New haste on WotC website!

Piratecat said:

I'm using the core rules as written, except I've banned dice.

I'm banning Christmas this Easter. I can never figure out what presents to get people.


Hong "next step, birthdays" Ooi
 

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Rel said:

Next session, we'll sit down and I'll say, "I'm banning everything but fun from now on. No more character classes, to-hit rolls, monsters, magic items, Haste (3.0 or 3.5) or any of that sort of thing. Nothing but fun. All fun, all the time. And definately no Harm (with or without a saving throw) or Greater Magic Weapon. And no Archers. Of any kind. They're not fun."

Geez mang, you gots ta have props to have fun. At the very least, have pirated mpegs of girls with huge bazooms, or something.


We'll just grin at each other for four hours and go home. That should be...fun.

Hey, I'm up for staring for four hours at pirated mpegs of girls with huge bazooms.


Hong "stamina boy" Ooi
 

Do any of you think it might be a mistake to assume wizards aren't useful as damage-dealers simply because they don't compete with fighters optimized for dealing damage? After all, every last class feature fighters have, except possibly for some of their skill points, can be spent purely on ehancing their ability to deal damage.

Comparing a third-level spell to an optimized character is a little silly if you think it over.

A sixth-level wizard can deal only 6d6 (that's 20 on average) damage with a fireball, and that's true, but that much damage in one round is a lot for anyone 6th level who isn't a greatswording fighter. Even then, we're leaving out all the details regarding damage to multiple targets and the benefits of ranged attacks.

I hope everyone remembers that fighters have nothing else but fighting. If a wizard wants to be a blow-stuff-up powerhouse, he still can. After all, he can easily prepare nothing but fire and lightning magic, if he wishes. Add to that, the wizard can take the feats that make getting through spell defenses more likely. It's almost as if people want to go back to the old days when fighters were useless and magi could best them in every way besides low hit points and THAC0.
 

I found that its much easier to just ban talking. In character, out of character, I don't care, just shut the hell up. Game sessions go something like this.

"Joe, your fighter charges the orcs and cleaves into them. Bob, your rogue tumbles around and flanks one of them with Joe. Sue, your mage casts magic missiles into the onslaught. Steve, your bard begins a grand speech about the futility of it all and is ran through by a kobold's spear"

"But my bard wanted to..."

"SILENCE! That's what bards do, and I decided that you run the bards. Now go roll up another one."

My group's enjoyment has increased 300%.
 

Noldor Elf said:

Should this be interpreted so that fighter with two weapons would gain two extra attacks out of the new haste?

And the extra attack is very powerfull, even at higher levels as it is with your highest attack bonus and thus have quite high change of succeeding.

From Andy Collins' msgbrds:

"It says what it means and means what it says. One extra attack with any (not each) weapon you are holding."

http://pub36.ezboard.com/fgameschat19968frm10.showMessage?topicID=187.topic
 

Happiness is mandatory. You are happy playing the game my way, aren't you. I only want you to be happy, because unhappy people are communists and mutants. If you have any problems at all with achieving an appropriate level of happiness, just report to your morale officer or the closest termination chamber.

Gooddaycycle!
 

Hm... I don't like it. Changing it to an extra move-equiv might have been enough, but as written, I'm disappointed.

The spell seems to make a spellcaster reliant on fighter-types, whereas the old haste allowed a spellcaster to choose a single target to increase his/her power (spells, attacks, or defense). This new haste seems like an "in combat buff spell". The bonuses are rather weak considering its short duration.

Also, the spell should have granted an extra attack for any attack action, not just the full-attack action. This puts it on par with speed weapons (I know they are/were +4) and it becomes pretty clear that they don't stack (whereas you still need a speed weapon even if hasted to get your extra attack in for a partial attack).
 

Also, the spell should have granted an extra attack for any attack action, not just the full-attack action. This puts it on par with speed weapons (I know they are/were +4) and it becomes pretty clear that they don't stack (whereas you still need a speed weapon even if hasted to get your extra attack in for a partial attack).

... unless Speed weapons are being nerfed as well.

-Hyp.
 

The_Gneech said:

In the game in which I play, everybody else in the group is sick of the wizard because in just about every combat the wizard obliterates all the foes in a handful of rounds while the rest of us are still trying to get to them -- and that's without using haste.

Well, your DM isn't doing his homework then! Spellcasters can be defeated by sneaky DMs far easier and far more effectively than weapon-wielders. Repeat after me, "Spell Resistance".

"But hey, no monsters get spell resistance."

"Really? Ever looked at outsiders? Ever put the Fiendish template on anything?"

Make some fiendish monsters with fire resistance (and there are heap), and check out how far your fireball toting sorcerer gets then.

At high levels, spellcasters are consigned to party support, cos' they can never directly affect the enemy, who has resistances, immunities, and saving throws up the kazoo.

Al'Kelhar (pissed at the SR mechanic in 3E)
 

Al'Kelhar said:
At high levels, spellcasters are consigned to party support, cos' they can never directly affect the enemy, who has resistances, immunities, and saving throws up the kazoo.

Al'Kelhar (pissed at the SR mechanic in 3E)

If it is a problem, Kingdom of Kalamar offers a metamagic feat that gives the caster +2 to the SR check for every level the spell is cast higher - that magic missle cast at level 7 will add 12 to the SR check. A sorcerer can use it as needed on th fly and affect many a creature with SR. Save DC is not affected, unlike the various spell power abilities.
 

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