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Going back to 3.5 - advice?
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<blockquote data-quote="Herobizkit" data-source="post: 6054472" data-attributes="member: 36150"><p>Going back to DMing 3.x after 4e is akin to switching up your jaunty prop plane to a bloated jumbo jet - the dashboard is way larger with many more dials and switches and you need some kind of math degree to fly it.</p><p> </p><p>3.x is a player's wonderland but a DM's nightmare. I find that if I DM by 'dumbing down' the monsters to AC-HP-Damage, the monsters lose their individuality and I start to get frustrated with the PC's fighting essentially the same monsters over and over.</p><p> </p><p>Now, to speed up 4e combat, Use more minions. Still switching to 3.x? USE MORE MINIONS. Don't be ashamed to give your monsters 1 HP. Survivability is slim at those early levels, and an Orc with a d12 Greataxe can ace almost every character in one hit on a lucky STANDARD damage roll. And most importantly, don't tell the PCs you're using minions. Let them sweat it out.</p><p> </p><p>Now, what 3.x DOES do better than 4e (IMO) is Skills. I find that I use Skill checks far more often in 3.x adventures than 4e ones, mostly because virtually all 4e pre-gen adventures have at least one complex skill check that requires the whole party to succeed. Complex skill checks are great in concept but skill use in general tends to fall to the wayside when you have K3wl p0w3Rz.</p><p> </p><p>If you plan on running pre-gens, keep in mind that the base assumption of a 3.x game is a 4-player party with the four roles covered (Fighter, Mage, Thief, Cleric). Adjustments will have to be made for larger parties but espeically with smaller parties. If you have 3 or less players and you're not using PF, I strongly suggest checking out the Gestalt rules as seen in the Unearthed Arcana. </p><p> </p><p>Any specific questions, by all means, post them here. This place is home to many D&D minds of all sorts of experiences.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6054472, member: 36150"] Going back to DMing 3.x after 4e is akin to switching up your jaunty prop plane to a bloated jumbo jet - the dashboard is way larger with many more dials and switches and you need some kind of math degree to fly it. 3.x is a player's wonderland but a DM's nightmare. I find that if I DM by 'dumbing down' the monsters to AC-HP-Damage, the monsters lose their individuality and I start to get frustrated with the PC's fighting essentially the same monsters over and over. Now, to speed up 4e combat, Use more minions. Still switching to 3.x? USE MORE MINIONS. Don't be ashamed to give your monsters 1 HP. Survivability is slim at those early levels, and an Orc with a d12 Greataxe can ace almost every character in one hit on a lucky STANDARD damage roll. And most importantly, don't tell the PCs you're using minions. Let them sweat it out. Now, what 3.x DOES do better than 4e (IMO) is Skills. I find that I use Skill checks far more often in 3.x adventures than 4e ones, mostly because virtually all 4e pre-gen adventures have at least one complex skill check that requires the whole party to succeed. Complex skill checks are great in concept but skill use in general tends to fall to the wayside when you have K3wl p0w3Rz. If you plan on running pre-gens, keep in mind that the base assumption of a 3.x game is a 4-player party with the four roles covered (Fighter, Mage, Thief, Cleric). Adjustments will have to be made for larger parties but espeically with smaller parties. If you have 3 or less players and you're not using PF, I strongly suggest checking out the Gestalt rules as seen in the Unearthed Arcana. Any specific questions, by all means, post them here. This place is home to many D&D minds of all sorts of experiences. [/QUOTE]
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