BrooklynKnight
First Post
yeap.
SKR said:I believe that it takes a certain minimum amount of strength to get the sling rotating at the necessary speed, and any strength beyond that just lets you get it there faster (and since there isn't a game mechanic for the time needed to get a sling up to speed, the added strength has no effect). Any increase in rotational speed is really negligible because of the way you have to move your arm. I think I'll question a physicist on this, though, and post a followup.
SKR said:Instead of four bonus weapon proficiencies, elves now get "Weapon Familiarity: Elves may treat longswords, rapiers, longbows (including composite longbows), and shortbows including composite shortbows) as simple weapons rather than martial weapons."
SKR said:The good part is that it really play's into the gnomes archetypical prankster nature and even to their affinity with animals. The bad part is that it's a significant character change for 3.0 characters, and most DMs should grandfather in the old favored class rule for existing gnome illusionist characters. House rule: Gnomes treat bard or illusionist as their favored class, whichever is more advantageous.
SKR said:I think the bonuses to Diplomacy and Gather Information skills are the clincher for this race; without them (in 3.0) they're not quite good enough for me to want to play one, but with them it's enough of a boost that even your low-Charisma half-elf is decent at talking to people.
House rule: Half-orcs do not have a Charisma penalty. Half-orcs get a -1 penalty to Diplomacy, Gather Information, and Handle Animal checks.
SKR said:This isn't really a 3.5 vs. 3.0 issue, but I thought I'd mention it here since I'm doing an analysis of each chapter. Looking back over D&D in all its forms, it's weird that fighty classes (bbn, ftr, pal, rgr, war) are only barely ahead of non-fighty classes in terms of BAB. The 18-year-old who spend the last four years training in the local militia, army, or fighting academy is a 1st-level fighter with a +1 BAB and maybe Weapon Focus. His twin brother who went into the clergy at 14 has a +0 BAB and probably no Weapon Focus. His twin sisters went to the wizard school and thieves' guild, and they have a +0 BAB. So the guy who spent four years learning how to fight -- and nothing else -- is 10% more likely to hit than the guys who studied fighting as a sideline to their main career (barring ability score differences, which don't reflect training), and that's only in one weapon ... in all other weapons, he's probably only 5% better (again, barring differences in weapon proficiencies*). Isn't that strange?
SKR said:This version of the class is greatly refined and cleaned up. I prefer it to the previous version.
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Spells: Bards can now swap out old Spells Known for new ones, meaning at high levels you won't be stuck with sleep and other weak-foes-only spells. Personally I think they could have let the bard swap a spell at every even level; it lets the bard have a little more variety and doesn't use an ungainly and non-intuitive "starting at 5th and every 3rd level after that" progression. House rule: Bards can swap out one spell each time they gain a bard level.
Bardic music abilities (at least the more powerful ones) are now based on bard level instead of ranks in the Perform skill. This is nice because in 3.0 you could take 1 level of bard, multiclass into something else, keep inflating your Perform skill, and get all of the bardic music abilities.
In general, this class is too strong
SKR said:Weapon and Armor Proficiency: It's really nice that druids who take the appropriate armor or weapon proficiency feats are no longer penalized for it.
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Spontaneous Casting for druids is very nice and gives them a nice flavor -- no matter what the druid prepared for spells that day, she always has the option to call some animal buddies.
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Animal Companions: This changed a lot in 3.5. The biggest change is that you can't get more than one animal companion at a time. This change is good because it's too easy for druids to end up surrounded by a zoo of animals, and in combat that means the druid takes far longer than other characters. This change is bad because it means 3.0 druid characters now need to be reworked, losing extra animal companions (which were often selected to fit a theme).
SKR said:House Rule: Monks do not have a multiclassing restriction.
SKR said:Class Skills: Rangers now also have Knowledge (dungeoneering) as a class skill, which makes sense because this new skill covers three of the favored enemy types, and is a native environment for underground-native races.
SKR said:Combat Style: This is interesting, and gives the ranger a little more variety. There's no reason they couldn't have just given the ranger a selection of bonus feats to choose from, similar to the monk, and not have them locked in a feat chain.
House Rule: Sorcerers get Diplomacy, Intimidate, and Use Magic Device as class skills.
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House rule: Sorcerers get a bonus metamagic feat at level 1, 5, 10, 15, and 20, just as wizards get a bonus item creation feat at those levels. Sorcerers are natural spellcasters and would have a better understanding of squeezing, twisting, and expanding their spells than any other spellcasting class. House rule: Sorcerers do not have a casting time increase when using metamagic feats. Same reason as the other house rule (the core rule just hoses sorcerers anyway, and they already got the short end of the stick).
School Specialization: Now all specialists (except diviners) have to choose two prohibited schools (never including divination). This makes sense, as later sourcebooks have rounded out the spell selection so it's not so skewed in favor of evocation and transmutation, and the PH spell list was similarly added to and altered to take this into account, so you don't have to pay extra to be an invoker/transmuter, or pay less if you're a different kind of specialist and choose either of those schools. It sucks that this means 3.0 specialists often have to choose another school (and might lose a few spells they know in the process), but it's more balanced this way. I'd consider grandfathering in those "newly prohibited" spells for wizards who go through this change, or perhaps limit the grandfathering to one spell per spell level.
House rule: A wizard can only use her bonus feats on item creation feats or Spell Mastery, not metamagic feats. This makes wizards the master crafters in the game and lets the sorcerer be the natural metamagicker.
The only improvement I would make would be to add one phrase to the last sentence of the first paragraph of this section: "... make these changes in this order." That would 100% clear up the "When I reach 6th level, can I take feat X that I need for a prestige class, then choose level 1 of that prestige class as my 6th-level class level?" (Answer: No, because you choose your new class level before you choose your feat.)
Psion said:Sorcerers do seem to lack a little and I could see the first two house rules here. The third combined with the second? No way. It would turn the balance the other way.
I disagree that the schools are all balanced now (this depends as much on the role of the school as the spells available), and attempts to push it that direction result in some painful distortions to the spell list...
Oooh, no like. That would, as you say, make the wizard into something more specific. This is not a good thing IMO, as I prefer my classes to be broad.
Heh, you really need to put this in your signature. Saves you some typing when you post "See the sig!" in random threads.diaglo said:Original D&D(1974) is the only true game. All the other editions are just poor imitations of the real thing.![]()
Eh... how so?Elrik_DarkFury said:3.5 screws wizards in many ways,
Isn't there a feat that lets you use STR instead of CHA for intimidate checks?In fact, I'd add +2 to Intimidation checks (and to level checks to resist intimidation) to those House Rules!