Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Converting to 3.5 woes...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celtavian" data-source="post: 988332" data-attributes="member: 5834"><p>That's it huh? I am removing Adamantine damage resistance from my game anyhow. Players and monsters will just have to bash through the damage resistance of casters with <em>Stoneskin</em> and golems irregardless of weapon type.</p><p></p><p></p><p></p><p></p><p>Which ones? All the ones I can think of to counter combat are 1 minute per level duration spells save for <em>Stoneskin</em> and <em>Protection from Arrows</em> which only helps in certain situations.</p><p></p><p></p><p></p><p></p><p>If you had had an active <em>Fly</em> spell you could have got off the ground possibly before the monk went to work on you. That is the kind of crap I am talking about. <em>Fly</em> and very few other spells are all we have to survive melee attack given our low hit points and AC.</p><p></p><p></p><p></p><p>Exactly why <em>Fly</em> isn't overpowered. There are plenty of options for a caster to be hammered with. Why was it so important to limit the duration of <em>FLy</em> and <em>Invisibility</em> and such given the lethality of spells and melee combat to an arcane caster. Isn't the low hit points and AC enough to counter some higher duration spells that help an arcane casters survivability?</p><p></p><p></p><p></p><p></p><p></p><p>I tried this. It worked for a little while. The advance scout quickly figured out that the person who didn't belong must be the caster by making sure everyone else was present and accounted for.</p><p></p><p></p><p></p><p></p><p></p><p>Many of the scouts weren't invisible. They were just Rogues or Fighters watching the battle from a distance and running when it looked like the advance ambush force meant to test our abilities was almost dead.</p><p></p><p></p><p></p><p></p><p>Often the fighter types have already killed everything before I have the chance to enter the combat save for the really tough combats. I guess I get a chance to shine during crunch time, which is nice.</p><p></p><p></p><p></p><p></p><p></p><p>We don't do this. It doesn't seem very heroic or story like to us. It isn't in character for most of our characters to walk around a dungeon invisible. Our group and probably many other groups term for this is "cheesy".</p><p></p><p>Glad you don't do it. </p><p></p><p></p><p></p><p></p><p></p><p>We usually cast <em>Fly</em> when it is needed. We worry about not having a spell when we might need it, so we don't cast any spell casually.</p><p></p><p></p><p></p><p></p><p>I haven't played D&D any other way for years. I think the big reason we play the way we do is because we are really emphatic about character development. If we can't see the characters doing it, then they don't do it. If it would look cheesy in a movie or book, we don't do it either. </p><p></p><p></p><p></p><p></p><p></p><p>No extra xp. We just consider it a sound tactic.</p><p></p><p></p><p></p><p></p><p></p><p>No, we don't. We usually use planned random encounters. That means we roll random encounters, but we plan out why they happen in advance.</p><p></p><p></p><p>I understand that everyone has different experiences playing this game, so they may see some of these changes as increasing the challenge. I only wish I knew how the majority of folks run a campaign. Then I might better understand why they clap for certain changes and hate others.</p><p></p><p>I just know reducing <em>Fly</em> and a few other spells like <em>Invisibility</em> and <em>Improved Invisibility</em> does nothing but make life nearly intolerable for are already besieged casters. We don't plan on incorporating this particular change.</p><p></p><p>I and the other members of the group grimaced when we heard about this change because we know how tough a time casters already have surviving in our campaigns. The <em>Haste</em> change we didn't mind, but that was because we could see how troublesome it was for both DM's or players. It seemed that whichever side had <em>Haste</em> was guarateed victory, and if both sides had it, someone was going to die on both sides every round.</p><p></p><p>We will incorporate the changes we like and house rule or keep the old rule for those we don't. Overall, Revised D&D is an improvement. I like most of what I hear.</p><p></p><p>Even the Revised Ranger is making its way into our game. I decided that the Revised Ranger was a perfect Ranger tradition for Elves, Halflings and Half-elves raised in elven societies. It fit perfectly the traditional elven forest warrior theme with elves that use Archery and can disappear into the forest. I am constructng an alternate Ranger for Dwarves, Humans, Half-orcs and Half-elves raised in human socieities. This Ranger will have more versatile weapon choices, be able to wear heavier armor, and use d10 Hit Die, but will be lacking a few of the options of the Revised Ranger.</p><p></p><p>I'm glad each edition has helped get the creative juices flowing. I like taking the time to construct what I consider to be my perfect or near perfect campaign world.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 988332, member: 5834"] That's it huh? I am removing Adamantine damage resistance from my game anyhow. Players and monsters will just have to bash through the damage resistance of casters with [i]Stoneskin[/i] and golems irregardless of weapon type. Which ones? All the ones I can think of to counter combat are 1 minute per level duration spells save for [i]Stoneskin[/i] and [i]Protection from Arrows[/i] which only helps in certain situations. If you had had an active [i]Fly[/i] spell you could have got off the ground possibly before the monk went to work on you. That is the kind of crap I am talking about. [i]Fly[/i] and very few other spells are all we have to survive melee attack given our low hit points and AC. Exactly why [i]Fly[/i] isn't overpowered. There are plenty of options for a caster to be hammered with. Why was it so important to limit the duration of [i]FLy[/i] and [i]Invisibility[/i] and such given the lethality of spells and melee combat to an arcane caster. Isn't the low hit points and AC enough to counter some higher duration spells that help an arcane casters survivability? I tried this. It worked for a little while. The advance scout quickly figured out that the person who didn't belong must be the caster by making sure everyone else was present and accounted for. Many of the scouts weren't invisible. They were just Rogues or Fighters watching the battle from a distance and running when it looked like the advance ambush force meant to test our abilities was almost dead. Often the fighter types have already killed everything before I have the chance to enter the combat save for the really tough combats. I guess I get a chance to shine during crunch time, which is nice. We don't do this. It doesn't seem very heroic or story like to us. It isn't in character for most of our characters to walk around a dungeon invisible. Our group and probably many other groups term for this is "cheesy". Glad you don't do it. We usually cast [i]Fly[/i] when it is needed. We worry about not having a spell when we might need it, so we don't cast any spell casually. I haven't played D&D any other way for years. I think the big reason we play the way we do is because we are really emphatic about character development. If we can't see the characters doing it, then they don't do it. If it would look cheesy in a movie or book, we don't do it either. No extra xp. We just consider it a sound tactic. No, we don't. We usually use planned random encounters. That means we roll random encounters, but we plan out why they happen in advance. I understand that everyone has different experiences playing this game, so they may see some of these changes as increasing the challenge. I only wish I knew how the majority of folks run a campaign. Then I might better understand why they clap for certain changes and hate others. I just know reducing [i]Fly[/i] and a few other spells like [i]Invisibility[/i] and [i]Improved Invisibility[/i] does nothing but make life nearly intolerable for are already besieged casters. We don't plan on incorporating this particular change. I and the other members of the group grimaced when we heard about this change because we know how tough a time casters already have surviving in our campaigns. The [i]Haste[/i] change we didn't mind, but that was because we could see how troublesome it was for both DM's or players. It seemed that whichever side had [i]Haste[/i] was guarateed victory, and if both sides had it, someone was going to die on both sides every round. We will incorporate the changes we like and house rule or keep the old rule for those we don't. Overall, Revised D&D is an improvement. I like most of what I hear. Even the Revised Ranger is making its way into our game. I decided that the Revised Ranger was a perfect Ranger tradition for Elves, Halflings and Half-elves raised in elven societies. It fit perfectly the traditional elven forest warrior theme with elves that use Archery and can disappear into the forest. I am constructng an alternate Ranger for Dwarves, Humans, Half-orcs and Half-elves raised in human socieities. This Ranger will have more versatile weapon choices, be able to wear heavier armor, and use d10 Hit Die, but will be lacking a few of the options of the Revised Ranger. I'm glad each edition has helped get the creative juices flowing. I like taking the time to construct what I consider to be my perfect or near perfect campaign world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Converting to 3.5 woes...
Top