Converting to 3.5 woes...

Grog said:
but the non-munchkins are screwed.

Sweeping statements on either side of this debate are bad ideas...they're too easily proved wrong. My group is full of 'non-munchkins' and we love the Revision. Yes, we are heavy on roleplaying, but at the same time, every player no matter what will have a powergaming side...even a tiny one. :D The 3E vs. Revision threads are turning into things about as bad as the so called Edition Wars...everyone has their own opinion, and there's really no changing them.
 

log in or register to remove this ad

Ankh-Morpork Guard said:
Sweeping statements on either side of this debate are bad ideas...they're too easily proved wrong.

Good point. Some character types do seem to be getting better in the revision (two-handed fighters, for one). But I stand by my opinion that lots of other character types *coughdual-wielderscough* are getting screwed.
 

The only "woe" for me...

...is that WotC hasn't made the Conversion Guide available yet. I saw this 40 page, very small-typed, book yesterday while playing RPGA at Talon Comics. There is a LOT of material to convert. Just converting the two scanned pages (FF & MM2) from Gaming Report.com took me nearly 2 hours, and that stopped at "Braxat" in MM2.

Hey WotC! Release the PDF already - give us DMs a fighting chance. As it looks now we're going to have to read all 3 new core books, and convert all the others at the same time if we plan on using them anytime soon. Give us a break and post the conversion guide now. With all of that info it's going to take two weeks to convert it all anyway...and since all of the Netherlands has the books, it's not like there's any secrets you're going to give away early.

Please? :)
 

are all Great Wyrm red dragons in your world complete morons who fly around all day with no protective spells up? That Great Wyrm should at least have a Mage Armor spell on, boosting his AC to 45, and when he sees the party, he should probably do something like cast (3.0)Haste and Shield, taking his AC to 56. Even your Mega Fighter of Doom is going to have very serious problems then.

Possibly ... or maybe the wizard cast Greater Dispelling.

but the non-munchkins are screwed.

Wow! You mean it's impossible to be a munchkin using core rules? In any event it's possible to break things without going outside the core rules.

If the DM is allowing non-core stuff, they have a big enough problem there.
 

Grog said:


Good point. Some character types do seem to be getting better in the revision (two-handed fighters, for one). But I stand by my opinion that lots of other character types *coughdual-wielderscough* are getting screwed.

Dual-wielders worse than in 3e? How so?

Instead of taking 2 feats (two-weapon fighting and ambidexterity) it now takes only one (two weapon fighting). Also dwarves and orcs(not half orcs) just got a huge boost because the urgosh and the orc double-axe can be mastered with only one proficiency (previously it took three).

Two weapon defense has been added so AC of the dual wielder can be higher.

The BAB requirement for ITWF and GTWF is reduced to +6 and +11 (down from +9 and [I think] +15 though GTWF wasn’t even core before and I can’t find my Sword and Fist).

Further, with Greater Weapon Focus (additional +1 to hit stacks with WF) and Greater Weapon Specialization (+2 damage stacks with WS) those dual short sword wielders (and the like) just got a lot nastier.

And that's just off the top of my head.
 
Last edited:

(Psi)SeveredHead said:
Possibly ... or maybe the wizard cast Greater Dispelling.

Then the fighter isn't beating the dragon single-handedly anymore.

Or, alternatively, give the dragon some Bracers of Armor and/or a Ring of Protection. Hardly unreasonable things for a CR 25 dragon to have.


If the DM is allowing non-core stuff, they have a big enough problem there.

Right - that was exactly my point.
 

Mort said:
Dual-wielders worse than in 3e? How so?

Instead of taking 2 feats (two-weapon fighting and ambidexterity) it now takes only one (two weapon fighting). Also dwarves and orcs(not half orcs) just got a huge boost because the urgosh and the orc double-axe can be mastered with only one proficiency (previously it took three).

Two weapon defense has been added so AC of the dual wielder can be higher.

The BAB requirement for ITWF and GTWF is reduced to +6 and +11 (down from +9 and [I think] +15 though GTWF wasn’t even core before and I can’t find my Sword and Fist).

Further, with Greater Weapon Focus (additional +1 to hit stacks with WF) and Greater Weapon Specialization (+2 damage stacks with WS) those dual short sword wielders (and the like) just got a lot nastier.

And that's just off the top of my head.

Sure, it now costs one less feat to be a dual-wielder. But:

- The new DR rules screw over dual-wielders much more than two-handed fighters. Since DR applies on every hit, doing more low-damage hits means much less damage overall than fewer high-damage hits.

- Light weapons can no longer Power Attack

- The change to Haste means it will be harder to get full-attack actions, and the two-handed fighter is far superior to the dual-wielder when they only get to take one swing. Also, the one extra attack granted by Haste is far more valuable to the two-handed fighter than it is to the dual-wielder.

And they still have all their old disadvantages:

- Dual-wielders have to spend four (now three) feats on their fighting style, while two-handed fighters don't have to spend any.

- Dual-wielders have a -2 penalty to hit

- They have to pay for two magic weapons, rather than one (which can potentially be a huge expense)

Dual-wielding is really only a viable option for rogues (due to sneak attack). For fighters, dual-wielding significantly handicaps your character.
 

rushlight said:


That's not the point. The point is a CR 25 dragon shouldn't be afraid of a single 18th level fighter. He shouldn't HAVE to run away after the fighter gets one round of attacks and takes him down to half health. He's SUPPOSED to be a challenge for 4 25th level PCs! A dragon in line with the party (a CR 18 one) would probably not even be able to stand a single round of this fighter's attacks. No single PC should be able to take down a creature with equal CR in a single round. At least not everytime.

As for the two spells, they weren't as broken at previous levels, and especially since they were not combined with the Weapon Master PrC until receintly. But that's been taken care of. :)

Well, a CR 25 dragon doesn't have to run away to kick the fighter's butt. He can grapple him, snatch him in mouth (no save vs. breath, remember?), use his spells, etc. He should be prepped against the fighter with spells like stoneskin, protection from (insert most effective energy type against him), etc.

And the first time I looked at those two spells I knew, without question, they were overpowered, at any level. Assassin's Senses is a 2nd-level spell that beats Keen Edge (3rd level) hands down; it affects a creature, not a weapon; isn't limited to piercing and slashing weapons; and, for a weapon with a threat range of 20, doubles the threat range (as would keen edge) PLUS increases the multiplier by one! I mean, come on. That's like saying that Alter Self should be better than Polymorph Self, except shorter duration. Besides which, Assassin's Senses is self only- I thought this guy was a f8/wm10, not a f8/wm10/wiz3. Even if he was, though, he'd still be toast against a properly-played CR 25 dragon. Heck, the way dragons work out vs. parties, most 25th-level groups of four would be toast against him if he's played well!

No, I don't buy that a CR 25 dragon is meat against any 18th-level fighter, at least not if it's played intelligently, like the millenia-old creature it is, full of cunning and craftiness, with a horde full of magic items it's smart enough to use.

"Here comes another silly fighter," thinks the dragon, smirking, who uses his superior reach, movement, and breath intelligently. He doesn't have to run away- he has to fight smart, like a dragon instead of a colossal scorpion. He should disarm or sunder that pesky weapon- maybe even eat it so the fighter can't get it back. He should use his spells to dispel whatever hokey magic the fighter can use to protect himself. Then, if Mr. Fighter pulls out his bow- which he's not too hot with, mind you, since he's focused all his abilities into that yummy sword- the dragon laughs and starts showing him what missile fire's all about by dropping boulders and breath on him.

And keep in mind, too, that the fighter isn't doing crap singlehandedly if he's relying on others to cast those spells on him, anyway.
 

I don't care if all of those weapon master abilities plus spells weren't overpowered at all. They aren't core and are overpowered but I just don't get because your fighter can do a lot of damage that he can "beat a dragon" in 3 rounds? Several people have pointed out a lot of points of why he can't. My quandry is HOW THE HECK DID HE GET WITHIN 300 feet of the dragon? That dragon has scent and listen checks of over 40 spells of a 20th level sorcerer and a breath weapon.

Your 18th level fighter should get 20000 exp just for getting close enough to even take a swing at the dragon. Maybe he was sleeping and permanent silenced and lost his ability of scent and forgot he's a more powerful arcane caster than your party members or the fact that no fighter could trade 3 rounds of full attacks with the dragon even if he is doing the damage you say. The dragon is doing just as much as you but has 660 hps. Bet you don't.
 

"I don't see Sanguine Strength in the book, so I'm assuming its Strength of Kadum renamed to fit your campaign... I hope your party has access to blood from a creature with 38 strength..."

Actually, that's only the Arcane material component. The Divine version requires none.

"As for Assassin's senses, the spell has a personal range. "

Well, this is easily circumvented by making a potion.

"So, your complaint seems to be that a character with a non-core PrC, using two non-core spells, one of which in a way that breaks the rules (Assassin's Senses is a personal spell and can't be cast on others) is too powerful. So your answer is... that the core rules need to be nerfed?"

Well, first I suppose I assumed that the point of WOTC moving from 2e to 3e was to allow other companies to make things for D&D so that the range of ideas and possibilities would be much greater. That's the whole d20 gig, man. To restrict yourself to only the 3 core books is a bit silly, and very ignorant of the large number of non-core excellent products out there. At the very least I imagine that 80% of the people use or have available the classbooks. If all you use are the 3 core books, you are missing out on alot.

Second, there are many other things I like about 3.5 that I've already changed. There are other things I've changed that won't be in 3.5. IMC, poison, disease, and falling are all way more deadly than in the rules. Perhaps 3.5 will mention some of those. I am happy about the buff spells being shortened. People were using those in place of magic items, and that isn't what they are for (since a 2nd level spell shouldn't duplicate expensive items). I'm happy about the removal of stacking crit ranges, and if it doesn't go far enough, I'll help it along some more.

Third, the core rules aren't being "nerfed" they are being "fixed". Only whiny powergamers who got kicked off EQ for cheating should be getting "nerfed".

"And one other thing - are all Great Wyrm red dragons in your world complete morons who fly around all day with no protective spells up?"

Again, you miss the point. Here is the point: A 18th level fighter should not be able to kill a base CR 25 monster in 2 or 3 rounds. Sure I could make it more difficult. I'm not talking about an actual encounter here, I'm talking raw numbers. The fighter's ability to do damage vs a base monster's ability to take it. This is an example based on predictable numbers. I could make it impossible if I liked. As the DM I can bend the rules however I want. But players notice that. And if you do it too often, they will resent it. I shouldn't have to make all monsters non-crit-able, or make them all immune to 18th level fighters named Nolan. While that does solve the problem, it's a very bad way to do so. Fix the guy who can deal out 5 times the damage of the Mage - that's the solution. That's what I've done (see below).
 

Remove ads

Top