What's with Jumping?

reapersaurus said:
KD - you see no problem with a high level character's skills not being as high as a 1st level mage's?

Spells are not skills (or even special abilities).

Spells can do things that are way beyond the normal laws of physics. Skills can in a cinematic campaign do that as well, but not like spells can.

Expeditious Retreat can have a first level mage run faster than an 8th level Monk.

Spider Climb can have a first level mage climb better than any Rogue.

Jump (3E ) can have a first level mage jump better than nearly any other character. Jump (3.5) he can jump better than most 5th level or even higher level characters at first level.

Oh well. Wizards and Sorcerers have so few spells at first level that I have no problem with them using up a precious spell slot or known spell for a utility spell that for the most part, gives them enhanced movement.
 
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I remember hearing a playtester of 3.5 reporting that they wanted to reign in magic items a little to avoid overshadowing the investment that PCs make in their skills. In a 1e/2e campaign where magic mostly had to be found, it wasn't an issue, but in 3e where it was simple to make magic it was too easy for everyone to end up with skill boosting magic items out the wazoo, and for those PC's who had bothered to invest skill points in stuff like jump to be made to feel hard-done-by.

I'm fairly sure that I saw Andy Collins say something about this on his message boards too, but I can't give you a link to the actual thread, so I won't claim that he actually did say it.

Personally I like the changes. I think +5 to a skill is great, +10 was bordering on too much.

The 3.5e jump spell hasn't been fully nerfed either - it just scales with level now so it is +10 at 1st-4th, +20 at 5th-8th and +30 at 9th+ level

Cheers
 

Hide is worse than invisibility? I liked to chase my sneaking players with monster that had detect magic... try to hide, I simply follow the lingering auras :D
 

I like the changes. Like reapersaurus said, it's nice that a character's actual abilities matter now. Before, when you could get +10 to a skill for like 2000gp, why would you care if you spent skillpoints on it? With that one item, you get the skill of a 7th level character who has maxed out the skill.

You can still do that now, you just have to actually pay for it.

Karinsdad, I think you're way too concerned with tradition. I think tradition is all well and good when it doesn't interfere with playing the game. Some of the magic items from 2.0 would interfere with 3.x if they stayed the same. In 2.0 they were ok, because the DM always got to choose what items went into a campaign. Now with magic item creation, he can't always.

I think that's one of the main problems with 3.x - allowing PCs to create magic items. Potions and scrolls and wands and staffs? Ok. Anything with charges is difficult to abuse. But constant magic items, especially wondrous items, are easy to abuse, and that's why there have to be strict guidelines on prices and how magic items get made.

-The Souljourner
 

The Souljourner said:
I like the changes. Like reapersaurus said, it's nice that a character's actual abilities matter now. Before, when you could get +10 to a skill for like 2000gp, why would you care if you spent skillpoints on it? With that one item, you get the skill of a 7th level character who has maxed out the skill.

Actually, the real problem with the skill system is not that magic items were too potent in 3E, it was that character got too few skill points. So, most characters tend to have a few potent skills at most and cannot do the most basic of other things (like Climb, Swim, or Ride).

The Souljourner said:
Karinsdad, I think you're way too concerned with tradition. I think tradition is all well and good when it doesn't interfere with playing the game. Some of the magic items from 2.0 would interfere with 3.x if they stayed the same. In 2.0 they were ok, because the DM always got to choose what items went into a campaign. Now with magic item creation, he can't always.

I think the items are still fine. What is wrong with an Elvencloak that actually camouflages a character?

What is wrong with a ring that actually allows a character to jump 30 feet?

It is not a matter of being concerned about tradition. It is a matter of change for the sake of change. The 1E / 2E Elvencloak and Rings of Jumping were totally fine, regardless of whether the DM handed out the item or the player purposely went seeking it.

They were not unbalanced. Suddenly, they are nerfed in 3E. Definitely not unbalanced now since they are less potent. In 3.5, instead of increasing the price of the item, they nerfed it so much that it really isn't worth persuing. Sure, if you happen to find such an item, fine. But, most players will be more interested in getting +1 weapons or wands with charges of real spells than getting +5 to a single skill they will probably rarely use anyway.

Elvencloaks used to be special items that players were willing to go on quests for. Now, Cloaks of Elvenkind are minor items, less useful than a +1 Ring of Protection. IMO.

The Souljourner said:
I think that's one of the main problems with 3.x - allowing PCs to create magic items. Potions and scrolls and wands and staffs? Ok. Anything with charges is difficult to abuse. But constant magic items, especially wondrous items, are easy to abuse, and that's why there have to be strict guidelines on prices and how magic items get made.

The problem here is not with the creation of magic items.

It is the proliferation of wealth in the game.

And, the game designers do not understand that, so instead of increasing the prices of items that are too powerful, they decrease the power of the item.

As a rough rule of thumb, a CP = $1. A SP = $10. A GP = $100.

When you have 5th level characters with 10,000 GP worth of stuff, each character is worth $1 million.

In a matter of months, characters go from being dirt poor to millionaires.

At 20th level, maybe two years of game time, they become billionaires.

That's basically ridiculous. The concept of gaining 2 SP and 4CP at 5th level off a dead Orc is one to make most players grumble (or minimally laugh).

Economics is totally skewed in DND. Just look at the wages of hirelings. It's ludicrous when compared to the amount of wealth that PCs find in a single minor treasure horde. If the vast majority of the population had so little wealth, how could the upper classes have so much (it's hard to get blood out of a stone). Where would the dragon get his 50,000 GP horde? Since most peasants do not even carry around a single gold piece, he would have had to kill tens of thousands of peasants and wiped out hundreds of caravans to gain that much wealth.

The entire economic system is internally non-consistent. And because it is, it makes crafting magic items easier than it would be if PCs did not acquire wealth so easily.
 
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KarinsDad said:
Elvencloaks used to be special items that players were willing to go on quests for. Now, Cloaks of Elvenkind are minor items, less useful than a +1 Ring of Protection. IMO.

The problem here is not with the creation of magic items.

It is the proliferation of wealth in the game.

And, the game designers do not understand that, so instead of increasing the prices of items that are too powerful, they decrease the power of the item.

I think they might have seen it. However, the revision could never allow the designers to change the D&D economy. No way it was going to happen in a revision. So, they changed what they could to fix the problem. They adjusted the cost of items to match with what they really did for characters.

For a mere 2,000 gp (indeed a laughable amount), a character just shouldn't be able to achieve near-invisibility. The kept the price, but reduces the effect. For reasons of conversion ease, they kept the name the same.

If you're uphappy with these lousy cloak, simply proclaim the Lesser Elfcloaks. Introduce a True Elfcloak that gives +20 to Hide. Now that's near-invisibility, and the price will be reasonable as well. As you said it "a special item for those willing to go on a quest for it."

The designers changed the items to make up for the flawed economy of D&D. If that left some items unvailable, simply re-introduce them in the game. Ring of True Jumping, +30 to Jump. It'll cost you, but it's there if you're willing to quest for it.

I don't think there's really a problem there...

Fanog
 

Fanog said:
The designers changed the items to make up for the flawed economy of D&D. If that left some items unvailable, simply re-introduce them in the game. Ring of True Jumping, +30 to Jump. It'll cost you, but it's there if you're willing to quest for it.

I don't think there's really a problem there...

I agree that this is a fine solution.

Too bad the game designers did not implement it. Since most players (DMs included) play the game based on what is in the books, it would have been nice to have multiple options readily available which allowed for easier conversion of previous edition characters and their items.
 

It's strange how unwilling to just throw the rules out and remake them people seem to be. My GM didn't like how the wealth system worked, so after taking economics into acount, he made his own, that actually almost makes some intuitive sense. Magic proliferation? My character has but 2 rings now, one of which he'd give his finger to have removed. And he's 1k away from 7th.

You don't need to use anyhting you don't like. If you don't want +5 bonuses, oh, you read it wrong! It said 10 the whole time! Fantastic.

The system would be better, I agree, if it was not necessary to houserule, but it is, so you do, and you play and have fun. You do have fun, don't you?

- Kemrain the Genuinely Confused.
 

KarinsDad said:
I agree that this is a fine solution.

Too bad the game designers did not implement it. Since most players (DMs included) play the game based on what is in the books, it would have been nice to have multiple options readily available which allowed for easier conversion of previous edition characters and their items.

But because magic items are so easy to create, it would be extremely simple to make one. I am glad that they didn't include such items in the book as all it would do is drive up page counts while offering nothing new.
 

KarinsDad said:
I agree that this is a fine solution.

Too bad the game designers did not implement it.

Come on, you have to agree that they did. For many of the items, they did go that extra mile and added in multiple versions. Look at the ring of Jumping, ring of Swimming, Bracers of archery etc. That, combined with the table that shows you how to calculate the cost (bonus squared times something) should be all any DM needs.

Especially anyone who takes offense at how these items were changed, has probably been around for a few years. These people should have no problem extrapolating from what's given in the DMG (ring of Jumping, Improved ring of Jumping, True ring of Jumping).

I agree with AeroDM that including all of these progressions would just be a waste of precious DMG pages.

Fanog
 

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