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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Using [3.0] in [3.5] without a change.
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<blockquote data-quote="Remathilis" data-source="post: 1098668" data-attributes="member: 7635"><p>You should be just dandy, but a quick checklist to check over...</p><p> </p><p>Barbarians: Watch for rage improvements and Trap Sense modifiers. Note them in the margin and your find them. Also be aware of power attack.</p><p>Bards: Add +2 maxed out skills (default to Perform Type and Sense Motive) and check for bard song improvements. If they have Mage Armor, give them a chain shirt (or St. Leather armor, either way a +4 or +3 AC) and watch for illegal spells (Keen Edge, GMW)</p><p>Clerics: Watch for buff spells. Remember Know: Religion +2 Synergy to Turn Undead</p><p>Druids: Watch for illegal spells, keep only one Animal Follower.</p><p>Fighter: No changes.</p><p>Monk: High level monks (lvls 11 on) might have different unarmed dmg. Monks shouldn't have more than 2 atks at lvls 1-7, 3 at 8th-10th, 4 at 11-14, 5 at 15th, 6 at 16-20. </p><p>Rangers: -1 hp per HD, add a few new skills, double all FE bonus's, and give them max ranks in 2 skills as needed. </p><p>Rogues: Watch for 3rd lvl rogues and 6th level rogues, the levels of UCD changed.</p><p>Sorcerers: No changes</p><p>Wizards: Give those specialists with 1 lost school another, those with 3 one back. More importantly, just tinker with spells readied and watch for buffs/haste. </p><p> </p><p>Ignore feats/skills for the most part, and only use the above as needed. Mostly, just check to see if thier tactics used are still viable. If not, change them so that they are, it shouldn't take much time to do so.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1098668, member: 7635"] You should be just dandy, but a quick checklist to check over... Barbarians: Watch for rage improvements and Trap Sense modifiers. Note them in the margin and your find them. Also be aware of power attack. Bards: Add +2 maxed out skills (default to Perform Type and Sense Motive) and check for bard song improvements. If they have Mage Armor, give them a chain shirt (or St. Leather armor, either way a +4 or +3 AC) and watch for illegal spells (Keen Edge, GMW) Clerics: Watch for buff spells. Remember Know: Religion +2 Synergy to Turn Undead Druids: Watch for illegal spells, keep only one Animal Follower. Fighter: No changes. Monk: High level monks (lvls 11 on) might have different unarmed dmg. Monks shouldn't have more than 2 atks at lvls 1-7, 3 at 8th-10th, 4 at 11-14, 5 at 15th, 6 at 16-20. Rangers: -1 hp per HD, add a few new skills, double all FE bonus's, and give them max ranks in 2 skills as needed. Rogues: Watch for 3rd lvl rogues and 6th level rogues, the levels of UCD changed. Sorcerers: No changes Wizards: Give those specialists with 1 lost school another, those with 3 one back. More importantly, just tinker with spells readied and watch for buffs/haste. Ignore feats/skills for the most part, and only use the above as needed. Mostly, just check to see if thier tactics used are still viable. If not, change them so that they are, it shouldn't take much time to do so. [/QUOTE]
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Using [3.0] in [3.5] without a change.
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