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The D&D Curmudgeon - Phil's Rambling Rants — LiveJournal
September 15th, 2007
11:01 pm

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The D&D Curmudgeon

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From:catsittingstill
Date:September 16th, 2007 07:58 pm (UTC)
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I think they screwed the spellcasters in 3.5 too.

I hadn't noticed what they did to the cleric spells so much, because I was running a bard at the time, but my standard repertoire were all watered down.

I think the intent was to make all spells only useful for one combat. (An Invisibility that lasts an hour is a way to check out the fort without having to kill anyone; an Invisibility that lasts six minutes is a way to get behind the guard so you can slit his throat. A Fly that lasts an hour is a way to travel, a Fly that lasts six minutes is a way to take out the lookout on the watchtower. And so on.)

It wasn't just generically weakening spells to give non-spellcasters a bigger role in determining the outcome of the game; the basic offensive spells--for instance magic missile, and fireball, which were considered very powerful for their level--weren't watered down in the least.

I guess playing 3.5 is better than not playing at all. And if I were running your fighter (though it's totally your character and you don't have to take my advice) I wouldn't worry too much about making him a high-powered hitter. Put 14 in strength--that's still a +2. Put 16 in Con; the longer you can stand in front of the clerics and wizards, the more they can help the party. Put the 8 in Dex--you can wear heavy armor to handle the penalty to armor class, and as a fighter you'll need it anyway.
Then you have a 16 to put in your Int and a 12 to put in your Cha, and you're there.

You have an intelligent (16) likeable (12) curious (that's in the roleplaying) fighter with a normal wisdom (10), a decent strength (14), who can stand several hits (16 Con) but who is clumsy. Everybody's got a weak point.
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From:tigertoy
Date:September 17th, 2007 02:23 am (UTC)
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Good God, I hadn't noticed Fly.

Maneuverability on the battlefield is vastly underrated by most players (and DMs). I'm firmly convinced that momement-limiting armor is a terrible idea; anyone wearing more than a chain shirt in a battle with more than one monster and a DM with any tactics ought to get their head handed to them. (Someday, I hope to actually run a pure hack and slash campaign in which I try to prove this.) Maybe someday I should make myself run a tin can as a player against a typical DM and see if it sucks less than I think it will, but I don't think this is the time. I can't see the character I'm trying to role-play wandering around the landscape looking for new things to see in a tin can.
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