[Rave] Happy with 3.5e core rulebooks.


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drnuncheon said:
I notice they did alter spring attack a bit, saying you must move both before and after the attack. I'm not sure what kind of game effect that will have, though - in most situations you ought to be able to do that, although I can think of some where it would expose you to extra attacks of opportunity.

Still, by the time you've got it, you're about ready for multiple attacks, and giving those up can hurt.

J

Right, that is quite a nerfing imo. Now, if you're in melee, it's possible, depending on the terrain, that you have to move back 5' and then up again 5' in order to even use the feat. At the very minimum, this eats up 5' of movement (in the case above, it's 10'), which may render your spring attack ineffective (other than acting as an expensive version of tumble) if your foe has reach or you only have 20' of movement. I think this is quite significant. Also, now that movement has been nerfed somewhat (S&S boots), the abuse factor goes down a tad. So, basically, there's no more "I swing my greatsword at the ogre with the polearm (15' reach?), and spring attack away 30'! Yee-haw!" Now, it's..."I move back 5' (we're in a 10' wide corridor and your buddy is next to you), up another 5', swing my greatsword, and spring away 20'!"...to which the DM sadly informs you that, "well, the ogre takes a 5' step, and swings his polearm at you 3 times."

On topic, I am quite happy with my books. I actually LIKE the weapon size changes because it evens the playing the field between small and medium races. I found 3E very frustrating in that if you played a small race, you were severely nerfed in your choice of weapons. I also really like that the dagger now does slashing or piercing damage. Nice. Now, the armor changes kind of suck though, swinging in favor of medium races. However, there are probably more of the medium races in the world anyway, so I can understand that change I suppose.
 

hong said:


Not as much as exposing yourself to a full attack in return....

When I GMed, one of the players was a Monk with like 5 attacks for his monk fighting and he never gave those up. He's shot at enemies and make them come to him. Very frustrating, especially since he had evasion. Ugh!
 

Dark Jezter said:
The DMG now contains information on... rules for underwater combat,

Just combat? What about nitrogen narcosis? The bends? Dealing with the pressure differentials? Is there a spell to allow access to the depths, besides just Water Breathing?

As for Spring Attack, I don't think it's broken, I think movement is... I'd like to see combat run by:

1) Roll for Initiative.
2) Lowest roll declares actions first, up to highest.
3) Highest roll begins performing actions, with movement taking time to accomplish. Order descends from highest to lowest.
4) Next round.

The problems with this are, that it requires movement being broken up into phases, and combat run second-by-second, or somesuch. Thus, the "Actions" system would be done away with... That will be hard for WotC designers to swallow.

On the other hand, it solves the problem of the archer, ready to fire, who is unable to fire upon the charging Barbarian simply because the Barbarian happened to win Initiative! (Somehow, the bloody Gnome can run acroos the entire room before the readied archer can draw and release)!

:eek: :D

[Edit: Typo]
 
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Hear Hear! I like most of the 3.5 changes as well, and one of my players hugged the new PHB when he saw the Ranger class changes (and after I said he could retroactively apply them to his level 5 Ranger in our game).
 

I'm enjoying the new rules too, having shelled out on all three books in the middle of the week. And the only thing I've really hated so far is the new weapon size rules.
 
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I'm quite pleased with most of the changes as well. I was also quite pleased to see that they decided to add an entry for "strong evocation" or "faint divinition" to the magic item stat block so that the DM knew what to tell the wizard who just cast detect magic on them. Nice touch. Some things that I thought were broken weren't changed, like item creation feats, and item creation in general, but a lot of things that were unbalanced have been fixed.

So, all in all, I'm quite pleased. And I intend to just use my Artificer's Handbook to cover magic item creation rules, anyway.
 


Steverooo said:


Just combat? What about nitrogen narcosis? The bends? Dealing with the pressure differentials? Is there a spell to allow access to the depths, besides just Water Breathing?

As for Spring Attack, I don't think it's broken, I think movement is... I'd like to see combat run by:

1) Roll for Initiative.
2) Lowest roll declares actions first, up to highest.
3) Highest roll begins performing actions, with movement taking time to accomplish. Order descends from highest to lowest.
4) Next round.

The problems with this are, that it requires movement being broken up into phases, and combat run second-by-second, or somesuch. Thus, the "Actions" system would be done away with... That will be hard for WotC designers to swallow.

On the other hand, it solves the problem of the archer, ready to fire, who is unable to fire upon the charging Barbarian simply because the Barbarian happened to win Initiative! (Somehow, the bloody Gnome can run acroos the entire room before the readied archer can draw and release)!

:eek: :D

[Edit: Typo]

Just make an amendment to the combat rules that anyone with a readied missile weapon (drawn or cocked) can release a single shot at the beginning of combat. Heck give them a bonus to Initiative equal to thier BAB to determine which archer fires first.
 

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