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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="MerricB" data-source="post: 2767562" data-attributes="member: 3586"><p>Yep. It doesn't come up often, mind you.</p><p></p><p></p><p></p><p>No, a +3 shield in 2e would have a +3 enhancement bonus in 3e. What's probably confused you is that a light shield gives a +1 shield bonus to AC and a heavy shield gives a +2 shield bonus to AC. (It's wasn't a +2 shield I was talking about). A +3 heavy shield would give a +5 shield bonus (+2 standard plus 3 enhancement).</p><p></p><p></p><p></p><p></p><p>Skill Focus is a feat that gives +3 to one skill.</p><p></p><p></p><p></p><p>It varies. </p><p></p><p>Masterwork weapons cost 300 gp more, and give a +1 enhancement bonus to hit (only).</p><p>Masterwork armours cost 150 gp more, and reduce the armour check penalty by one. (So they don't encumber as much, and it's easier to use climb, sneak and such in them).</p><p>Masterwork items cost 50 gp more (normally), and give a +2 circumstance bonus on related skill checks.</p><p></p><p></p><p></p><p>Then they need to roll a 28 for their save, (d20+modifiers). That isn't going to happen often. A natural 1 always fails for attacks and saves, a natural 20 always succeeds for attacks and saves.</p><p></p><p>On skill checks, there's no automatic failure or success.</p><p></p><p></p><p></p><p>It's the easiest way to do it. </p><p></p><p></p><p></p><p>Correct. It's quite simple. There are two exceptions...</p><p>* Dodge bonuses always stack</p><p>* Unnamed bonuses always stack.</p><p></p><p></p><p></p><p></p><p>The effects of Inspire Greatness are analogous to adding two fighter levels: 2d10 hp is what a fighter would gain, +2 to hit likewise. It isn't actually that, though.</p><p></p><p></p><p></p><p>No. A wizard can not prepare a few slots and then prepare them later (proportional time; 15 minutes minimum for all preparation).</p><p></p><p></p><p></p><p></p><p>Fireball is a Reflex save, btw. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Most giants and orcs don't have good reflex saves.</p><p></p><p>Unfortunately, there are creatures with evasion... and they don't take much damage from Fireballs.</p><p></p><p></p><p></p><p>Hold Person gets used on PCs a lot, and it really sucks to be out of the combat. Yes, it got nerfed, but it was effectively "save or die", which is a bit much for a 2nd level cleric spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2767562, member: 3586"] Yep. It doesn't come up often, mind you. No, a +3 shield in 2e would have a +3 enhancement bonus in 3e. What's probably confused you is that a light shield gives a +1 shield bonus to AC and a heavy shield gives a +2 shield bonus to AC. (It's wasn't a +2 shield I was talking about). A +3 heavy shield would give a +5 shield bonus (+2 standard plus 3 enhancement). Skill Focus is a feat that gives +3 to one skill. It varies. Masterwork weapons cost 300 gp more, and give a +1 enhancement bonus to hit (only). Masterwork armours cost 150 gp more, and reduce the armour check penalty by one. (So they don't encumber as much, and it's easier to use climb, sneak and such in them). Masterwork items cost 50 gp more (normally), and give a +2 circumstance bonus on related skill checks. Then they need to roll a 28 for their save, (d20+modifiers). That isn't going to happen often. A natural 1 always fails for attacks and saves, a natural 20 always succeeds for attacks and saves. On skill checks, there's no automatic failure or success. It's the easiest way to do it. Correct. It's quite simple. There are two exceptions... * Dodge bonuses always stack * Unnamed bonuses always stack. The effects of Inspire Greatness are analogous to adding two fighter levels: 2d10 hp is what a fighter would gain, +2 to hit likewise. It isn't actually that, though. No. A wizard can not prepare a few slots and then prepare them later (proportional time; 15 minutes minimum for all preparation). Fireball is a Reflex save, btw. :) Most giants and orcs don't have good reflex saves. Unfortunately, there are creatures with evasion... and they don't take much damage from Fireballs. Hold Person gets used on PCs a lot, and it really sucks to be out of the combat. Yes, it got nerfed, but it was effectively "save or die", which is a bit much for a 2nd level cleric spell. :) Cheers! [/QUOTE]
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