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Mortality Radio # 30: Ed Stark interview available...
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<blockquote data-quote="Remathilis" data-source="post: 806938" data-attributes="member: 7635"><p><strong>Re: 3.5e tidbits from the Ed Stark chat.</strong></p><p></p><p><em>Originally posted by A'koss </em></p><p>1. Class-wise, the fighter, cleric, wizard, sorcerer, rogue and paladin won't see much in the way of changes. Spells are another matter of course.</p><p>Much. Hmm. Some higher level feats for fighters, new spells/domains for clerics, new spells for wizards, new or more spells for sorcerer, rogues get more trap abilities (from lifes bazzar), and paladins a boost on spells (maybe a bonus feat?) Thats fine. With the exception of the sorcerer, none of those classes were hella-broken, esp. if everything is put into line.</p><p></p><p>2. The barbarian gets DR earlier, starting at 7th level (1/-) and gaining more (5/- @ 19th level). Abilities spread out more to make class more attractive.</p><p>Fine enough. I still think I'll see more barbarian/fighters than pure BBNs. </p><p></p><p>3. The monk gets ki strike earlier (Ki Strike: Magic at 4th level) and has apparantly seen a broader changes in general. Flurry/Improved Flurry and multiclassing have been clarified.</p><p>As long as they are brought into line with the changes.</p><p></p><p>4. The ranger gets improved species enemy abilities (starting at 1st level), more skill points, track while running, "wild empathy" ability (again at 1st level)... and at 2nd level gets to choose his "combat style" (two-weapon and archery only).</p><p>Thank God. More skill points to afford class skills, track while running (aragorn?), wild empathy (bonus to animal empathy? maybe druids get it too.), fighting styles to choose from (I don't know about you, but EVERY ranger I saw was a TWF or archer, so I embrace the change). I hope Imp. Species enemy translates into "Even bonuses for all species enemies"</p><p></p><p>5. The bard is being treated as the "diplomat" and "information gatherer". He gets more song abilities, a revised spell list.</p><p>Again, TG. Any bard that is more than a singing archer will be most welcomed. More spell slots would be icing. </p><p></p><p>6. There will be a new "Combat and Tactics" style book coming out later this year for more tactical minis combat options! (The Complete Warrior perhaps?)</p><p>I'd like to think so.</p><p></p><p>7. Spells, if unbalanced, were tweaked if possible to keep them at the same spell level. They tried to move as few as possible (up or down)</p><p>Good. Less headaches for conversion. </p><p></p><p>8. Harm and Heal cap out at 15th level (max. 150 HPs and Harm gets a Save for 1/2), Haste goes back to previous editions affecting a larger group of people. Everyone gains a bonus to move, AC, attack bonus and an extra move action but of course no 2 spells at once. And on that note, Sorcerers still can't make use of Quicken Spell (the only way to cast 2 spells at once).</p><p>Heal and Harm: Good changes (worth incorporating, if I knew exactly how they scaled), Haste is a mass spell? what happens to its bigger brother? Extra move action? No extra attack? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Maybe a higher level version might, or its a typo. </p><p></p><p>9. Diplomacy and Perform get minor tweaks, clarifications.</p><p>Please treat perform like a craft, knowledge, or profession...</p><p></p><p>10. Magic Missile and Fireball (clarifications on setting things on fire only) stay the same.</p><p>Good. Staples of the game. </p><p></p><p>11. More definitive list of Knowledge skills and what they can do in-game. Eg. Knowlege Arcana could be used to discern what a magical monster's special attack might be (That dragon looks like it uses sleep gas as a breath weapon...).</p><p>This is something I've wanted for a long time. Hopefully, there is crossover between knowledge skills and bardic lore. </p><p></p><p>12. Little blurb in DMG about slowing XP accumulation. Onus still on DM.</p><p>Thats fair.</p><p></p><p>13. Monsters treated more like characters - hit dice, skills, feats, etc. New rules for creating/advancing monsters and CR determination.</p><p>We've seen this in Sav.Species and Race of Faerun...</p><p></p><p>14. DR... silver, cold iron, magic, adamantine, epic (+6 or better), bludgeoning, piercing, slashing, alignment. And combos possible, magic-silvered for example. Ranges 5 to 15 (but I think he mentioned 20 appearing in there somewhere...)</p><p>hmmm.... Silver + Bless = Holysilver? </p><p></p><p>15. More +2 to 2 related skills feats. Acrobatic feat: +2 to Jump and Tumble for example. Skill Focus: +3 to 1 skill.</p><p>The first house rule of my game is official. Take a look at Star Wars or Wheel of Time for a good idea of the +2/+2 feats. </p><p></p><p>16. Artwork: mixing old with new, new iconic character, some artwork removed to make space for other rules...</p><p>I figured as much</p><p></p><p>17. Skill Points: Bard/Ranger get more, everybody else stays the same.</p><p>Yeah for Bard/Ranger, boo for sorcerer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>18. Magic Item creation: tweaks, not wholesale changes. Bonuses to skills more expensive. Holy Avenger improved to justify cost.</p><p>CASTER LEVEL PREREQUISTITE BETTER BE CLARIFIED. I'M TIRED OF THE AGE OLD ARGUEMENT!</p><p></p><p>19. Combat: a little more on mounted combat. Grappling easier to handle, more options to escape (and to grapple) and every monster has a Grappling modifier entry. Overall, the combat section thinned out a little.</p><p>Clarification is good. </p><p></p><p>20. SRD updated the same day books hit the stores.</p><p>Good for the hold-overs.</p><p></p><p>21. 12 Prestige Classes in DMG. New ones include the Duelist (tweaked for 3.5) and the Eldritch(?) Knight.... some kind fighter/wizard PrC.</p><p>Maybe a renamed spellsword?</p><p></p><p>22. Paladin and Monk multiclassing restrictions stay.</p><p>Boo. O well.</p><p></p><p>23. No "action dice" rules or stuff like that...</p><p>Figured as much</p><p></p><p>24. DM Screen not on the radar this year. Dragon Mag has a promo for one though...</p><p>TG I get Dragon <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>25. Polymorph being re-re-redone for balance (no commoner to solar polymorphs) and is broken down into sections. Changes include bonuses to save if new form can't live in current environment (eg. fish outta water).</p><p>As long as they make it balanced, I'm all for it</p><p></p><p>26. Weapon familiarity: Halfling, Half-Orc and Half-Elf don't get any familiar weapons. Familiarity only useful if class gets martial weapon proficiencies.</p><p>Now I'm confused. Poor Half-orc, stuck w/out his double axe...</p><p></p><p>27. Stacking spell and magic item bonuses clarified. Expedious Retreat and Boots of Striding and Springing for example.</p><p>Always nice.</p><p></p><p>28. Spells: filling gaps in schools with new spells. More spells to help differentiate classes like the Bard.</p><p>Again, nice. </p><p></p><p>29. New Spell: 5th level Necromancy spell Waves of Fatigue - fatigues targets...</p><p>Like ray of fatigue, but more targets...</p><p></p><p>30. New Feat: Natural Spell - cast spells in wildshape. Well, not really new, but in there anyway.</p><p>Incorportating needed feats from Splat, got it.</p><p></p><p>31. MMII - will see a web update to convert over to 3.5 and should be available the day 3.5e core books are realeased. Splatbooks won't unless there is a huge outcry.</p><p>Good. More support Like Epic Insights or Minds Eye would be nice.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 806938, member: 7635"] [b]Re: 3.5e tidbits from the Ed Stark chat.[/b] [i]Originally posted by A'koss [/i] 1. Class-wise, the fighter, cleric, wizard, sorcerer, rogue and paladin won't see much in the way of changes. Spells are another matter of course. Much. Hmm. Some higher level feats for fighters, new spells/domains for clerics, new spells for wizards, new or more spells for sorcerer, rogues get more trap abilities (from lifes bazzar), and paladins a boost on spells (maybe a bonus feat?) Thats fine. With the exception of the sorcerer, none of those classes were hella-broken, esp. if everything is put into line. 2. The barbarian gets DR earlier, starting at 7th level (1/-) and gaining more (5/- @ 19th level). Abilities spread out more to make class more attractive. Fine enough. I still think I'll see more barbarian/fighters than pure BBNs. 3. The monk gets ki strike earlier (Ki Strike: Magic at 4th level) and has apparantly seen a broader changes in general. Flurry/Improved Flurry and multiclassing have been clarified. As long as they are brought into line with the changes. 4. The ranger gets improved species enemy abilities (starting at 1st level), more skill points, track while running, "wild empathy" ability (again at 1st level)... and at 2nd level gets to choose his "combat style" (two-weapon and archery only). Thank God. More skill points to afford class skills, track while running (aragorn?), wild empathy (bonus to animal empathy? maybe druids get it too.), fighting styles to choose from (I don't know about you, but EVERY ranger I saw was a TWF or archer, so I embrace the change). I hope Imp. Species enemy translates into "Even bonuses for all species enemies" 5. The bard is being treated as the "diplomat" and "information gatherer". He gets more song abilities, a revised spell list. Again, TG. Any bard that is more than a singing archer will be most welcomed. More spell slots would be icing. 6. There will be a new "Combat and Tactics" style book coming out later this year for more tactical minis combat options! (The Complete Warrior perhaps?) I'd like to think so. 7. Spells, if unbalanced, were tweaked if possible to keep them at the same spell level. They tried to move as few as possible (up or down) Good. Less headaches for conversion. 8. Harm and Heal cap out at 15th level (max. 150 HPs and Harm gets a Save for 1/2), Haste goes back to previous editions affecting a larger group of people. Everyone gains a bonus to move, AC, attack bonus and an extra move action but of course no 2 spells at once. And on that note, Sorcerers still can't make use of Quicken Spell (the only way to cast 2 spells at once). Heal and Harm: Good changes (worth incorporating, if I knew exactly how they scaled), Haste is a mass spell? what happens to its bigger brother? Extra move action? No extra attack? :( Maybe a higher level version might, or its a typo. 9. Diplomacy and Perform get minor tweaks, clarifications. Please treat perform like a craft, knowledge, or profession... 10. Magic Missile and Fireball (clarifications on setting things on fire only) stay the same. Good. Staples of the game. 11. More definitive list of Knowledge skills and what they can do in-game. Eg. Knowlege Arcana could be used to discern what a magical monster's special attack might be (That dragon looks like it uses sleep gas as a breath weapon...). This is something I've wanted for a long time. Hopefully, there is crossover between knowledge skills and bardic lore. 12. Little blurb in DMG about slowing XP accumulation. Onus still on DM. Thats fair. 13. Monsters treated more like characters - hit dice, skills, feats, etc. New rules for creating/advancing monsters and CR determination. We've seen this in Sav.Species and Race of Faerun... 14. DR... silver, cold iron, magic, adamantine, epic (+6 or better), bludgeoning, piercing, slashing, alignment. And combos possible, magic-silvered for example. Ranges 5 to 15 (but I think he mentioned 20 appearing in there somewhere...) hmmm.... Silver + Bless = Holysilver? 15. More +2 to 2 related skills feats. Acrobatic feat: +2 to Jump and Tumble for example. Skill Focus: +3 to 1 skill. The first house rule of my game is official. Take a look at Star Wars or Wheel of Time for a good idea of the +2/+2 feats. 16. Artwork: mixing old with new, new iconic character, some artwork removed to make space for other rules... I figured as much 17. Skill Points: Bard/Ranger get more, everybody else stays the same. Yeah for Bard/Ranger, boo for sorcerer. :( 18. Magic Item creation: tweaks, not wholesale changes. Bonuses to skills more expensive. Holy Avenger improved to justify cost. CASTER LEVEL PREREQUISTITE BETTER BE CLARIFIED. I'M TIRED OF THE AGE OLD ARGUEMENT! 19. Combat: a little more on mounted combat. Grappling easier to handle, more options to escape (and to grapple) and every monster has a Grappling modifier entry. Overall, the combat section thinned out a little. Clarification is good. 20. SRD updated the same day books hit the stores. Good for the hold-overs. 21. 12 Prestige Classes in DMG. New ones include the Duelist (tweaked for 3.5) and the Eldritch(?) Knight.... some kind fighter/wizard PrC. Maybe a renamed spellsword? 22. Paladin and Monk multiclassing restrictions stay. Boo. O well. 23. No "action dice" rules or stuff like that... Figured as much 24. DM Screen not on the radar this year. Dragon Mag has a promo for one though... TG I get Dragon :) 25. Polymorph being re-re-redone for balance (no commoner to solar polymorphs) and is broken down into sections. Changes include bonuses to save if new form can't live in current environment (eg. fish outta water). As long as they make it balanced, I'm all for it 26. Weapon familiarity: Halfling, Half-Orc and Half-Elf don't get any familiar weapons. Familiarity only useful if class gets martial weapon proficiencies. Now I'm confused. Poor Half-orc, stuck w/out his double axe... 27. Stacking spell and magic item bonuses clarified. Expedious Retreat and Boots of Striding and Springing for example. Always nice. 28. Spells: filling gaps in schools with new spells. More spells to help differentiate classes like the Bard. Again, nice. 29. New Spell: 5th level Necromancy spell Waves of Fatigue - fatigues targets... Like ray of fatigue, but more targets... 30. New Feat: Natural Spell - cast spells in wildshape. Well, not really new, but in there anyway. Incorportating needed feats from Splat, got it. 31. MMII - will see a web update to convert over to 3.5 and should be available the day 3.5e core books are realeased. Splatbooks won't unless there is a huge outcry. Good. More support Like Epic Insights or Minds Eye would be nice. [/QUOTE]
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