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<blockquote data-quote="Edena_of_Neith" data-source="post: 2794570" data-attributes="member: 2020"><p>(looks tired)</p><p></p><p> I am unpleasantly surprised I made so many mistakes in creating Ashlann. Clearly, the details are eluding me, and I am not getting them down pat.</p><p> I have read a majority of the DMG. I'm still haven't read a crucial 1/4 of it, however.</p><p> I have read The Complete Adventurer. I could make a lot comments on that one, based on what I know so far. But I'll hold it to just a few comments, for this post:</p><p></p><p> Danger Sense + Improved Initiative + High Dexterity + Rogue = World of Hurt for Someone Else.</p><p> Danger Sense + Improved Initiative + High Dexterity + Ranger = World of Hurt for Someone Else.</p><p> Danger Sense + Improved Initiative + High Dexterity + Wizard/Sorcerer = World of Hurt for Someone Else.</p><p></p><p> Concerning the DMG:</p><p></p><p> I don't know where to begin or end with the DMG.</p><p> I will say this: The Eldritch Knight IS the old fighter/mage, minus Feats (but then again, he does not have to advance at half rate by multiclassing.)</p><p> The Arcane Archer 9th level = You're Dead. </p><p></p><p> DM: You are standing in the midst of a MASSIVELY fortified castle behind walls of stone 3 feet thick, in the most heavily protected and sealed room in the whole building. The nearest enemy is over 500 feet beyond the castle gates.</p><p> Suddenly an arrow comes flying into the room, and it only needs a touch attack to hit you, and it ignores ALL physical defenses. It hits you as a +5 arrow for 1-6 + 5. 9 points of damage.</p><p> Then a second arrow comes in and hits you for another 8 points of damage.</p><p></p><p> You: What can I do?</p><p></p><p> DM: That's a good question. Surrender unconditionally, maybe? By the way, as you sit there and think about your options, 2 more arrows come in and hit you, and you take another 16 points of damage ...</p><p></p><p> How the Arcane Archer sees her target to hit him, I do not know ...</p><p></p><p> The Assassin is back. With an Attitude. Sneak Attacks, Death Attacks, and Spells.</p><p> Now, they need a non-evil assassin, so every party with a paladin can have one. <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> Who was it in the 3rd Edition Design Team who decided mages would no longer gain new spell slots at 20th level?</p><p> And why was that decision taken?</p><p> Unless some optional rule (Unearthed Arcana, perhaps) exists to negate that, there is no point in taking a wizard or sorcerer beyond 20th level at all. (Ok, so you might say: nobody goes beyond that anyways. That is not the point. Some do. I am asking the Why of things.)</p><p></p><p> I am going to translate a very popular item from 1st and 2nd Edition into 3.5 terms:</p><p></p><p> Girdle of Giant Strength (Major Artifact)</p><p> </p><p> These girdles were all created back during the Arcane Age, when enhancement bonuses from magic were unlimited except by the power of the mage who created them.</p><p> This particular girdle, when donned, grants the wearer a + 30 enhancement bonus to strength. This allows for a +15 bonus to attack rolls, damage rolls, skill checks based on strength, on grapple checks and other combat maneuvers involving strength, and on anything else related to strength.</p><p> This bonus does not stack with other enhancement bonuses to Strength, but it stacks with other kinds of bonuses to Strength (inherent, luck, exalted, etc.)</p><p> This bonus does stack with the enhancement bonuses to attack and damage from weapons with an enhancement bonus. Thus, a fighter with a +3 sword and this girdle would obtain a +18 to attack rolls, and a +18 to damage rolls.</p><p></p><p> This item has a drawback, in that the wielder must become accustomed to his newfound strength.</p><p> Although the girdle strengthens his body to withstand the sheer force being applied to it, it does not automatically convey it's sense of strength to the wielder. Thus, he may grab an item or object, thinking to pick it up, and crush it in his hands (if it is a vial of acid or a priceless piece of jewelry, this could be problematic.)</p><p> The wearer must make a DC check of 20 against every move he makes, initially. Failure indicates he fumbles, falls, possibly damages something, possibly injures someone, or otherwise fails to compensate for his incredible strength. The mug shatters, he picks up food to eat and it flies through the air, he goes to put his boots on and he punches his feet through the soles, he stands to walk and jumps high into the air, and other things of this sort.</p><p> For every hour of intensive practice - practice at compensating for the immense magical strength to move normally - after initial donning of the belt, this DC check is reduced by 1, until it drops to 10. After that, each uninterrupted day of practice reduces this check by 1, until it drops to 4. After that, it remains at 4 for a month, 3 for a month, then 2 for 6 months, and finally 1 for another 6 months.</p><p> High dexterity will not offset the necessity of this DC check. However, spells and magical items granting bonuses to Dexterity will, for so long as they last or are worn.</p><p></p><p> Note that a Girdle of Giant Strength cannot raise the wearer's strength above 40. If he already has a strength of 40, the Girdle conveys no benefit although it does convey the clumsiness. If the wearer had a strength near 40: say, 35 to 37, a mere 3 to 5 point strength increase occurs, granting little benefit, and the full effects of the clumsiness are accrued nevertheless.</p><p></p><p> The primary curse of this artifact are it's effects, if the wielder uses it's power. The wearer will become famed (or infamous) across the land for his stupendous feats of strength. Within a few weeks to a few months, depending on how actively he uses the item, the DC to know that this is the Person with the Girdle will drop to 10 for any bard.</p><p> Needless to say, many greedy and jealous NPCs, assorted nobility and the sovereign, and countless organizations both fair and shady (not to mention more than a few intelligent monsters) will come seeking the Person with the Girdle.</p><p> Life will be most interesting, and life expectancy likely most short, if the person with the Girdle refuses to voluntarily relinquish it.</p><p></p><p> EDIT: I'm using the 4d6, drop the lowest die, arrange according to taste method. I was only comfortable with the Point Buy system at tournaments, back when I played. I don't mind if the PCs have high stats (although, if they start with two 18s or more, or three 17s or more, that is pushing it too far, barring extraordinary circumstances such as the PCs of Athas.)</p><p> Also, I have seen that Point Buy inevitably leads to character with low Charisma. Invariably (sighs) they have a Charisma of 8. I'm an old fogey in this regard, in that I like seeing characters with Charisma scores of 15, 16, 17, or even 18!</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2794570, member: 2020"] (looks tired) I am unpleasantly surprised I made so many mistakes in creating Ashlann. Clearly, the details are eluding me, and I am not getting them down pat. I have read a majority of the DMG. I'm still haven't read a crucial 1/4 of it, however. I have read The Complete Adventurer. I could make a lot comments on that one, based on what I know so far. But I'll hold it to just a few comments, for this post: Danger Sense + Improved Initiative + High Dexterity + Rogue = World of Hurt for Someone Else. Danger Sense + Improved Initiative + High Dexterity + Ranger = World of Hurt for Someone Else. Danger Sense + Improved Initiative + High Dexterity + Wizard/Sorcerer = World of Hurt for Someone Else. Concerning the DMG: I don't know where to begin or end with the DMG. I will say this: The Eldritch Knight IS the old fighter/mage, minus Feats (but then again, he does not have to advance at half rate by multiclassing.) The Arcane Archer 9th level = You're Dead. DM: You are standing in the midst of a MASSIVELY fortified castle behind walls of stone 3 feet thick, in the most heavily protected and sealed room in the whole building. The nearest enemy is over 500 feet beyond the castle gates. Suddenly an arrow comes flying into the room, and it only needs a touch attack to hit you, and it ignores ALL physical defenses. It hits you as a +5 arrow for 1-6 + 5. 9 points of damage. Then a second arrow comes in and hits you for another 8 points of damage. You: What can I do? DM: That's a good question. Surrender unconditionally, maybe? By the way, as you sit there and think about your options, 2 more arrows come in and hit you, and you take another 16 points of damage ... How the Arcane Archer sees her target to hit him, I do not know ... The Assassin is back. With an Attitude. Sneak Attacks, Death Attacks, and Spells. Now, they need a non-evil assassin, so every party with a paladin can have one. :) Who was it in the 3rd Edition Design Team who decided mages would no longer gain new spell slots at 20th level? And why was that decision taken? Unless some optional rule (Unearthed Arcana, perhaps) exists to negate that, there is no point in taking a wizard or sorcerer beyond 20th level at all. (Ok, so you might say: nobody goes beyond that anyways. That is not the point. Some do. I am asking the Why of things.) I am going to translate a very popular item from 1st and 2nd Edition into 3.5 terms: Girdle of Giant Strength (Major Artifact) These girdles were all created back during the Arcane Age, when enhancement bonuses from magic were unlimited except by the power of the mage who created them. This particular girdle, when donned, grants the wearer a + 30 enhancement bonus to strength. This allows for a +15 bonus to attack rolls, damage rolls, skill checks based on strength, on grapple checks and other combat maneuvers involving strength, and on anything else related to strength. This bonus does not stack with other enhancement bonuses to Strength, but it stacks with other kinds of bonuses to Strength (inherent, luck, exalted, etc.) This bonus does stack with the enhancement bonuses to attack and damage from weapons with an enhancement bonus. Thus, a fighter with a +3 sword and this girdle would obtain a +18 to attack rolls, and a +18 to damage rolls. This item has a drawback, in that the wielder must become accustomed to his newfound strength. Although the girdle strengthens his body to withstand the sheer force being applied to it, it does not automatically convey it's sense of strength to the wielder. Thus, he may grab an item or object, thinking to pick it up, and crush it in his hands (if it is a vial of acid or a priceless piece of jewelry, this could be problematic.) The wearer must make a DC check of 20 against every move he makes, initially. Failure indicates he fumbles, falls, possibly damages something, possibly injures someone, or otherwise fails to compensate for his incredible strength. The mug shatters, he picks up food to eat and it flies through the air, he goes to put his boots on and he punches his feet through the soles, he stands to walk and jumps high into the air, and other things of this sort. For every hour of intensive practice - practice at compensating for the immense magical strength to move normally - after initial donning of the belt, this DC check is reduced by 1, until it drops to 10. After that, each uninterrupted day of practice reduces this check by 1, until it drops to 4. After that, it remains at 4 for a month, 3 for a month, then 2 for 6 months, and finally 1 for another 6 months. High dexterity will not offset the necessity of this DC check. However, spells and magical items granting bonuses to Dexterity will, for so long as they last or are worn. Note that a Girdle of Giant Strength cannot raise the wearer's strength above 40. If he already has a strength of 40, the Girdle conveys no benefit although it does convey the clumsiness. If the wearer had a strength near 40: say, 35 to 37, a mere 3 to 5 point strength increase occurs, granting little benefit, and the full effects of the clumsiness are accrued nevertheless. The primary curse of this artifact are it's effects, if the wielder uses it's power. The wearer will become famed (or infamous) across the land for his stupendous feats of strength. Within a few weeks to a few months, depending on how actively he uses the item, the DC to know that this is the Person with the Girdle will drop to 10 for any bard. Needless to say, many greedy and jealous NPCs, assorted nobility and the sovereign, and countless organizations both fair and shady (not to mention more than a few intelligent monsters) will come seeking the Person with the Girdle. Life will be most interesting, and life expectancy likely most short, if the person with the Girdle refuses to voluntarily relinquish it. EDIT: I'm using the 4d6, drop the lowest die, arrange according to taste method. I was only comfortable with the Point Buy system at tournaments, back when I played. I don't mind if the PCs have high stats (although, if they start with two 18s or more, or three 17s or more, that is pushing it too far, barring extraordinary circumstances such as the PCs of Athas.) Also, I have seen that Point Buy inevitably leads to character with low Charisma. Invariably (sighs) they have a Charisma of 8. I'm an old fogey in this regard, in that I like seeing characters with Charisma scores of 15, 16, 17, or even 18! [/QUOTE]
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