Non-Ranger 3.5E Changes

Andrew D. Gable said:
Does anyone know, where did scimitar even come from (as a druidic weapon, anyhow)?

All of the Druidic weapons are supposed to be representative of nature. Dagger/dart = thorn, spears = tree, Scimitar = horned moon, etc. The Scythe wasn't a weapon, back in the day, and was probably an oversight, when the list was revamped for 3e.
 

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Druid Armor

Saeviomagy said:
Something of the same goes for armour - with the upcoming arms and equipment guide, the 'natural armour only' rule will stop being a balancing factor, and start being a flavour-only rule. To me, that's reason enough to ditch it. At the very least, I'd change it from the druid losing all his powers for the next 24 hrs to having the druid stop being able to use specific powers (wildshape, trackless step, woodland stride) while wearing non-natural armour. That means you CAN do it, you just pay the price. The current rule is too much like the old "the following classes can't use armour, period" in that it's extremely severe, and not well explained.

Druids can use wooden Ironwood armor, right now. Wooden plate armor, anyone?

Druids revere not only nature, but see the Sun, Moon, and Earth as deital. Druids don't use metal because mining is seen as "rape of the Earth". Hence, no metal armor, and little or no metal in their weapons.

You're right in that the restrictions on weapons and armor aren't well explained in 3e, though. A nice rewrite might fix that.

I might even favor a line saying that Druids can't use metal, at all, and all their Scimitars are Ironwood. YMMV, of course. ;)
 


Re: Things I'd like to see

Zaruthustran said:
1. Rules for catching on fire and burning

DMG, page 86

Zaruthustran said:
2. Better rules for light sources (shadow areas)

You want to be calculating lines of sight for every light source in the party, every time someone moves? No thanks!

Zaruthustran said:
3. Fix Archery--it's too powerful. Maybe stop the magic item stacking problem by making enchantments to Bows add "To-hit", and enchantments to arrows add to "damage"/DR penetration, and add a penalty to hit targets that have moved more than 5' within 1 round.

I find that the ammunition restrictions and the inability of an archer to prevent enemies from overwhelming the spellcasters to be an adequate tradeoff.

Zaruthustran said:
4. More skill points and skills. It's silly that Fighters don't have Profession: Soldier.

As others have noted, they do.

Zaruthustran said:
5. Remove multiclass restrictions for Monks and Paladins

A common houserule. They'll probably do that one.

Zaruthustran said:
6. Streamline and clarify the rules for Bluff, Diplomacy, and Intimidate.

Social skills are hard to make hard and fast in the rules. What do you have in mind?

Zaruthustran said:
7. Make longswords, shorstswords, and rapiers deal "P/S" weapon damage. Or change the damage types to "Pierce, Edged, Impact". It's silly that according to the rules, a rapier can't slice a bowstring, and a Greatsword deals half damage to skeletons.

Given that the average damage from a greatsword smashes an average skeleton to flinders in one hit, what's the problem?

Zaruthustran said:
8. Add the "this weapon can be used to make trip attacks" descriptor to the quarterstaff.

And the glaive, and the longspear, and the shortspear, and the trident, and and and...

And then where would that leave the guisarme?

The fact is that you can't trip someone by whacking them in the knee with a staff. If you want to be able to knock someone down by whacking them, take the "Knockdown" feat.
 
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Re: Things I'd like to see

Zaruthustran said:
1. Rules for catching on fire and burning
2. Better rules for light sources (shadow areas)
3. Fix Archery--it's too powerful. Maybe stop the magic item stacking problem by making enchantments to Bows add "To-hit", and enchantments to arrows add to "damage"/DR penetration, and add a penalty to hit targets that have moved more than 5' within 1 round.
4. More skill points and skills. It's silly that Fighters don't have Profession: Soldier.
5. Remove multiclass restrictions for Monks and Paladins
6. Streamline and clarify the rules for Bluff, Diplomacy, and Intimidate.
7. Make longswords, shorstswords, and rapiers deal "P/S" weapon damage. Or change the damage types to "Pierce, Edged, Impact". It's silly that according to the rules, a rapier can't slice a bowstring, and a Greatsword deals half damage to skeletons.
8. Add the "this weapon can be used to make trip attacks" descriptor to the quarterstaff.

2) They've already said you'll get this.
3) Allow bow/arrow bonuses to effect the attack, but not stack. An attack with a +1 bow and normal arrow works the same way as an attack with a +1 arrow and normal bow (currently, creatures with DR have it bypassed only with the arrow), but an attack with a +5 bow and +2 arrow is only at +5, not +7, as it would be now.
4) Agreed! It's also silly that Rangers don't have Knowledge (Geography) and Profession: Guide, too. Every class should have an appropriate Knowledge skill (History, for Fighters, as it covers Wars), and either a Profession or a choice of several. Also, why don't Fighters have Intimidate? Why don't Wizards and Sorcerers have Use Magic Device? At least they finally gave Druids Animal Empathy! (I always wondered about that, in 2e!)
5) Disagree. Paladins can be whatever they want, before and after, but they're called/chosen, they don't choose to become. Monk can also be whatever they want, before/after, but seeking spiritual perfection is a full-time job.
7-8) Yep, yep.
 


Re: Re: Things I'd like to see

Vaxalon said:


DMG, page 86

Yeah, I want better rules.

You want to be calculating lines of sight for every light source in the party, every time someone moves? No thanks!

:confused: Who ever said anything about calculating? I just want a rule that says that light sources provide full light to X feet, 50% light to Y feet. Right now, a torch fully illuminates 20 feet--but something 21 feet away is in *pitch black darkness*.

That's dumb.

I find that the ammunition restrictions and the inability of an archer to prevent enemies from overwhelming the spellcasters to be an adequate tradeoff.


That's fabulous. Me, I find that I'd like to see changes to archery. Thus my post title "changes I'd like to see". :)

As others have noted, they do.

As I've pointed out, they don't. Fighters don't have Profession. Alas.

A common houserule. They'll probably do that one.
Here's to hoping.



Social skills are hard to make hard and fast in the rules. What do you have in mind?
Well, I'd hate to hijack into a social skills thread, but I was thinking of reshuffling the social skills to "Mislead", "Convince", and "threaten". Use "Mislead" to feint or lie, "convince" when you're trying to change someone's mind or achieve a goal through honest conversation, and "threaten" when you're trying to scare someone.

Or, since that scheme is not much more than renaming the skills, something like "Feint", "Converse", and "Scare". Feinting is for achieving a physical response (in combat, or to make someone look away). "Converse" is when you use language to achieve a goal. "Scare" is when you make someone fear for their lives (with the effect of inducing the "Shaken" and "cowering" conditions).

I posted more complete ideas in a thread a couple months ago.


Given that the average damage from a greatsword smashes an average skeleton to flinders in one hit, what's the problem?

It's not a major problem. Just tossing out ideas.


And the glaive, and the longspear, and the shortspear, and the trident, and then where would that leave the guisarme?

The fact is that you can't trip someone by whacking them in the knee with a staff. If you want to be able to knock someone down by whacking them, take the "Knockdown" feat.

Clearly you've never used a staff. The staff can be used for whacking, sure, but it's also used to hook someone's leg and send them to the ground.

The other weapons you mention are primarily used to stab, slash, or whatever. Staves are used to trip at least as often as they're used to whack. The rules should reflect this.

-z
 

I hope they fix the damage spells!

The change I'd most like to see with 3.5 is a slaughtering of the sacred cow of having magic missile and fireball screw up the damage guidelines for spells. It's not so much that these two spells are overwhelmingly powerful, but rather that I always find annoying that spells of the same level should be so varied in usefulness. I'd like to see them take a step back and make the damage spells consistent in how much damage all energy damage spells can do at each level, and how much damage spells that do bludgeoning, piercing or slashing damage can do.
 
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Re: Re: Non-Ranger 3.5E Changes

Staffan said:


Just dropping the multiclass restrictions would go a long way. That, and giving the paladin something interesting at higher levels, like more Smites. Monte Cook's paladin does just that.

Where did thou find Monte's Paladin?
 


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