[Dragon] First D&D 3.5 Update

So? :)

A wizard still won't be able to hit the broadside of a barn with it, and even if he does, he'll soon have spells that will pale in comparison to what he can do with one of those bad boys. Also, a feat is a pretty valuable expenditure for someone who has a *lot* of feats available to them (item creation, metamagic, AND the general feats).

Heck, there's little stopping a Wizard right now from learning Expertise and Disarm and Whilrwind attack....

....how many wizards do you see with this stuff? :)

This certainly doesn't increase power by any significant margin. It just increases the possibility of a race wielding a weapon that the race is known for...heck, it makes sure that the various trained combatants in the race would be able to wield the weapon...

....otherwise....why is the orc double axe a special orcish weapon?
 

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I'm just hoping they put some monster creation rules in the revised MM. I know that Dragon had an article on Monster Creation a while ago, but I would like to see it done in full in the MM.

Specifically, I'd like a section that would help determining CR. Not an absolute system, but at least something that would give me a good guess. What CR should a humanoid have if he's got:
- 6 HD
- two claw attacks of 1d8 each
- +4 natural AC
- a special attack similar to a 1st-level spell (sleep)


I used to make new creatures much more often in 2nd edition... Now I feel like I don't as often because I worry about creating something too powerful...
 

Judging from the MMII's inclusion of monsters-by-size, this seems to be a likely thing. Maybe not the CR breakdown you want, but at least some helpful monster-building rules.
 

Just to reiterate what I think has been consensus for the weapon familiarities:

Dwarves get some Axes and Hammers
Gnomes get some Axes and Picks
Elves still get swords and bows
Orcs get Axes and ? (an orcish bow would be cool)
Halflings get a variety of thrown weapons (throwing axes, skiprocks, light hammers, sling)
Humans get ? Polearms? Nothing?

Obviously we are all guessing . . .
 

I think the familiarities will only be for one or two weapons, total.

Not for specific categories of weapons.

So, while an elf *may* get a weapon affinitiy for a Longsword, he wouldn't be able to use a Bastard Sword any better.

Likewise, a dwarf who gets an Urgrosh won't be able to use an orcish double axe or something, either.
 

Hurm....my only problem with adding stuff to dwarves is that they already have more than all the other races. Are they going to lose something else or do they start adding things to all the other races to keep things even?
 

Ranger REG said:

So if there's a halfling rapier, all halfling should get the proficiency for free? Does that also applies to a halfling lajatang or a halfling blowgun?

Oh, wait a minute. Shouldn't elves have proficiency in elven chainmail?

:rolleyes:

You guys are being way too literal. Just because those unique weapons and armor crafted by their particular culture does not mean that even the most base individual of that species can wield them properly.

No-one's suggesting that ANYONE from that species be able to use that weapon. Lord. They're just changing it so that Dwarven Fighters can use the weapons dwarves designed for fighting. The familiarity thing turns the Ugrosh into a martial weapon. So normal dwarves can't use it, dwarven sorcerers can't use it. But dwarven fighters can.

The alternative is absurd. "We're dwarves, we make these things to fight with, but our fighters don't know how to use them."
 

Basically, there are three types of exotic weapon...

Racial Weapons, those made for a specific race (orc double axe, halfling skiprock, elven thinblade)
Modified Martial Weapons: Weapons that can be used martially two-handed and exotically one handed (bastard sword, dwarf war-axe)
Unusual weapons: weapons most common fighters wouldn't have much exposure to (double bladed swords, hand-crossbows, kurki)

What this rule really does is make it possible to wield an exotic weapon as a martial if you fullfill one of the following requirements: A.) Your of the correct race for a racial weapon, B.) You are using a particular weapon two handed instead of one handed) C.) Your class gives you proficiency in it (Monk), or D.) You spend a feat to become proficient.

Makes more sense, doesn't discourage game balance. I like. Urgrosh, he I come!
 

If they're going by the philosophy of changing things to how we actually play the game, they'll ditch Stonecunning. ;) Same with the elven "I detect secret doors by passing." It's...awkward. :)

But I truly don't see how this increases the power of dwarves at all...it's....a -0. It adds flavor, but does't up power. If the Urgrosh was a weapon that was more powerful than other weapons, I'd think that it was a bit potent, but it's nada. It just increases the frequency of use...it doesn't increase the effectiveness of the dwarf or any other race at all...
 

For those of you who see this as version 3.1, are you planning on buying 3.2 and 3.3 as well, when they come out. They may retroactively give races a new bonus you'll miss otherwise...

Say, when does 3E Skills and Powers come out, anyway?

Feeling curmudgeonly,

NRG
 

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