Or, at later levels when you have some more money, a mithral chain shirt.wingsandsword said:Studded Leather is typical rogue gear because masterwork Studded Leather is the heaviest armor with no Armor Check Penalty to all those skills.
Or, at later levels when you have some more money, a mithral chain shirt.wingsandsword said:Studded Leather is typical rogue gear because masterwork Studded Leather is the heaviest armor with no Armor Check Penalty to all those skills.
wingsandsword said:A mithril breastplate however, is light armor. The most powerful light armor in the core rules.
Man, I try to believe that there's always hope, but this one, yeah, this idea might strain that belief a little too far.Whisperfoot said:My good friend Edena proves that there is yet hope for Diaglo.![]()
Note that it's Mithril Breastplate, not Mithril Plate Mail. Breastplates are normally a Medium Armor (just the breastplate, instead of the full suit of plate mail), while Plate Mail is what you're likely thinking of from earlier editions. It's the difference between just putting on the breastplate, as opposed to the gauntlets, greaves, vambraces and all the other parts of the armor.Edena_of_Neith said:Mithril Plate Armor is Light Armor? Hehe. I didn't know that. I'll bet everyone wants one.(Nothing like using magic, to overcome mundane penalties.)
I think the intent was for low-light vision to work at night in natural surroundings, so elves could see at night in their forests, while Darkvision was for underground places like caves. Exact details of light levels might not synch up with the descriptions in the rules. I know that's how I've always seen it played: Low light vision works at night, while you need Darkvision when you're underground without a light source.Elves may have light light vision, and that's all fine and well. They still can't see in the Forest at night.
Yeah, proficiency now just means you can use it without penalty. You have the basic level of use and don't look like a fool when you swing it. Your Attack Bonus (Base Attack Bonus, feats, ect.) really show what your training and skill with the weapon is.I was astounded at the giving of proficiency in all Simple and/or Martial Weapons to the various classes.
What this means to me is that 1st level represents an amateur knowledge of the weapon in question, and not a professional skill
Not quite. "Enhancement Bonus" is the same as "plusses" on a weapon or armor in 1e and 2e. Shields do give a "Shield Bonus" which is the actual physical shield. So a heavy steel shield can give a +2 Shield Bonus, while a light shield gives a +1 Shield Bonus. Then you get the +4 (for example) Enhancement Bonus, for a total of +6 to your armor class if you carry a +4 Heavy Steel Shield. Technically rules exist for bonuses above +5 (like a +10 shield), but they are in the Epic Level Handbook for over-20th-level characters, or they are artifacts.Ok, the Enhancement bonus is in ADDITION to the 'Magical Bonus' of 2E. + 3 Shield with + 4 Enhancement. The 3 is the 2E Magical Bonus converted. The 4 is the Enhancement bonus.
I've heard you can have + 10 Shields this way. LOL. Where do (did) I get one of those for my 2E character?
Edena_of_Neith said:Mithril Plate Armor is Light Armor? Hehe. I didn't know that. I'll bet everyone wants one.(Nothing like using magic, to overcome mundane penalties.)
Medium and Heavy Armor seem great for characters without a Dexterity bonus (which is to say, many characters and most ordinary people.)
I notice clerics must use the 10 plus spell level rule now. That weakens the class very slightly, but only very slightly (after all, most cleric characters are going to have 16 Wisdom or better at the start.)
I'm glad they kept the bonus spells for clerics. I'm really happy to see they give bonus spells to the other spellcasters for their high attributes (casting one spell per day at first level as a wizard stank.)
What this means to me is that 1st level represents an amateur knowledge of the weapon in question, and not a professional skill (sorta like Arilyn Moonblade when she was 15 and first met Kymil Nemesin, not the Arilyn Moonblade who met Danilo Thann!!)
And that, in turn, would indicate that high levels (such as level 10) indicate great proficiency, but not so great as in 2nd edition (where you had to study for 20 years to obtain Proficiency in just a couple of weapons.)
I see clerics have Favored Weapons. They do not have to take a Feat to gain proficiency in that weapon.
I'll get to Magic of Incarnum as soon as I can. I must get through the PHB and DMG (appropriate parts) first. Otherwise, what I read in Magic of Incarnum won't mean anything to me.
Same with monsters whose power is based on Charisma (vampires, anyone?)
I see they categorize abilities as, what ... Natural, Extraordinary, Supernatural, Spell-Like, and Spells. One of those rules you have to know by rote, because so many things are affected by it.
Ok, the Enhancement bonus is in ADDITION to the 'Magical Bonus' of 2E. + 3 Shield with + 4 Enhancement. The 3 is the 2E Magical Bonus converted. The 4 is the Enhancement bonus.
Skill checks (thanks for the input on the bard (ala, masterwork lute, 17 charisma, skill focus (whatever that is) and the others. Thanks much. I'm puzzling it out.)
Circumstance bonus: I didn't know Masterwork items added Circumstance Bonuses. That is a new one. Can weapons and armor that are Masterwork Items add Circumstance Bonuses?
If Evan the Bard rolled a 10, his modified score would be a 28, then. That's because he has a + 18 to Perform. Thus ... well, it says others have to use the bard's Perform check as their saving throws (for certain Bardic Musical Abilities.)
Bardic Inspire Greatness: It sounds like the character gains a simple 2d10 hit points (plus Con bonus for 2 levels.) I'll leave it at that (plus the other abilities as stated for Inspire Greatness.)
I guess a simple rule of thumb would be: No matter what the circumstance or possible interpretation, two bonuses of the same kind never stack. Can't go wrong with that!
OK, I have contradictory opinions on Inspire Greatness. One person says it only adds 2d10 hit points plus Con bonus. Another says it adds 2 fighter levels (that's not a small thing.) It can't be both.![]()
A wizard can change his spell selection AFTER selecting his spells? At 15 minutes per spell. A further strengthening of the class, that one. (I need magic missile to take out those orcs hiding in the trees at the top of the hill? Why sure, I have ... well, I didn't memorize magic missile. But give me 15 minutes, and I'll have it ready!)
Fireball allows a save, and monsters get Con bonuses, yes. But if their Good Base Saving Throw Bonus isn't in Fortitude, they are out of luck. Crispy critters. They might have been better off with the 2E saving throws!
I see they nerfed Hold Person massively. That's a matter of a DM's call. He could use the 3.0 version, or bring forward the 2nd Edition version. I guess it's a matter of what kind of game the DM and players want.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.