Wow. They severely nerfed the greater cloak of displacement. Since it takes a command word to activate, that means it will take a standard action to use the cloak. Anyone who gets a surprise round on you, or beats you on initiative wont have to suffer the effects of concealment. Guess I will have to ditch my greater cloak of displacement and find myself a cloak of protection instead.
Boots of Speed stunk in D&D 3.0, but in D&D 3.5 they will be wonderful.
Greater cloak of displacement was a fantastic item in D&D 3.0, now it stinks in D&D 3.5.
Looks like boots of speed and cloaks of displacement have traded places on the list of must have items.
James McMurray said:
Except that the powering down of Haste lowers the effectiveness of the boots much more than the change to a free action raises it.
Presumably Animal and Plant go with Knowledge (nature), and Undead with Knowledge (religion), but the other match-ups are less certain. What about the other monster types, viz. Elemental, Fey, Giant, Humanoid, Monstrous Humanoid, Outsider, and Vermin?
The DC to remeber a piece of useful information about a monster (powers and vulnerabilities) is 10 + the monsters HD. For every 5 points by which your check result exceeds the DC, you gain another piece of useful information.
This means that even the untrained may get the second snippet of important information on trolls (DC 15: they regenerate all wounds beyond fire and acid!), but only the trained will remember the third bit of information (DC 20 if you stand and fight them hand-to-hand, they'll grab you in both hands and rip you apart, so it's better to use hit-and-run tactics against them).
Pielorinho said:I agree, it's a little bit weird as a roll. What person with the smallest amount of interest in monster stories doesn't know three different vulnerabilities of a vampire? And yet how many fantasy geeks know that a particular kind of small spotted lizard can send out a serious electrical jolt?
Technik4 said:Im not sure I agree with this, I mean Im not trying to tell you how to run your game, just a friendly dispute about interpretation. See I think the fire and acid thing is only common if trolls are common. Personally Ive never fought a troll in 3e, but of course while *I* knew the vulnerabilities (being a well-read MM user) I wouldnt use them against trolls unless I was trained in the knowledge appropriate (we used Knowledge (Monsters)).
Conaill said:Didn't see this one in your compilation yet, so...
The Light Lance has been dropped (can be replaced with a Small Lance if needed, I assume). The Lance (formerly Heavy Lance) is now a 2-handed weapon with reach.
AFAIK, that means it will no longer be possible to do the classical "lance and shield" mounted knight without resorting to things like Monkey Grip.
Third, I actually handle it differently in my world anyway. Rather than try to tell people that they don't know the abilities listed in the MM, I ask people to use a little bit of discretion -- and then I tell them that the MM contains legends, not facts. Creatures in my world might differ significantly from their descriptions in the MM: ghosts might be corporeal, dragons might have no breath weapon, trolls may be great shaggy creatures who regenerate everything except slashing weapon damage. Hopefully people are kept enough off their guard that they don't get complacent .
...any geek (in the Western world) with any interest in monsters knows that these things work vs. vampires.
kallisti_dk said:Consider this:
- The more HD a monster has, the more dangerous it is.
- The more dangerous a monster is, the farther away from civilization it is AND the fewer people have survived encounters with it.
- Therefore, studies of big HD monster are rare and dangerous.
- Therefore, the more HD a monster has, the less useful information will be available.