For some reason I have a crazed desire to take another stab at 3e

Flexor the Mighty!

18/100 Strength!
Don't know what it is, but I go to Amazon and find myself looking at the 3.5 bundle for 60 bucks with shipping. I sold all my 3.0 stuff so this would be core only for now. I had a bad time before but for some reason I keep telling myself I could do a better job this time and it will work out. Mabye I'm just going nuts...

Are there any good free computer programs that would help me with combat flow and record keeping?
 

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If you have been thinking about tring it again I say go for it. As for combat, I don't rember where I heard about it but I use index cards for order. Works well for me but I think I head it on a Pod cast that wizards was coming out with a sort of dry erase board wiht magnetic name plates. I'm planning on giving that a try when it comes out.
 

My suggestion?

-Keep it to Core rules only

-Reread the whole thing

-Start at first level

-Slow down advancement, so you and your group can get familiar with the system

Then, if you like it after a while, expand. Or don't.


And above of all have fun and good luck.
 

Flexor,

First of all, do your current players have anything bad to say about the C&C game (or whatever you're running right now?) If not, I wouldn't worry about it so much.

If you still want to give it another shot, I'd first start by seeing if there's a group member you can borrow the core books from, who has them. There's no need to spend the money if you get frustrated again and wind up chucking 3E a second time around.

If you get the books, there are lots of tips and tricks that can be used to keep things smooth. First is to make sure everybody's in synch with your table expectations. No use going down the "who's got final authority?" alley when you don't need to.

Next, there are plenty of speed-up suggestions, and tips and items that can make play pretty fast. Initiative cards are a free (and useful) way to go, it's one I use myself to great effect.

The GMGen Java client with PCGen is free and does a decent job of keeping track of stats in combat. PCGen also has all the stuff in the SRD, so 99% of your "core only" game would be easy to put into the program, including your players' PC sheets, plus you can add in special rules and features and notes into the character sheets as needed.

Also, do you use a battlemat of some sort when playing? If not, you may need to do minor doctoring to eliminate all rules relating to Op attacks, which isn't too hard, since it consists of about a half dozen feats or less, total.

Finally, I'd advocate sticking below 10th level, because this is a trial more than anything else -- no need to put too much on yourself again until you're ready; plus, levels 1 through 10 emulate the levels of power more similar to 1E and C&C than the higher levels do (hit dice, spells available, etc.)

Anything else that flusters you, let us know and we'll help where we can.
 


Henry said:
Flexor,

First of all, do your current players have anything bad to say about the C&C game (or whatever you're running right now?) If not, I wouldn't worry about it so much.
They haven't had any problems, but they are old school, old time gamers to the core. I haven't been able to play in a month or so due to my schedule so they are playing the Fantasy Trip right now on the old game night.

As for C&C only one has any "problems". Well he likes C&C fine but he loves the massive character customization availble in 3e. Of the rest two are part of the original 3.x group I had. One is my bro and can handle the rules fine, the other is a buddy who can't seem to keep track of any RPG. But he will have to make do since a simple game seems to make minimal difference. Another is a newbie who has never played any RPG before the C&C game, and another is a very casual player who will play anything since he just shows up.

The reason for change is me. I like different games and just have the itch to give C&C a rest for a bit. It's a great game but I have this mad desire to play D20 again. I'm goofy like that.

Henry said:
If you still want to give it another shot, I'd first start by seeing if there's a group member you can borrow the core books from, who has them. There's no need to spend the money if you get frustrated again and wind up chucking 3E a second time around.

Nobody else has the books. Heck I bought the C&C stuff and the 3e stuff back when. They will have to get used to using a print of the SRD unless they want to buy copies of the PBH themselves. Considering that is what the Fantasy Trip books basically are I don't think it would be a problem. They are great guys, but cheap as hell.


Henry said:
If you get the books, there are lots of tips and tricks that can be used to keep things smooth. First is to make sure everybody's in synch with your table expectations. No use going down the "who's got final authority?" alley when you don't need to.

Yeah I write up house rules and we are from the era of "GM has final say". Not much would change from my C&C standards.

Henry said:
Next, there are plenty of speed-up suggestions, and tips and items that can make play pretty fast. Initiative cards are a free (and useful) way to go, it's one I use myself to great effect.

Good idea. I'll check into these.
Henry said:
The GMGen Java client with PCGen is free and does a decent job of keeping track of stats in combat. PCGen also has all the stuff in the SRD, so 99% of your "core only" game would be easy to put into the program, including your players' PC sheets, plus you can add in special rules and features and notes into the character sheets as needed.

I'll check this out, thanks. I have an old Laptop that I would use.

Henry said:
Also, do you use a battlemat of some sort when playing? If not, you may need to do minor doctoring to eliminate all rules relating to Op attacks, which isn't too hard, since it consists of about a half dozen feats or less, total.

We use a battlemat. I'm going ask the other players to start adding to the miniatures pool too. Again they are cheap bastards.
Henry said:
Finally, I'd advocate sticking below 10th level, because this is a trial more than anything else -- no need to put too much on yourself again until you're ready; plus, levels 1 through 10 emulate the levels of power more similar to 1E and C&C than the higher levels do (hit dice, spells available, etc.)

Anything else that flusters you, let us know and we'll help where we can.

It would be a 1st level start. Thanks for the tips.
 




Bleh. (On True20)

But as for suggestions, index cards work fine for initiative. When someone delays, flip it upright. For monsters, record their HPs directly on the card. Otherwise, you just rotate through the cards for initiative.

If the game table and miniatures is a sticky point, how many of you have a laptop? Can you geek it out on a laptop? If so, consider looking in to a table top mapper for the computer, like MapTable. I run an every-other-Saturday game over the Internet using MapTable and MapTable works like a charm.

Just an option.

If it's not an option, at least get one of the Chessex battle mats. Then, go to Wal*Mart (or similar if you are a WM hater) and find some dry erase markers. I recommend "Vis-a-Vis" brand. The battle mats should be available at your local hobby store. You wipe off the marker with water or with windex. I recommend Windex. Get that lemmon-smell stuff. Great times.

Whoops! I digress....

For miniatures, force your players to use nickels with their names written on it. Then, tell them to buy their own minis for their characters and they can stop using the nickels. You'll be surprised how fast they find three bucks lying around to buy their own minis. As a DM, you are going to be responsible for the other minis. That's sort of the territorry of being the DM.

But that doesn't mean you have to go overboard. Get one or two boxed sets of the D&D plastic collectable minis. Then, if your party is fighting an orc and there is no orc in your mini collection, well then that devil mini will work just fine in a pinch.

Other suggestions to help out. If your players buy their minis, encourage them to all paint the bases the same color, and not black. It will make it easy for them to see where their own minis are.

Character generation - PCGen is wonderful, but you will have to plan on spending an hour or two learning the program before you can use it. I recommend recreating some of the static characters in the PHB in PCGen for practice. Also, its ability to output as PDF can be invaluable if only one person in the group has a printer (like in my group)

Dice - If you have players on a really tight budget, the following are the absolute minimum: 1 - D20 / 1 - D10 / 1 - D8 / 1 - D6
For a D12, they can roll 2D6. Sure, the result is 2 to 12, but the fact they can't roll a 1 will be exascerbated by the fact that most of their rolls will center around the 6 to 7 range statistically. Getting a 12 will be more rare this way as well.
For a D4, roll a D8. 1&2 = 1, 3&4 = 2, etc.
For a D100, roll the D10 twice. First time is tens digit, second is ones.

And finally, as for experience with how to move around the board, etc. Don't worry about it. Start with the basic stuff. Get the minis on the board. Move as far as your movement, do your attacks.

Once you are comfortable with that, read the combat section of the PHB and pick out a max of two rules you haven't yet used. Like maybe, Attacks of Opportunity.

Next game, use those rules. Focus on them. Get everyone familiar with them.

Now, before the next session, pick out one or two more. Etc.

Keep doing this until you feel good about it.

Then, read the combat section again. You will see even more you missed.

To this day, with having been a DM for 3E and 3.5 since the day they were released, I still find rules I have missed. I just learned for example, that using a spell-like ability requires no V S or M components. And you'd think I would know that already.

But even us vets find we have things yet to learn.

Do not be discouraged.
 

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