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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Essence of 3E DND
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="evildmguy" data-source="post: 361379" data-attributes="member: 6092"><p><strong>Okay! This is good!</strong></p><p></p><p>Thanks for the reply everyone!</p><p></p><p>We have many things of this and I think we have more to go.</p><p></p><p>Skills - obviously a part of the game. Some do more with them than other but all do use them. </p><p></p><p>Feats - pretty much the same as skills. Some use them more than others and they help customize a character.</p><p></p><p>Here are some others:</p><p></p><p>Spells - mostly static that do specific things. Might scale certain effects with level but overall, what the spell does doesn't change with level. Effects can be modified by feats. Effects can also be modified by items. </p><p></p><p>Combat - Heroic. Characters generally don't have to worry about dying from one blow. Armor makes it tough to damage an opponent. Hit points, which are a relative measure of how much damage can be taken, are used to show damage to characters. </p><p></p><p>Equipment - Important part of DND. Equipment helps define the character. Some equipment requires abilities before they can be used. Only so many of each type of equipment can be worn. Not all pieces of equipment work with each other or stack.</p><p></p><p>Style - This is the tough one. Below 6th level (arbitrarily chosen) play has a different style. Here is where it is an exception to not die (or go below 0 hit points) in one blow, especially at 1st and 2nd levels. Also, in general, the game mechanics favor being cautious. Characters are not as diverse as they haven't had as many choices. </p><p></p><p>Between 6th and 13th level, style again changes. A few more chances are taken as character won't die easily. Skills used have a fair chance of failure. Characters are more diverse, depending on the choices they have made with skills and feats. </p><p></p><p>At higher than 13th level, style seems to change again. Skills rolls of 25+ are common. The modifier becomes more important than the die roll. Spells do exist that can kill a character on the roll of one die. Characters are potential extremely diverse, depending on the choices they have made. </p><p></p><p>Monsters - Have attribute scores. Can advance, either by character class or HD but have "average" specimens. Have skills and feats. Have special abilities. Lot easier to know what a monster can and can't do based on skills and feats. </p><p></p><p>Treasure - scales in proportion to encounter which scales to the level of the characters. The higher than encounter, the better the treasure. </p><p></p><p>Addendum to style:</p><p></p><p>Monsters and treasure both scale with the characters levels. To gain XP means to fight someone of near the same level or XP isn't much. Same for treasure. Treasure of a monster several levels below the character's levels is probably not worth it to them. </p><p></p><p>This does create the game mechanic situation where the DM *can* create (but probably wouldn't) a situation which is undefeatable to the characters. This can happen by accident. (For example, not noticing DR on a creature when the characters have no magic weapons.) by the rules, no player group should meet an encounter of more than 2 levels higher than the player group's average. (This is obviously a fuzzy area.) </p><p></p><p>Anything else anyone can think of?</p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 361379, member: 6092"] [b]Okay! This is good![/b] Thanks for the reply everyone! We have many things of this and I think we have more to go. Skills - obviously a part of the game. Some do more with them than other but all do use them. Feats - pretty much the same as skills. Some use them more than others and they help customize a character. Here are some others: Spells - mostly static that do specific things. Might scale certain effects with level but overall, what the spell does doesn't change with level. Effects can be modified by feats. Effects can also be modified by items. Combat - Heroic. Characters generally don't have to worry about dying from one blow. Armor makes it tough to damage an opponent. Hit points, which are a relative measure of how much damage can be taken, are used to show damage to characters. Equipment - Important part of DND. Equipment helps define the character. Some equipment requires abilities before they can be used. Only so many of each type of equipment can be worn. Not all pieces of equipment work with each other or stack. Style - This is the tough one. Below 6th level (arbitrarily chosen) play has a different style. Here is where it is an exception to not die (or go below 0 hit points) in one blow, especially at 1st and 2nd levels. Also, in general, the game mechanics favor being cautious. Characters are not as diverse as they haven't had as many choices. Between 6th and 13th level, style again changes. A few more chances are taken as character won't die easily. Skills used have a fair chance of failure. Characters are more diverse, depending on the choices they have made with skills and feats. At higher than 13th level, style seems to change again. Skills rolls of 25+ are common. The modifier becomes more important than the die roll. Spells do exist that can kill a character on the roll of one die. Characters are potential extremely diverse, depending on the choices they have made. Monsters - Have attribute scores. Can advance, either by character class or HD but have "average" specimens. Have skills and feats. Have special abilities. Lot easier to know what a monster can and can't do based on skills and feats. Treasure - scales in proportion to encounter which scales to the level of the characters. The higher than encounter, the better the treasure. Addendum to style: Monsters and treasure both scale with the characters levels. To gain XP means to fight someone of near the same level or XP isn't much. Same for treasure. Treasure of a monster several levels below the character's levels is probably not worth it to them. This does create the game mechanic situation where the DM *can* create (but probably wouldn't) a situation which is undefeatable to the characters. This can happen by accident. (For example, not noticing DR on a creature when the characters have no magic weapons.) by the rules, no player group should meet an encounter of more than 2 levels higher than the player group's average. (This is obviously a fuzzy area.) Anything else anyone can think of? edg [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Essence of 3E DND
Top