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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="wingsandsword" data-source="post: 2765198" data-attributes="member: 14159"><p>You don't have to go there, some of us might not be as skilled with the number crunching, but we certainly can help you.</p><p></p><p>A lot of the things may look one way on paper, but in play it comes out another. Coming straight from AD&D, some things might look odd compared side-by-side, but when all put together 3.5 works quite well. </p><p></p><p>As for "make that save on a two", it can come up with high-level foes against low-level threats (don't forget that effects from magic items use the saving throws based on their creator, not their user), so a Wand of Sleep could have a DC of 11 (for randomly generated items, the game assumes the minimum ability score to cast the spell, so 10+1+0 for a 1st level spell cast by a 11 Int Wizard), which is "Don't roll a 2" to a mid-level Cleric or Druid.</p><p></p><p>Like the saving throws, don't forget that you get bonuses from ability scores to all of them. Constitution gives you a bonus to Fortitude, Wisdom to Will, and Dexterity to Reflex, plus feats and racial abilities that can augment them, plus magic items and class abilities. 3e can be a bit of an adding game to count in all the various bonuses you may get.</p><p></p><p>In practice saving throws are much the same as other editions, especially at lower and mid levels. Saving Throws could be incredibly difficult if the threat is way out of your league (Bahamut's breath weapon is DC 50 IIRC), or incredibly minor (like a Sleep wand), it all scales with level.</p><p></p><p>As for attack bonuses, remember things like feats (Weapon Focus), Strength bonus, weapon enchantments, class abilities, and all the other things that add on.</p><p></p><p>The Wizard known spells per level thing really isn't an issue. They still are limited in how many they can cast, and as was said they still have to buy/research all those spells, and carry copies of them around. It really doesn't unbalance the Wizard.</p><p></p><p>Yeah, two-weapon fighting is hard to do, because it's pretty powerful. It's typically best left to characters who are going to specialize in it (like some Rangers) or when it would be better to get lots of attacks in instead of fewer attacks which are more likely to hit (like taking on lots of weak foes).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2765198, member: 14159"] You don't have to go there, some of us might not be as skilled with the number crunching, but we certainly can help you. A lot of the things may look one way on paper, but in play it comes out another. Coming straight from AD&D, some things might look odd compared side-by-side, but when all put together 3.5 works quite well. As for "make that save on a two", it can come up with high-level foes against low-level threats (don't forget that effects from magic items use the saving throws based on their creator, not their user), so a Wand of Sleep could have a DC of 11 (for randomly generated items, the game assumes the minimum ability score to cast the spell, so 10+1+0 for a 1st level spell cast by a 11 Int Wizard), which is "Don't roll a 2" to a mid-level Cleric or Druid. Like the saving throws, don't forget that you get bonuses from ability scores to all of them. Constitution gives you a bonus to Fortitude, Wisdom to Will, and Dexterity to Reflex, plus feats and racial abilities that can augment them, plus magic items and class abilities. 3e can be a bit of an adding game to count in all the various bonuses you may get. In practice saving throws are much the same as other editions, especially at lower and mid levels. Saving Throws could be incredibly difficult if the threat is way out of your league (Bahamut's breath weapon is DC 50 IIRC), or incredibly minor (like a Sleep wand), it all scales with level. As for attack bonuses, remember things like feats (Weapon Focus), Strength bonus, weapon enchantments, class abilities, and all the other things that add on. The Wizard known spells per level thing really isn't an issue. They still are limited in how many they can cast, and as was said they still have to buy/research all those spells, and carry copies of them around. It really doesn't unbalance the Wizard. Yeah, two-weapon fighting is hard to do, because it's pretty powerful. It's typically best left to characters who are going to specialize in it (like some Rangers) or when it would be better to get lots of attacks in instead of fewer attacks which are more likely to hit (like taking on lots of weak foes). [/QUOTE]
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