Sneak attacks are going back to being like 'backstabs' in 2E, where the combatant has to be unaware of you (hide and movesilent ahead of time, etc) - and again, only piercing weapons will be able to be used for a sneak attack.
CRGreathouse said:
This takes away all possiblity for a ponderously slow creature. Sloths are Medium or Large (don't know, haven't been to a zoo for a while), but they sure don't have 30-40' speed.
No it doesn't - it just means that the standard is that taller creatures have longer strides, so they can move a bit more in the same amount of time. There have been and always will be exceptions to the rule.
CRGreathouse said:
This seems quite abusable. How many lightning bolts per round, given a wand or two?
not really - wands are spell trigger items, and don't fall under the command word.
when I get to equipment (and magic items) it will be noted that command word items are going to be like sword special abilities (activate the flaming sword, ring of invis, etc).
CRGreathouse said:
I have trouble seeing why these actions wouldn't provoke, or why you'd want to ecourage characters to do them in melee range. Archers didn't do that historically, for sure.
While I agree that they should not be happening in melee so to speak, I find that in 3e especially, melee comes to them, period. As far as it goes, what is the difference if I am standing 5 feet from you waving a sword, pulling a bow, or casting a spell, that casting a spell or pulling a bow gives you a bonus attack, that waving a sword doesn't give? that's why I made the rule change. Other things that force you to pay much less attention to the combatant (reading a scroll, digging something out of a pack) still provoke the AoO. It also seemed stupid that if I have a spell in hand (like vampiric touch), and I go to touch you, I don't provoke an aoo, but if I cast a magic missile and point it at you, I do. There were too many odd situations that didn't make sense for the most part, so I just got rid of them all, and said here is what ALWAYS provokes. Here is the stipulations that you can take advantage of it, and so on.
CRGreathouse said:
OK, maybe I'm a little negative looking at what doesn't make sense to me, but I'm trying to post feedback here.
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again - thanks - i don't mind defending my responses, and I don't mind reading others responses... It makes me make sure that I'm doing what I'm doing for my right reasons...