Our First 3.5 game session -- First Blush

scadgrad

First Post
Hey Gang,

Well we jumped in yesterday w/ both feet. We only had one set of books between the 4 of us, but managed quite well. It took us roughly an hour or so to convert 5 PCs & cohorts & then on to the game. We started S2 White Plume Mountain which I'd spent hours converting (well worth it IMO...very cool, amusing & imaginative rooms, haven't played it in many, many years).

THE GOOD STUFF

The layout & organization of the new books is excellent & worth the price of admission even without any other revision if you ask me. Charts are for the most part easy to read & many NEW charts as well (love the skill synergy chart). The lone exception being the master skill chart. Man someone was asleep at the wheel on that one (cc C C cc cc cc cc ...it's like some sort of funky all cap no cap binary code, in fact that's what it reminds me of).

The MM is sooooooooo much better than what we had w/ every possible AC or attack bonus that you'll need. Even a grapple ck # is included.

So enough gushing about the books, how was our game effected?

GAME STUFF

I think the biggest change for us was the clarification of the Knowledge skills & what applies where. That section is very well done indeed. The diagonal movement part was new for us, since we had ignored it heretofore for simplicity's sake. We made use of tape measures a bit, but not as much as thought we'd have to. Ogres & their 10' bases ( and presumably other mid-level large BG) are a bit screwed, at least in certain situations. The trade off seems to be that a fireball will be less effective because they'll inherently spread out more.

The new Power attack is a whopper for 2-h damage. The buff spells were hardly missed at all & when they were used, the instant 4 point buff was quicker than the old d4+1 to start each morning. Harm & Heal didn't come into play and the lack of hasted spellcasters wasn't really missed. The Emotions spell seems to have been diced up into several different spells, which took a bit of time to decipher, but other than that, few major issues w/ spells.

In short, there were a few minor issues, but it really didn't seem that different from 3.0. Everyone had fun & that's always the key.

THE BAD STUFF

Well, the news of the "vastly improved & more dangerous monsters" seems like a complete wash to this DM. Sure a few get better (a few get zoinked as well), but my guys still plowed through them with little difficulty. I could be wrong here, with only 5 encounters played & a good skimming of the MM. At least the layout & ease of use of the new MM makes up for it. Better AC & saves would have helped more than "here, have some more hit points." At least the CR system/ratings is probably closer to what it should be. It's an imperfect system, but with so many variables how could it not be. It's still better than nothing at all.

In short, I think the biggest change to your game will probably be the necessary time for everyone to adapt. There are more subtle rule changes than earth shattering ones or at least so far. Getting used to where things are in the books, 1.5 pts for diagonal movement & other similar issues will probably be our biggest challenge.

As always YMMV...
 

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scadgrad said:
Well, the news of the "vastly improved & more dangerous monsters" seems like a complete wash to this DM. Sure a few get better (a few get zoinked as well), but my guys still plowed through them with little difficulty.
What monsters did your players face? What level were they?
 

Originally posted by scadgrad

1.5 pts for diagonal movement
Since they did the 1.5 thing for movement, then why couldn't they have done fractions for the revised Power Attack?


Peace and smiles :)

j.
 

Re: Re: Our First 3.5 game session -- First Blush

Kai Lord said:

What monsters did your players face? What level were they?

SPOILERS AHEAD

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Not that anyone is playing S2 right now, but just thought I'd be polite.

2 Kelpies -- actually from the FF, but presumably critters in this book are nearly 3.5 compliant.

CR 10, so 2 of them are an EL12 which my party destroyed w/ little effort.

5 Fiendish Ogres w/ 4l Brb

CR 8, 5 of 'em is a EL13. Ogres weren't surprised, but never got an action.

Large, 12HD Invisible Stalker

CR 7 w/out adjustments, the new system in the MM (and thank God for doing away with that, "just add a percentage increase" nonsense from 3.0 for advancing monsters) makes this a CR 8. The party spotted the Stalker due to the Mage & his ability to see Invis. Dicey there for the surprise round (which are potentially very brutal now), but after a Glitterdust it was over pretty quickly. At least the high HPs & combat reflexes made it a bit challenging. Still Invisible Stalker as a WM, how Old School is that?

9 Ghasts w/ Turn Res 1,000,000,000,000,000

CR 3, 9 of them yield a EL 9 encounter NOT. Ghasts didn't get an action after the surprise round.

8 lev 4 Ftr, plus 10 lev half fiend FTR

EL 13 for this encounter, I believe. I used the Ftr right out of the DMG for the Lv4 dudes. Wished that I'd had better info on their gear (like in the 3.0 DMG), but they did OK. The Big guy had some BoVD enhancements, but was basically 10th lev Regdar from E&A tweaked for 3.5. Encounter lasted 3 rounds after a surprise round which nearly whacked the Mage who for some reason didn't have Shield up & was peppered by exceptional LBow fire from these BGs. When the rest of the party showed up, it was pretty much over in short order.

I ramped up the encounters in White Plume Mountain bringing it up to an 11th/12th lev module due to the wild disparity generated by simple conversion. That level seems about right for a quest to recover Whelm, Wave & Blackrazor.

So as I said, it's not like I've used over 100 encounters from the new MM yet, just skimmed it pretty well, comparing this & that to 3.0. Maybe I'm overreacting, but that's my "first blush" as the title of the thread says ;)

Oh for those interested, here's a summary of the characters:

Cl 7/ Pal 3
Ftr7
Wiz 10
Sir 9
Clr 10
Rog 8
Assn 8 (from GR)

All characters generated w/ 25pt buy, played from 1st lev up. PC wealth is about in line w/ DMG standards. By my estimation, they are a 10 Lv avg party & due to #s should function at about 12avg though it's looking more & more that a EL 14 or above will be necessary to challenge them. The fly in the ointment is that between the 3 players, there's over 50 years of D&D experience, so they're very good players.
 

Re: Re: Our First 3.5 game session -- First Blush

Jaws said:
Since they did the 1.5 thing for movement, then why couldn't they have done fractions for the revised Power Attack?


:confused:


Beats me. The diagonal move is just a "1st sqaure is 1, 2nd is 3, lather, rinse & repeat" sort of affair. It works out to be 1.5 mv cost to go any significant distance on a diagonal path. Moving around corners & doorways seems to be just as wonky, but shouldn't be too hard to master.
 

Just looking at your party, it is probably the number of players that's making the encounters so easy, so designing slightly higher level ecls may be the answer.
 

Stalker0 said:
Just looking at your party, it is probably the number of players that's making the encounters so easy, so designing slightly higher level ecls may be the answer.

No question about that. Still, I'd though that 2 lvls over avg would be sufficient. Funny that the CR 8 Stalker was probably the longest lasting encounter. The party is 3 players w/ 2 cohorts & 2 allies. Maybe +4 lvls is necessary, not sure at this point.
 

scadgrad said:


No question about that. Still, I'd though that 2 lvls over avg would be sufficient. Funny that the CR 8 Stalker was probably the longest lasting encounter. The party is 3 players w/ 2 cohorts & 2 allies. Maybe +4 lvls is necessary, not sure at this point.

Maybe try an ecounter at +3 lvls to start...see how that goes, then scale up to +4 if you need to. Just kind of experiment around. Its dangerous, but it can usually get to you finding the perfect balance.

:cool:
 

Re: Re: Re: Our First 3.5 game session -- First Blush

scadgrad said:

Cl 7/ Pal 3; Ftr7; Wiz 10; Sir 9; Clr 10; Rog 8; Assn 8 (from GR)

Having seven instead of four is probably making the CR of an encounter way too low. I don't have the math skills to figure out the replacement you should use, and a web-based encounter calculator I used to use is no longer availble at the old address. So it's probably something to do with party size; simply averaging the levels isn't the answer from what I remember.
 

re

When dealing with a large number of players, you must throw at them a large number of monsters. I am currently running an 8 person party, and I double every encounter when I run a module.

A single very tough encounter often causes deaths due to extreme special abilities with high DC's for high CR monsters. Increasing the hit die of a creature to raise its CR up a notch or two does very little given the way the PC's mow through hit points if they can gang bang a creature. The only effective means I have found to challenge a large party is to increase the number of bad guys by an amount equal to how much they exceed a 4 person party. If there are seven people, I would most likely double the number of bad guys they encounter.

If you do this and then calculate the ECL, you will come up with an outlandish number since the ECL system is specifically designed with a four person party in mind.
 

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