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Help me break in my 3.5 books! (3.5 Q&A)
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 1005696" data-attributes="member: 5868"><p>Destan, feel free -- plenty of room for all!</p><p></p><p>Mind Flayer Sor9; CR 17</p><p></p><p>Aboleth Wiz10; CR 17</p><p></p><p>Elder Stone Giants have spell ike abilities, 1 in 10 is a Sor 3-6 (no separate CR given, but I'd guess 11-14)</p><p></p><p>Frost Giant Jarl: Blackguard 8; CR 17</p><p></p><p></p><p>Some thoughts after an intitial reading of the PHB:</p><p></p><p>- The feel is the same. While lots of little details have changed, some things are rewritten, and some things are reformatted, the overall feel is exactly the same as 3E. To me, it feels like a revision more than a new edition, despite what others have said. The 1E, 2E, and 3E PHB's each have a very different feel to them -- not so this book.</p><p></p><p>- Virtually none of the major mechanics have changed. I can still use almost all of my DM cheat sheets as written for running the game. Sure, individual class mechanics are different, but we're used to dealing with different class mechanics, so that doesn't phase me. Some of the bigger changes are actually much simpler -- the charts on my cheat sheets thatare affected are cover, concealment, and TWF, all of which became simpler and easier to use (onely one type of cover, two types of concealment, and no more Ambidexterity).</p><p></p><p>- The Combat chapter's been completely re-written. Virtually all of the information is the same, but it's presented in a much clearer, more logical, and more sequential manner. The did cut the example of combat, though, which I thought was helpful to new players, which I think is the only real loss in that section. The diagrams should help clear up a lot of FAQ questions (though they'll undoubtedly generate others).</p><p></p><p>- "The Devil's in the Details". I need to do a detailed reading of the spells, because there are a lot of little changes in there that I haven't assessed yet. I'll have to do more looking up of spells over the next couple of sessions until I get used to them. The magic chapter is a bit clearer, though. One neat feature is the spell lists now have superscripts that indicate if a spell has an XP cost, or requires a Focus or Material component that isn't common, which is neat. Otherwise -- jury's still out on spell changes.</p><p></p><p>Other contentious issues:</p><p></p><p>- Facing. Toss-up. This has some issues -- though they've been directly addressed with hampered movement and the like, unlike the 3E facing, which didn't address it's issues at all (turning large/long creatures, etc). I've used both in game sessions now, and I'm going to stick with square facings because the issues there are smaller and easier to deal with.</p><p></p><p>- Miniatures. Here's the evidence of additional focus on miniatures:</p><p> - There's a section in the introduction that says "this is written assuming you're using a battlemat and miniatures" (or something -- tokens, dice, and pencil marks on graph paper are mentioned too -- to mark your position) </p><p> - The "things you'l need to play" mentions having a map and some markers/tokens/minis for the group -- in addition to a DMG and MM (and there's a battlemat in the DMG)</p><p> - Combat diagrams are explained with battlemat shots showing miniatures.</p><p> - Spell and reach areas are explained using square grid diagrams</p><p> - Measurements in feet often have a partenthetical square measurement after them, eg: 5 feet (1 square).</p><p>Otherwise, the rules don't require minis any more than the 3.0 rules did. Actually, for people already using minis, I think this set of rules clarifies issues that come up when using miniatures, but that doesn't affect how the game is played without them. SO don't fret; while WOTC would like to sell you some minis, there's nothing that will require you to use them in your game.</p><p></p><p>- Weapon sizes: I was really leary of this. Now that I've read it, I think its a pretty cool system. You have to be willing to unlearn the previous system, though -- it certainly wasn't a necessary revision, since the old system wasnt really broken (unless you were a small character). Once you read the full rules, though, the system is actually fairly intuitive -- but only if you can forget the old weapon size system first. The only downside to this system is the reduced availability of magical weapons for some sizes of characters, but then there's a simple variant rule in the DMG to handle that, too, if you want. So while I was pretty scared of this at first, I'm not not.</p><p></p><p>Answering a question I asked several times with no answer: Can a fighter pick up an Ogre's greatsword and get 2d8 damage for a -2 "to hit" penalty? Nope. I'm happy.</p><p></p><p>So so far, so good, pending a detailed reading of the spells.</p><p></p><p>As to the DMG and MM (which I've really only given a cursory loook so far):</p><p></p><p>- DMG is better organized, but will take some reprogramming for me to find things.</p><p>- MM format is infinitely better IMO, and the new full stat blocks are extremely useful.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 1005696, member: 5868"] Destan, feel free -- plenty of room for all! Mind Flayer Sor9; CR 17 Aboleth Wiz10; CR 17 Elder Stone Giants have spell ike abilities, 1 in 10 is a Sor 3-6 (no separate CR given, but I'd guess 11-14) Frost Giant Jarl: Blackguard 8; CR 17 Some thoughts after an intitial reading of the PHB: - The feel is the same. While lots of little details have changed, some things are rewritten, and some things are reformatted, the overall feel is exactly the same as 3E. To me, it feels like a revision more than a new edition, despite what others have said. The 1E, 2E, and 3E PHB's each have a very different feel to them -- not so this book. - Virtually none of the major mechanics have changed. I can still use almost all of my DM cheat sheets as written for running the game. Sure, individual class mechanics are different, but we're used to dealing with different class mechanics, so that doesn't phase me. Some of the bigger changes are actually much simpler -- the charts on my cheat sheets thatare affected are cover, concealment, and TWF, all of which became simpler and easier to use (onely one type of cover, two types of concealment, and no more Ambidexterity). - The Combat chapter's been completely re-written. Virtually all of the information is the same, but it's presented in a much clearer, more logical, and more sequential manner. The did cut the example of combat, though, which I thought was helpful to new players, which I think is the only real loss in that section. The diagrams should help clear up a lot of FAQ questions (though they'll undoubtedly generate others). - "The Devil's in the Details". I need to do a detailed reading of the spells, because there are a lot of little changes in there that I haven't assessed yet. I'll have to do more looking up of spells over the next couple of sessions until I get used to them. The magic chapter is a bit clearer, though. One neat feature is the spell lists now have superscripts that indicate if a spell has an XP cost, or requires a Focus or Material component that isn't common, which is neat. Otherwise -- jury's still out on spell changes. Other contentious issues: - Facing. Toss-up. This has some issues -- though they've been directly addressed with hampered movement and the like, unlike the 3E facing, which didn't address it's issues at all (turning large/long creatures, etc). I've used both in game sessions now, and I'm going to stick with square facings because the issues there are smaller and easier to deal with. - Miniatures. Here's the evidence of additional focus on miniatures: - There's a section in the introduction that says "this is written assuming you're using a battlemat and miniatures" (or something -- tokens, dice, and pencil marks on graph paper are mentioned too -- to mark your position) - The "things you'l need to play" mentions having a map and some markers/tokens/minis for the group -- in addition to a DMG and MM (and there's a battlemat in the DMG) - Combat diagrams are explained with battlemat shots showing miniatures. - Spell and reach areas are explained using square grid diagrams - Measurements in feet often have a partenthetical square measurement after them, eg: 5 feet (1 square). Otherwise, the rules don't require minis any more than the 3.0 rules did. Actually, for people already using minis, I think this set of rules clarifies issues that come up when using miniatures, but that doesn't affect how the game is played without them. SO don't fret; while WOTC would like to sell you some minis, there's nothing that will require you to use them in your game. - Weapon sizes: I was really leary of this. Now that I've read it, I think its a pretty cool system. You have to be willing to unlearn the previous system, though -- it certainly wasn't a necessary revision, since the old system wasnt really broken (unless you were a small character). Once you read the full rules, though, the system is actually fairly intuitive -- but only if you can forget the old weapon size system first. The only downside to this system is the reduced availability of magical weapons for some sizes of characters, but then there's a simple variant rule in the DMG to handle that, too, if you want. So while I was pretty scared of this at first, I'm not not. Answering a question I asked several times with no answer: Can a fighter pick up an Ogre's greatsword and get 2d8 damage for a -2 "to hit" penalty? Nope. I'm happy. So so far, so good, pending a detailed reading of the spells. As to the DMG and MM (which I've really only given a cursory loook so far): - DMG is better organized, but will take some reprogramming for me to find things. - MM format is infinitely better IMO, and the new full stat blocks are extremely useful. [/QUOTE]
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