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Derro got the shaft!
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<blockquote data-quote="BLACKDIRGE" data-source="post: 212398" data-attributes="member: 1953"><p>Hi all,</p><p></p><p>Let me just preface this little rant by saying that I love third edition and I am happy 99% of the time with the conversions form 2nd to 3rd. But sometimes the wizard's of the coast bunch do something that just defies logic. Here is one of those little aggravations I found recently.</p><p></p><p>I am converting a 2nd edition adventure from a Dungeon magazine called Train of Events (I highly reccomend it) which features derro as the main antagonists. Derro in 2nd edition had a specialty spellcasting class known as a savant. The savant knows a limited number of spells but could cast them repeatedly through out the day, sounds like sorceror to me. The savant wield most of the power in Derro society and are relatively common.</p><p></p><p>When I looked up the derro in the 3rd edition monstre manual so I could convert my NPC savants (who would now be sorcerors) I was mystified by the fact that they get a -4 to charisma. In the description of the derro it goes on to tell how important and powerful these savants are and that they are indeed sorcerors. </p><p></p><p>Why in the world would a race with a -4 to charisma go anywhere near the sorceror class at all. They certianly wouldnt be common and with the -4 they definately wouldn't be powerful enough to controll the power structure of their race. </p><p></p><p>So what am I to do? I really want to run the adventure, but I dont want the 8th level derro sorceror in the game to be unable to even cast 4th level spells. Arrgh!</p><p></p><p>Any input would be appreciated.</p><p></p><p>Dirge</p></blockquote><p></p>
[QUOTE="BLACKDIRGE, post: 212398, member: 1953"] Hi all, Let me just preface this little rant by saying that I love third edition and I am happy 99% of the time with the conversions form 2nd to 3rd. But sometimes the wizard's of the coast bunch do something that just defies logic. Here is one of those little aggravations I found recently. I am converting a 2nd edition adventure from a Dungeon magazine called Train of Events (I highly reccomend it) which features derro as the main antagonists. Derro in 2nd edition had a specialty spellcasting class known as a savant. The savant knows a limited number of spells but could cast them repeatedly through out the day, sounds like sorceror to me. The savant wield most of the power in Derro society and are relatively common. When I looked up the derro in the 3rd edition monstre manual so I could convert my NPC savants (who would now be sorcerors) I was mystified by the fact that they get a -4 to charisma. In the description of the derro it goes on to tell how important and powerful these savants are and that they are indeed sorcerors. Why in the world would a race with a -4 to charisma go anywhere near the sorceror class at all. They certianly wouldnt be common and with the -4 they definately wouldn't be powerful enough to controll the power structure of their race. So what am I to do? I really want to run the adventure, but I dont want the 8th level derro sorceror in the game to be unable to even cast 4th level spells. Arrgh! Any input would be appreciated. Dirge [/QUOTE]
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Derro got the shaft!
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