just getting into 3rd edtion

memnoc

First Post
been away from gaming for years never played this edition what skills,feats, rules or anything else generaly broken things would you as a dm exclude and why?
 

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-what is your background? (previous editions played?)
-what is your gaming style (kick-in-the-door, heavy roleplay, etc.)
-what is your gaming plan (a few sessions try-out, long running campaign in the making, converting old game to new edition, etc)
-what do you have access to (Core rules, splat books, adventure modules)
 

first edition some second , i own digital of 1,2,3rd stopped gaming in 93-94 kids found out i used to play so would like me to run a game for them probably a couple of one shots to get into it then a more in depth sandbox game
 

players are all 16-20 pretty well mixed male/female wich pretty well dates me:),
as for game stye its pretty mixed on thier part on mine i prefered intellegent fighters and casters
 

I would just start with the core rules set and then develop from there. The game is different from 1st & 2nd ed, so I would give the PHB a good read through at least once.

As for what to exclude or I think it broken, if you stick with only the PHB, DMG & MM you won't find too much craziness. If you are just going to do a couple one shots, don't worry about excluding stuff and just have fun.
 

Personally, I'd just run straight core rules (PHB, DMG, MM) and keep the levels low, and there's nothing particular in there that's going to blow the game apart. Most of that stuff happens at higher levels. Low level play should keep everything fun and dandy. There are a few combinations that are quite strong, but with new players, you're unlikely to bring those up.

Have fun!

Pinotage
 


Nothing I really ban but there is a bunch to be aware of.

Druids and clerics are very strong classes, particularly compared to older editions.

Rogues do a lot of damage, this is their job.

Save or X spells are usually very potent.

Wizards can be very effective at battlefield control.

At higher levels scry, buff, teleport is a common tactic.

Flying magic becomes common at middle levels and teleport at a little higher.

Boosting spells pile up, recalculating everything after dispel magics is a chore.

Even though you can, you don't need to stat out monsters/NPCs fully, its ok to assign skill stuff on the fly and only as needed, etc.

There are a lot of little quirky modifiers to track (dodge feat gives the character +1 dodge AC bonus against one target which can be shifted each round, many spell durations are equal to level in rounds, etc.).

Incorporeal things are usually tough encounters with only a few specific ways to combat them.
 

Nothing I really ban but there is a bunch to be aware of.

1. Druids and clerics are very strong classes, particularly compared to older editions.

2. Rogues do a lot of damage, this is their job.

3. Save or X spells are usually very potent.

4. Wizards can be very effective at battlefield control.

5. At higher levels scry, buff, teleport is a common tactic.

6. Flying magic becomes common at middle levels and teleport at a little higher.

7. Boosting spells pile up, recalculating everything after dispel magics is a chore.

8. Even though you can, you don't need to stat out monsters/NPCs fully, its ok to assign skill stuff on the fly and only as needed, etc.

9. There are a lot of little quirky modifiers to track (dodge feat gives the character +1 dodge AC bonus against one target which can be shifted each round, many spell durations are equal to level in rounds, etc.).

10. Incorporeal things are usually tough encounters with only a few specific ways to combat them.


1. Yet many people still don't play them. Weird, huh?

2. Or they are useless, depending on what you are fighting.

3. Or they are useless, depending on what you are fighting.

4. Yes. Probably an even better option that blasting things, if they have competent warriors in the party.

5. Though because it is common, it is entirely believable that any NPC that has the capability will attempt to thwart this tactic. It is not foul play to have Dimensional Locks, Forbiddances, etc in important places.

6. Yep. Movement stops being a challenge after level 7-10. Accept that if you plan to play the system as written through 20 levels. Eventually this includes planar travel.

7. Though if you have no problems with basic addition, changing them on the fly isn't THAT difficult. (#7 reminds me most RPG players are terrible at math)

8. I agree entirely.

9. Again with that basic math. Have things clearly written out on the sheets so you don't have to keep looking them up.

10. Incorporeal creatures at least generally have fairly low HP for their CR. One good fireball can take them out often (50/50 chance).
 

Are you going with 3.0, 3.5 or pathfinder?

There are a lot of changes from 3.0 to 3.5 and more when going from 3.5 to pathfinder (basically 3.75).

I echo keeping to the core books and reading the PHB in detail.

You will find that unlike earlier editions, most things you need to run (and understand) the game are actually contained in the PHB. The DMG is real useful for xp and explaining the CR system and magic items. The MM is well, the MM - for early gaming just use the monsters as stated out in the MM.
 

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