log in or register to remove this ad

 

Compiled 3.5 Revisions

Conaill

First Post
Lela said:
Why couldn't a medium creature use a smaller lance?

Or did I miss an change somewhere?
Yes, the human knight at the royal joust could use a halfling's lance. He'd have to put up with lower damage and a -2 to attack because he would be using a weapon that wasn't designed for him. But at least he'd get reach out of it.

But don't you think there should be a lance designed for this human knight? A champion wearing custom-made jousting plate mail isn't going to bother with a lance that was designed for someone half his size. There should be one that can actually be used in the classical jousting configuration: lance in the right hand, tucked under the arm and possibly resting on a hook in the armor to stabilize, small shield in the left hand to block the opponent's lance. AFAIK, it's no longer possible to implement this very strong archetype within the 3.5 rules.
 

log in or register to remove this ad

Jens

First Post
Without knowing this for sure, I can hardly imagine the 3.5 designers making it impossible for a mounted knight to use lance and shield. They *may* have missed it, but I *really* doubt it.

It could be done simply by stating that a lance can be used used one-handed when mounted. It may require lance proficiency, a rank in ride, the mounted combat feat, or something like that, but I really think it will be possible.

And if I'm wrong and they forgot it, then it should be easy to fix, right?

Edit: It would be nice if someone with the book would comment on this :)
 
Last edited:

Arnwyn

First Post
Pielorinho said:
As I said, though, I'm fine having MM material be inaccurate. I just know that as a player, I don't enjoy pretending not to know how to fight (for example) trolls and having to spend a couple of rounds fighting them stupidly until I think I can genuinely conclude my character would have figured out what would be an efective fighting style. I'd much rather my DM change the creature's stats so that I as a player can enjoy alongside my character the fun of figuring out the new, mysterious creature's strengths and weaknesses.
Indeed - put the work on the poor DM. :(

Edit: Typo.
 
Last edited:

Planesdragon

First Post
Without knowing this for sure, I can hardly imagine the 3.5 designers making it impossible for a mounted knight to use lance and shield. They *may* have missed it, but I *really* doubt it.

Actually, mounted knights with lances and full shields almost never happened. Head down to a Renn Faire and look at the jousting--the shield is bolted on, not held.

I suspect, though, that the rules will allow a character with Mounted Combat to use their lance in a charge. The appripriate place for this rule is in the same spot that notes that lances do double damage in a charge--the lance's description.
 

Skaros

First Post
Planesdragon said:


Actually, mounted knights with lances and full shields almost never happened. Head down to a Renn Faire and look at the jousting--the shield is bolted on, not held.

I suspect, though, that the rules will allow a character with Mounted Combat to use their lance in a charge. The appripriate place for this rule is in the same spot that notes that lances do double damage in a charge--the lance's description.

Just how representative of jousting is a renn fair? :) Particularly jousting where the purpose is actual death.

Skaros
 

drnuncheon

First Post
smetzger said:
Looks like Slaad have been dropped from the Summon Monster list. I presume this was because they did not release the stats for Slaad in the SRD.

Have they been removed, or just moved in level? I haven't seen the lists for levels 7-9 yet, have they been posted anywhere?

Other possibilities are that they were removed because of their ability to create more slaad, or that the summon list is being polarized into good & evil (which leaves LN and CN in a sticky situation, if they'd rather not associate with either).

Conaill said:
The Lance (formerly Heavy Lance) is now a 2-handed weapon with reach.

No more dual-weilding reach weapons - thank god!

If the designers do what I would have done, they would handle the one-handed lance & shield problem with a change to the 'set for charge' rule - large weapons that can be set to receive a charge can be weilded with one hand in that instance. This would also apply to mounted charges.

J
 

Ridley's Cohort

First Post
Planesdragon said:


Actually, mounted knights with lances and full shields almost never happened. Head down to a Renn Faire and look at the jousting--the shield is bolted on, not held.

The Renn Faire has actors that have not trained on the saddle hours per day since age 9. So it is a great convenience to them to have an unemcumbered hand to hold the reins. A real knight would have been able to do without.

Knights really did joust. The jousting armor you are looking at is 15th or 16th century. Earlier knights typically wore a layer or two of mail, a thick padded undercoat, a coat or plates sewn into leather protecting the torso, a shield, a helm which was usually open faced 13th century or earlier. They were well protected on the torso and by their shield. A solid blow anywhere else was potentially crippling, even from a blunted jousting lance.

Most people do not realize that skill wielding a shield was as important to a knight as handiness with a sword. A shield is not just something you strap to your arm -- it is actively used on offense and defense.
 

Storm Raven

First Post
Planesdragon said:
Actually, mounted knights with lances and full shields almost never happened. Head down to a Renn Faire and look at the jousting--the shield is bolted on, not held.

The quickest way to destroy your credibility on issues related to medieval life is to cite Renn Faire precedents as authority for anything but how squishy soft mdoern people with limited historical knowledge imitate how they think people used to do things.
 

Renaissance Man

First Post
e. The Epic level progressions of all base classes appear in a 5-page epic section of the Dungeon Masters' Guide. Also included are the save and attack progressions, and XP charts, but not epic spells, magic items or monsters.

... and yet...

l. The Solar, Tarrasque, and Happy Fun Ball have damage resistance that may only be bypassed by epic weapons.

For the sake of internal consistency, wouldn't you think WotC would want to inlcude at least one epic weapon in the DMG? Am I the only one who finds this odd?
 


Lela

First Post
Steverooo said:
Hrrrm! I wonder if... Nah! I bet the poor Ranger, with favored enemy (something that falls under Knowledge (Arcana), like Dragons) doesn't get a bonus, either! :p

"Yeah, I'm trained to fight Dragons, even get +10 on every hit, but I caint never tell what they breathe!"

LOL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Cordo

Community Supporter
Jens said:
Edit: It would be nice if someone with the book would comment on this :)
Not sure if someone has responded yet. I have the 3.5 PH and on page 118 under the description of Lance there is a special caveat: "While mounted, you can wield a lance with one hand."

So there you go! ;)
 


Cordo

Community Supporter
Knowledge skills writeup

Here is the writeup of the knowledge skill section from my 3.5E PH. Lots of tasty bits... Their use is much more clearly defined now and there are some nifty synergy bonuses.
KNOWLEDGE (INT; TRAINED ONLY)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are listed typical fields of study. With your DM's approval, you can invent new areas of knowledge.
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
* Architecture and engineering (buildings, aqueducts, bridges, fortifications)
* Dungeoneering (abberations, caverns, oozes, spelunking)
* Geography (lands, terrain, climate, people)
* History (royalty, wars, colonies, migrations, founding of cities)
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
* The planes (the Inner Plans, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Check: Answering a question in your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.
Action: Usually none. In most cases, making a Knowledge check doesn't take an action-you simply know the answer yor you don't.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and royalty) you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against the undead (see page 159).
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Survival you get a +2 bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).
There's also a sidebar below about player knowledge vs. character knowledge, and how the usage of both in the game can differ from campaign to campaign.
 

Mathron

First Post
Renaissance Man said:


... and yet...



For the sake of internal consistency, wouldn't you think WotC would want to inlcude at least one epic weapon in the DMG? Am I the only one who finds this odd?

As I understand it, any weapon over 200k is Epic.
Note that there are now abilities for armor and weapons that, rather than being purchased as enhancements, are simply flat additions to cost (an example would be the various elemental resistances.)
Hence, you could presume toss some similar power-ups onto a +9 or +10 equivalent weapon, and thus be an epic weapon.
Presumably.
I haven't actually gotten the chance to look through the books, but am simply going off of the various explanations given in regards to the books. Apologies if I am way off base.
 

Lord Rasputin

Explorer
Re: Knowledge skills writeup

Cordo said:
Here is the writeup of the knowledge skill section from my 3.5E PH. Lots of tasty bits... Their use is much more clearly defined now and there are some nifty synergy bonuses.

I'll bite, mostly because I asked in another thread and was rebuffed ... where are there new synergy bonuses? This list was tantalyzing ...
 

Cordo

Community Supporter
At the end of my writeup they are listed... +2 to turn undead checks for K (Religion), +2 to bardic knowledge for knowledge history, etc. etc.
 


Urbannen

First Post
Re the Knowledge skill revision:

Wow: Hallelujah anyone?

That is how they should have been done in the first place. The synergy bonuses are appropriate. They mean that you might actually get real use out of your knowledge skills.

I have already used Knowledge (geography) to give a synergy +2 to Wilderness Lore to avoiding getting lost - and now it's official!
Also already use the knowledge skills in a similar way to identify creatures.

IMO, this is Knowledge skills done right. :D Yee hah!
 

Lord Rasputin

Explorer
Cordo said:
At the end of my writeup they are listed... +2 to turn undead checks for K (Religion), +2 to bardic knowledge for knowledge history, etc. etc.

I should have made that clearer: for skills OTHER than Knowledge.
 

Halloween Horror For 5E

Advertisement2

Advertisement4

Top