Old revisions thread (ignore)

Status
Not open for further replies.
Corinth said:
Magic armor may not resize anymore. Several NPCs in #100 had Small or Large armors, which implies that it stays that way after the owner loses it. If this is so, then that's a good thing.

I am not so sure this is how it works. I don't think Magic Armor resizes to a different size cateogry. The way I interpret it is that, a 250 lbs dwarf and a 150 lbs human could wear the same magic armor because they are both Medium sized creatures. Obviously they could not fit into each other's regular armor because of their different sizes and weight, but Magic Armor would resize for them.

Another reason I don't think Magic Armor resizes to a new size category is because you could then create pixie size armor and sell it to giants. Besides the fact that it would lessen the cost to create it (you need less material to make smaller armor), I just can't see pixie platemail growing large enough for a storm giant to wear.
 

log in or register to remove this ad

Olgar Shiverstone said:
From Andy Collins' boards, confirmed (from Du 100):

Bards and sorcerers will get to swap out unwanted spells at even levels of advancement.

Another one of my house rules makes it into 3.5.

More and more it looks like 3.5 -- despite individual foibles -- will be a well-balanced whole.

I dunno. Some people on NKL are bringing up a very compelling point. It seems like many of the classes are being "dungeon optomized" that don't really need to be. I worry that they might be overdoing the druid. What the class needs is flexibility, not raw power, but from the sounds of it, it sounds like they will be getting the latter.
 

Re: Compiled 3.5 Revisions

i don't think these have been mentioned before but;

Olgar Shiverstone said:
a. Shields now provide a shield bonus, instead of an armor bonus. So a shield may be used with mage armor, or bracers of armor, for example, and have the effects stack. [ES]
[AC]

presumably done so they can now be seperated from armour and not count towards a flat footed AC as well? always seemed odd to me that you kept a shield bonus to AC when flatfooted.

Olgar Shiverstone said:
However, Small and Medium creatures wielding reach weapons (such as a longspear) threaten more squares than a typical creature. For instance, a longspear-wielding human threatens all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)

this strikes me as a VERY odd change, and one for the worse. since a character now is forced to move at least 20' in order to leave a threatened area along the diagonal. anything that makes reach weapons more effective in the manner, is a much greater benefit to NPCs than to PCs. and that to me is a step in the wrong direction.

Olgar Shiverstone said:
If you're using a tripping weapon, and would be tripped during your own trip attempt, you can drop the weapon instead

does the decision to drop the weapon come before or after the counter trip attack is resolved? (come to think of it, i'm not sure of the answer to this in 3e either :shrug:)

~NegZ
 

Re: Re: Compiled 3.5 Revisions

Negative Zero said:
this strikes me as a VERY odd change, and one for the worse. since a character now is forced to move at least 20' in order to leave a threatened area along the diagonal. anything that makes reach weapons more effective in the manner, is a much greater benefit to NPCs than to PCs. and that to me is a step in the wrong direction.

I had already implemented this as a house rule before 3.5 was announced, because without it there is the odd ability to approach a creature with a reach weapon along a diagonal while being immune to attack. It's one of the faults of a square grid (you don't have this problem with hexes, for example) -- it's off either way, but IMO this approach is better than the "10' reach weapons don't reach 2 diagonals" problem.

A PC can still get out of reach of an NPC with a longspear with 15 feet of diagonal movement (2 squares) -- taking an AoO, as you should. Before you couls get out of reach with a 5' diagonal step, not taking an AoO.
 

daTim said:
I noticed in the new Dungeon magazine that rogues and assassins get Hide in Plain Sight. Though it didnt say which level, it was built in to the character block.

Haen't seen whole game yet, etc etc

But that is a fairly big powerboost. Now don't get me wrong if the freakin ranger gets it the rogue and assassin definetly should, but still its a great ability and rogues were dang near top of my list of classes that didn't need a power-up.
 

Shard O'Glase said:

But that is a fairly big powerboost. Now don't get me wrong if the freakin ranger gets it the rogue and assassin definetly should, but still its a great ability and rogues were dang near top of my list of classes that didn't need a power-up.

The only examples in the magazine with HIPS are Rog10/Asn8 multi-classes.

The next comparable character is a Rog7, which doesn't have the ability -- so while it could be a rogue special ability at 8-10, I think it's more likely it is an Assassin ability.
 

When asked if there would be a "Remove Fatigue" spell in the game:

Not specifically, but many of the omnibus "fix-me-up" spells have been expanded in scope to cover more of the conditions that characters can find themselves suffering, while staying true to their thematic roots.

Heal, for instance, fixes exhaustion and fatigue (among a laundry-list of other conditions).

Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion.

In general, we took the approach that it's preferable to avoid adding a whole bunch of specific fixes (since characters would rarely know in advance which ones to prep).

Imagine if 3.5 added these spells to the game:
remove daze
remove dazzle
remove entanglement
remove exhaustion
remove fascination
remove fatigue
remove nausea
remove sickness
remove stun

That's pretty ugly for the cleric, I'd say.
Andy Collins
Senior Designer
Wizards of the Coast Roleplaying R&D
 

That's a nice power up for the fixer upers like clerics and a power down for the fixer downers whoch includes all spellcasting classes.

The save or else spells lose a lot of bang for their buck if you don't even really have to be prepared for it to counter it.
 

More summarized Andy Collins tidbits:

- The power of tanglefoot bags has been reduced (mechanics unspecified).

- Heward's Handy Haversack’s utility has been clarified (it's not a free action to pull things out, but a move action that doesn't provoke AoOs, since you don't have to dig around in it).

- Quaal's feather token: tree doesn't kill monsters by exploding them from inside.
 


Status
Not open for further replies.
Remove ads

Top