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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="Staffan" data-source="post: 2765500" data-attributes="member: 907"><p>They get low-light vision instead, being able to see very well with natural light sources (e.g. moonlight) and twice as far with artificial ones (e.g. torches).</p><p></p><p></p><p>To some degree, the favored class mostly means "favored dabbling". Lots of dwarves learn how to fight, even if their main trade is that of a rogue. Most elves learn a spell or three, taking a couple of levels of wizard. Almost all halflings are sneaky.</p><p></p><p></p><p>No. However, the Two-Weapon fighting feat does (by +2/+6 in 3.5, and +2/+2 in 3.0), and that requires you to have Dex 15+. There are also later feats you can take that give you more off-hand attacks (at cumulative -5 penalties, just like main attacks), requiring even higher Dex. So dual-wielding is still the province of high-Dex characters, but in a different way.</p><p></p><p>Drow are no longer naturally ambidextrous.</p><p></p><p>Light armor is far from useless. They go up to chain shirt, which gives +4 to AC (equivalent of scale mail). +4 seems to be the accepted minimum armor bonus in various parts of the system - most wizards will be having the same on account of the <em>mage armor</em> spell (3e equivalent of the 2e <em>armor</em> spell).</p><p></p><p>Exactly. Spell-like abilities are a bit more restrictive - for example, if you try to use them in melee, your opponent gets a free attack at you (though that's relatively easy to avoid).</p><p></p><p>There's a more comprehensive list of bonus types and what they can apply to in the DMG.</p><p></p><p>Enhancement bonuses are the bonuses given by most magic equipment (e.g. a +3 chain shirt has a +3 enhancement bonus). These are usually applied indirectly - so the +3 chain shirt doesn't give a +3 enhancement bonus to AC, it instead has a +3 applied to its basic +4 armor bonus, for a total armor bonus of +7. That's why enhancement bonuses from armor and shields stack.</p><p></p><p>Basically some sort of supernatural warding-off of attacks. This is the bonus granted by most magical sources, notably <em>protection from evil</em> and <em>rings of protection</em>.</p><p></p><p>It also makes them able to <strong>use</strong> <em>suggestion</em> on others, so it comes out allright in the end.</p><p></p><p>Essentially, Inspire Greatness adds two fighter levels to the character (well, not exactly, but it's close enough). It's the same sort of effect as a 2e <em>potion of heroism</em>.</p><p></p><p>Also, this is a good place to point out the differences between "temporary" hit points (like those gained through this ability, or the <em>aid</em> spell, or a number of other sources and "extra" hp gained through a Con increase. You can easily go ahead and squander your temporary hp without worrying - they're sort of like an ablative shield. Extra Con-based hp though, go away when Con drops again. So yeah - the barbarian rages and gets 2 hp/level (more at higher levels when he gets Greater and Mighty rage), but when the rage runs out he loses 2 hp per level again. You'd better hope the cleric has had a chance to get to him before that.</p><p></p><p>The two bolded ones wouldn't stack, since they're both Morale bonuses. The others, sure.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2765500, member: 907"] They get low-light vision instead, being able to see very well with natural light sources (e.g. moonlight) and twice as far with artificial ones (e.g. torches). To some degree, the favored class mostly means "favored dabbling". Lots of dwarves learn how to fight, even if their main trade is that of a rogue. Most elves learn a spell or three, taking a couple of levels of wizard. Almost all halflings are sneaky. No. However, the Two-Weapon fighting feat does (by +2/+6 in 3.5, and +2/+2 in 3.0), and that requires you to have Dex 15+. There are also later feats you can take that give you more off-hand attacks (at cumulative -5 penalties, just like main attacks), requiring even higher Dex. So dual-wielding is still the province of high-Dex characters, but in a different way. Drow are no longer naturally ambidextrous. Light armor is far from useless. They go up to chain shirt, which gives +4 to AC (equivalent of scale mail). +4 seems to be the accepted minimum armor bonus in various parts of the system - most wizards will be having the same on account of the [i]mage armor[/i] spell (3e equivalent of the 2e [i]armor[/i] spell). Exactly. Spell-like abilities are a bit more restrictive - for example, if you try to use them in melee, your opponent gets a free attack at you (though that's relatively easy to avoid). There's a more comprehensive list of bonus types and what they can apply to in the DMG. Enhancement bonuses are the bonuses given by most magic equipment (e.g. a +3 chain shirt has a +3 enhancement bonus). These are usually applied indirectly - so the +3 chain shirt doesn't give a +3 enhancement bonus to AC, it instead has a +3 applied to its basic +4 armor bonus, for a total armor bonus of +7. That's why enhancement bonuses from armor and shields stack. Basically some sort of supernatural warding-off of attacks. This is the bonus granted by most magical sources, notably [i]protection from evil[/i] and [i]rings of protection[/i]. It also makes them able to [b]use[/b] [i]suggestion[/i] on others, so it comes out allright in the end. Essentially, Inspire Greatness adds two fighter levels to the character (well, not exactly, but it's close enough). It's the same sort of effect as a 2e [i]potion of heroism[/i]. Also, this is a good place to point out the differences between "temporary" hit points (like those gained through this ability, or the [i]aid[/i] spell, or a number of other sources and "extra" hp gained through a Con increase. You can easily go ahead and squander your temporary hp without worrying - they're sort of like an ablative shield. Extra Con-based hp though, go away when Con drops again. So yeah - the barbarian rages and gets 2 hp/level (more at higher levels when he gets Greater and Mighty rage), but when the rage runs out he loses 2 hp per level again. You'd better hope the cleric has had a chance to get to him before that. The two bolded ones wouldn't stack, since they're both Morale bonuses. The others, sure. [/QUOTE]
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