QuaziquestGM
First Post
Let's phrase that a different way: Why should being an egg protect you in anyway from being magically transformed into an omlet?
It's nice for the DM to make creating balanced encouters more difficult?QuaziquestGM said:Bad for the PC, Nice for the GM and for common sense
...unless he was a fighter in a magical world, where avoiding or resisting magical effect was a matter of life and death (and a very real part of his experience). Which is exactly what he is.There is no logical reason why training as a fighter would increase your resistance to magic.....Of for that matter, why training in two different arcane classes that use the same spells would nessicarly make you any better at resisting magic in general.
IIRC (in 2e at least), multiclass characters were 1 or two levels behing their single classed brethren, and the save chart progreesed in bands of 5 or 6 levels. Multiclass character generally had better saves than single classers, because they weren't far enough behind in levels for that to make any difference and they used the best save in each category.Part of the goal is to return the old modules to some sembelence of their original difficulty. They were designed for multiclass characters whose class saves didn't stack.
You are probably the only person I have seen who actually likes the old school saving throw mechanism. Of all the things 3.x introduced that is the one thing I thought was universally accepted as an great design change. This is not to degrade your opinion on it, but just to let you know that I think you are in the huge minority. This just means you should think twice about it and making sure the payoff is worth it for your group.QuaziquestGM said:I'm not posting this to the conversion forum as I am wondering about rules interactions.
I'm mostly concered with playablity.
But keep in mind that multiclass characters in 3.x are vastly different than in 1e or 2e. They are not even the same concept IMO, so you'll end up screwing the character hard, and not in a good way. In 3.x, a character pays through the nose to multiclass. In 1e or 2e it was almost a freebie in most cases.QuaziquestGM said:One nice wrinkle is that saves don't stack for multiclass characters. You get only the lowersave (lower = better) on each category that you qualify for.
'No, there is another'.Infiniti2000 said:You are probably the only person I have seen who actually likes the old school saving throw mechanism.
If I understand the OP correctly, undead will still be affected (or not) normally by the PC's abilities, because the PCs are more or less 3.5 characters and therefore their abilities will still cause fort saves. However, how the PCs are affected by the enemies will depend on whether the enemies are 'new' or 'old'. Hence my comment above about rogues avoiding dragonfire.Infiniti2000 said:That said, you will have problems with feat like Lightning Reflexes, etc. Abilities like evasion, once useful, will be completely meaningless. Cloaks of resistance, et al, will have a different effect (I think more powerful). Everyone should start investing in those cloaks, probably trading in their now useless ring of evasion. You'll also need to decide how to handle undead and constructs, who are immune to effects requiring Fort saves (unless they affect objects). How will that work without Fort saves?
Egad!glass said:
Wow, that's even worse. The same spells and abilities function differently depending on the opponent? That would make for an incredibly inconsistent (and therefore IMO annoying) game.glass said:If I understand the OP correctly, undead will still be affected (or not) normally by the PC's abilities, because the PCs are more or less 3.5 characters and therefore their abilities will still cause fort saves. However, how the PCs are affected by the enemies will depend on whether the enemies are 'new' or 'old'. Hence my comment above about rogues avoiding dragonfire.