Dungeons and dragons 3rd edition feats


















Perfect Health - immunity to nonmagic diseases and DC25 poisons. Probably decent. Epic Dodge - if you're activly dodging a target you automatically take no damage from an attack that hits you from said target once a round. Lingering Damage - your sneak attack damage repeats on it's victim in the next round as well.

That's pretty damn nasty. Trap Sense - you don't need to search for traps, you just autosearch for them if you get within 5ft of one. Group Inspiration - increases the target cap for bard songs. Hindering Song - you can force spellcasters to make concentration checks to cast while you do your bard thing. Probably stacks with most other ability score bonuses.

Lasting Inspiration - 10x duration to your bardsong's effects after you stop barding. Music of the Gods - you can bard at things normally immune to mind effects.

Ranged Inspiration - double ranged bardsongs. They'd be EPIC if it was just them. Monks could probably use some of this stuff, if they had the feat room for them. Bulwark of Defense - Dwarven Defenders class power boost. Combat Archery - you can shoot a bow without getting hit by attacks of opportunity. Death of Enemies - ranger racism forces a save or die for any favored enemy they crit against.

Devastating Critical - as Death of Enemies, but for favored weapon against everyone. Double garbage. Improved Combat Reflexes - you get infinite Attacks of Opportunity in a round, but only once per target. Improved Manyshot - shoot as many arrows as you have Base Attacks Incite Rage - when you rage, your allies can rage too unless they don't want to.

Instant Reload - you fire a specific class of crossbow as fast as a bow. Mobile Defense - Dwarven Defender can shuffle around 5ft at a time while doing their stance thing. That you cannot buy this feat multiple times makes you even more angry, but you don't get bonuses for that either.

Overwhelming Critical - more damage on critical hits with your favorite weapon type. Ruinous Rage - raging barbarian ignores object hardness when hitting things, also doubles strength when doing the "break object" action. Pretty good if you need to smash out of an adamantine box or something. Storm of Throws - You can throw a light weapon at everyone within 30 feet. Swarm of Arrows - Shoot everyone within 30ft in a single full-round action.

Terrifying rage - intimidate people who see you raging Thundering Rage - your weapon is a Thundering weapon does sonic damage and deafens while you rage. Two-weapon rend - damage bonus if you hit with two weapons Uncanny Accuracy - you ignore cover when shooting Unholy Strike - blackguard Holy Strike. Perfect Multiweapon Fighting - drive everyone insane with dice rolls because you can make a full attack of full attacks with your multiple arms.

Keen Strike - monk punches crit on instead of Exceptional Deflection - You can deflect any ranged attack like the PHB Deflect Arrows power including ranged touch attacks, like various wizard beams.

Reflect Arrow - deflected ranged attacks are reflected back at their sender. Probably more useful for a monk than the other two. Infinite Deflection - you can deflect an infinite number of ranged attacks, instead of just one per round. Shattering Strike - use concentration skill instead of strength when doing the "break object" move.

Vorpal Strike - your unarmed attacks are vorpal decapitates a target on a natural Legendary Climber - you can climb at the same speed you move normally without penalty. Legendary Leaper - your jumps are not restricted by height just your Jump skill rank.

Even if they're flying. Legendary Rider - You can ride any kind of mount, bareback, with no penalty, and you never have to make Ride skill checks in battle to control your mount. Improved Spell Capacity - each time you buy it, you get a spell slot one level higher than the highest level slot you already have.

So, buy it twice and you unlock a 10th and 11th level spell slot. There are no 10th and 11th level spells, but you can use those slots to stack Metamagic Feats, so eventually you're slinging Maximized Heightened Empowered lightning bolts around If you're a sucker. It also lets you use your high ability scores for even MORE bonus spell slots of that size.

Enhance Spell - In a surprising display of sanity, 3rd edition damage spells have a cap on the number of dice-per-level rolled for damage that increases by level of spell So Fireball and Lightning Bolt cap out at 10d6, Cone of Cold does 15d6. This metamagic adds 10 to that cap by adding 4 to the level of the slot needed to hold that spell. Kind of a trap in 3rd edition, save or die is king.

Intensify Spell - Super maximize-empower metamagic, but instead of it being 1. And it specifically disallows combining it with other dice-trick metamagic, so no Enhancing. And it takes up a slot 7 levels higher. It's probably a trap option to use with attack spells, because Save or Die.

Improved Heighten Spell - Heighten Spell without that pesky 9th level limit. Take that 15th level spell slot, shove a disintegrate in and laugh as nobody can make the save against it. Improved Metamagic - You know how Metamagic is limited by increasing the spell slot level? This lowers the amount that all your metamagics raise it by. By one level every time you take the feat. I'm not sure how this interacts with Heightening. Like Transmutation. Or Necromancy.

Fortunate that you can't stack it, only pick a different school each time you pick it. A must have. Familiar Spell - Your familiar can use now use a single 8th level spell you know once a day.

Why is your liability familiar not in a luxurious fortified extra-dimensional safe spot sipping mojitos at these levels? Why are you spending feats on this? In a similar vein, a rogue attempting to pick a lock rolls a d20 and adds his skill ranks, dexterity bonus, any relevant skill bonuses from feats, modifiers depending on the quality of his equipment, etc. This was generally regarded as a significant improvement on the systems used in 1e and 2e, where many different parts of the game were governed by vastly different mechanics.

Restructuring the game around the single core mechanic made gameplay much simpler and easier to pick up for new players. Characters and creatures in the system are structured around Hit Dice and ability scores, wherein bonuses and traits from various hit dice are stacked together and combined with modifiers derived from the base ability scores to determine the other statistics of the entity.

The hit points granted to him by each of those hit dice would be added together and modified by the constitution score to determine his overall hit point total, and so on. Almost all entities have six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - that describe basic qualities of their character.

The human average ability score, as the baseline from which all other ability scores are referenced, is 10 or Ability scores higher than this grant bonuses to their relevant checks, and lower than this impose penalties. In general, having any ability score reduced to 0 by magic or other effects results in incapacitation or death; a 0 Str or Dex character is unable to move himself, a 0 Con character is dead, and a 0 in a mental ability stat results in a coma.

Some entities are lacking certain abilities entirely, a situation explicitly different from having a 0 in the stat: for example, a mindless magical construct that cannot think for itself both has no constitution score, as it is not a living being and is not subject to poisons, diseases, and other such things as living beings are; it also has no intelligence score, as it is generally incapable of making its own decisions and instead acts only on the orders given to it by its master.

Everything also fits into size categories, which describe how big or small they are. A creature's size category modifies its Armor Class and attack bonus a target relatively larger than you is easier to hit , and determines the damage of its natural weapons and its space and reach. Don't think of your space as the area you occupy, otherwise you start thinking of ten-foot-wide horses; rather, think of it as the area you control.

How close do you want to get to a guy swinging a longsword, anyway? WotC heard about this "open source" thing, and thought they'd get on the bandwagon with Open Gaming License. Players had been making house rules for forever and a day, but WotC riffed off the GNU Public License and wrote some rules where anyone could publish supporting material off the core rules, for free, just acknowledge the source and use the same license so people can make splatbooks for your stuff.

The amount of non-WotC material written for 3rd edition skyrocketed, and the d20 System became the heart of dozens of role-playing games in dozens of genres. WotC didn't see royalty checks, but it helped cement their grip on the roleplay game industry during the 3e era and sold a lot of corebooks.

WotC chickened out in the next edition, offering a "new and improved" licensing scheme for it, which is more restrictive and far less used. When Third Edition launched, it did so with basically two different ways of handling magic. The first way was prepared or "Vancian" casting, wherein characters would wake up every morning and choose a bunch of spells from their class spell list to "prepare", like Batman choosing which gadgets to include in his utility belt before leaving the Batcave.

If the player figured that they'd probably end up casting a particular spell more than once that day, they'd have to choose how many copies of that spell to prepare. These "prepared" spells were the only ones that the player could cast that day, so if you brought too many batarangs when what you really needed was a can of shark repellent or you brought shark repellent when what you really needed was one more batarang , you were screwed until you could run back to your Batcave and grab the right gadget.

On the other hand, if you knew exactly what kind of situation you were facing and had 24 hours to prepare, you could pretty much curb stomp anything.

The other casting system, known as "spontaneous" casting, sacrificed this sort of long-term flexibility to gain a ton of short-term flexibility. Whenever a spontaneous caster leveled up, they would choose a couple of new spells to learn from their class spell list; then, they could cast whatever spells they wanted, whenever they wanted, as long as they knew that spell. This was a little bit more like being Superman; if he ever runs into a problem that he can't fly over, smash with his fists, freeze with his breath, or yeet into the fucking sun, he can't just run back to his Fortress of Solitude and trade in one of his powers for a new one like telepathy.

But on the other hand, he never has to worry about packing too many uses of frost breath and not enough uses of super strength.

The only other limit on spontaneous casting was "spells per day", whereby the caster was limited to casting a particular number of spells of each level per day. Many skills weren't covered by NWP so you're right a sneaky fighter was out so was a climbing cleric or…. The two editions are basically two different games. It comes down for some part to a question of what makes you tick.

I like D20 because it is a simple RPG system that: - Anybody can pick up in a few sessions - Doesn't get in the way of actual play even if I still confuse the las two editions at times - Follows a constant logic in their rules - Is more or less ballanced and gives all characters the same potential. I've never played 2nd edition and I'm now only learning the rules of the 3rd edition. Therefore, in the 1st edition, you could choose one player character and one only, and stick with it all the way to the highest level, for that character.

The exception would be a Cleric betwen 9th to 29th level who wishes to change to a Druid. Of course, this class is entirely optional and the DM could rule that this optional class was forbidden in his campaign.

The system of multiclassing really was as if you had two characters in one. A Fighter, with all the abilities, skills and talents of a fighter, mixed with everything that came with being a Merchant. Rules Cyclopedia.

Compared with what I know about multi-classing in the current 3rd edition, it far surpasses the older version by far I think. In the current edition, multiclassing rules concerning awarding of additional abilites etc. I don't think the 3rd edition is a totally different game to the 1st edition. The concept of the game, PC goals and tasks of the DM remain the same, however the rule system especially for combat is entirely different.

I think the 3rd editon looks much better. I'm looking forward to using the new rules.. The above link will take you to the Sean Reynolds site, where he goes into considerable detail on the decisions that they made in creating the game mechanics. Just a note from a girlfriend being brought into gaming I've looked at 1e rules and at 3e rules and if my dm boyfriend weren't using 3e, I wouldn't be playing.

They seem much easier to grasp than the first ed. Most of the characters in our campaign are 1 female and 2 new to rpg. Seems e3 appeals to the ladies a little better than the original. Hear that boys? And Becky it's not because your a woman, my sister got 1E and 2E real easy and she was 11 or 12 when she started playing with us.

Probably you don't like math or complexity or both. Sam, your statement leaves room to imply that the prior editions actually had intelligence in their game design that is innaccessible to the layman, or to "non-brainy" people, though I don't think you intended it to sound that way.

In comparison to 3e, the prior editions were incoherant and inconsistent, needlessly complex, requiring a lot of arbitration and arguments to settle.

Brainy people should expect to have more problems with it than they would with 3e. What I meant to say was that you had to love or at least not get bothered by complex systems to get to the fun part of the game. No the game design wasn't very intelligent, it required too much mental skills memory to use conveniently. The first version of dnd I ever played was the third edition and I loved it.

I think it is a great system. I have tried the first and second editions of the game and I think the third is the best because it is the easiest to play. This allows for more focus on the game, and as a dungoen master i hear "which dice to I roll for this" a lot less than I did when trying the other versions.

La Terza edizione va studiata sin nei dettagli ed interpretata perfettamente per essere giocata, ma quando si riesce a fondere questi due compiti il risultato e' semplicemente incantevole. Miky da Carrara. The Third edition goes studied sin in the details and interpreted perfectly for being played, but when the simply charming result is succeeded to fuse these two tasks e'.

Miky from Carrara. That is what the Babel Fish gives me as a translation. Not what I would call a good translation, but I think we can say that Miky likes the third edition and finds it very playable.

One thing only thing is that his name could be "da Carrara" just like in French we have the suffix "de" which also means "from" but is an integral part of many names that belonged to the old noble families. Sam, thanks for pointing that out. I'm hitting myself for forgetting that da Carrara was probably his last name. What the hell man? Your going to throw a dagger the exact same way evey six seconds? As stupid as that is, your system allows it. It never takes damge.

HackMaster has fixed this. They system I play keeps track of your fame, honor, armor, alighnment, and even crates a character backgroud all to give the effect of realism. Play hackmasters and see what gaming is supposed to be like. It's nice to see you couldn't be bothered to actually read the rules before making your baseless and pointless attacks against D Go play in your little home game.

Be sure to stroke yourself while congratulating your gaming group on being so superior. In other words, either read the rules or sod off.

Said it before, I'll say it again. Some DM skills are in order perhaps? Sheesh I guess it's useless to replys since he seems as dull witted as a rock but hey what the heck:. Many things allow you to change initiative readying, delaying, refocussing, etc. Just as nothing in the rules says you can't jump off a cliff, attack monsters too strong for you or drink acid. Oh and for the reading impaired, there are rules for damaging armour and equipment you just didn't bother to read them.

They aren't as detailed as hackmaster's I'll give you that, but why bother? You'll just buy or find a new one before it gets too worn out. Also clerics and wizards have access to mending at first level and make whole not too long after that. How many scrapped pieces of equipment will there be then? What a jackass you are. Who gives a frell about your oath of honour? It's a question of player preference. Some need a specific written oath others work on assumptions and others don't play with honour.

Fame, alignment and armour But I can already see you delving into the honour and fame tables to see how you can maximize every piece of roll play er PS It must one hell of a brain numbing and irritating experience to spend an evening every week with you, my sympathies for your fellow gamers.

My email is Darkquixoticcrusader freemail. Wooz or Wuss , I woudn't waist my time reading that crap. I'm suprised that I even waisted my time playing the two time I did. I even played the seconed time with a seconed group just because the first time sucked so bad. All there was, was a bunch of guys arguing about the poorly written crappy rules in both games. I had to hear "The rules don't specify" about a hundred times.

Now they are going to have you buy yet another book. This system is for munchkins. Try Hackmaster man! Once you go hack Ghost, I have tried Hackmaster. It's nice for an evening's distraction. Not quite a game for well-structured campaigns or intelligent characters. If you want to play with rules that are all but xeroxed from earlier editions go right ahead. Just stop verbally masturbating yourself here.

I look forward to picking up the 3. Easier to forestall the wife's complaints about the money if I need the new rules. Dude, You didn't like Hackmaster? Did you play a premade character or something? I thought the system totaly kicked ass. You have honor, family history, social class, Where your character was trained, you evenhave information about your parnets. A lot of the rules were from preveous editions but that was the beauty of the system.

When they were all apart in diffrent books, there were too may rules that conflicted with each other. Hackmaster picked the best ones and fixed the system. They added new rules that fixed the old. Thats what you do to fix a system, not make a whole new one, uncompatable with the old. Now I can still use them. The whole reason 3E was so great was because of you gamers bitching about too many, rules, too many books to buy.

In not even half the time, wizards has the same amount of books and now changing editions. The system when I played was way to symplistic. And some of the rules were totaly stupid. Like I tried to eat a minotair steak and they said in the "Book of Vile Darkness" that would be canableism and I'd instantly turn evil. Thats lame, I was a halfling thief I mean Rogue. And all those munchkins were playing nymphs and crap and those books let them.

I guess if your happy with this Mario Brothers type of play were you can beholders and have 2 dimentional character with no back grounds, I feel sorry for you. Also if I have a problem with rules I can just write on the Hackmaster web site and ask the authors of the books myself for answers. Thats because Kenzer cares about the game and its players. The only thing wizards gives a crap about is getting you guys to shell out another 20 bucks. Second: "Also if I have a problem with rules I can just write on the Hackmaster web site and ask the authors of the books myself for answers.

Well as much as I salute the folks who do Hackmaster and I know they do it with alot of heart. The people at WoC also take the time to answer your e-mails on their customer service web page. So there you go. Also, I totally agree with you that Savage Species and Races of Faerun should be read very carefully by the DM before allowing any of the non-standard races into the campaign. I mean they are more a GM's tool than a players' tool, especially Savage Species.

Just as Players' Options from 2E weren't meant for min-maxing but for creating character templates to fit into a specific campaign. The GM and the players should decide what kind of universe they want to play in. Another is very restrictive as the game takes place in a Norse World, each campaign is interesting in its own way. All of which have so-so systems. I mean RPG's are just the excuse we use to meet our friends and have a good time, just as others use bridge, bowling or bingo.

Sorry Ghost about the tongue lashing I'm in a bad moon lately. Thats all that I was talking about when I wrote that. In Hackmaster you get honor for things that you do, depending on your alighnment. If your honor sucks you get negitives to ALL your rolls. This help for roll play in the way that characters need to behave and act accordinly to their alignment and class. I's a roll playing tool.

In 3E there were a bunch of guys just running around and there was no penalty of lets say someone killed your wife. In Hackmaster, thats a great honor hit, if left unavenged. In 3E, who cares I'll just get another wife. This also allows you to make oaths on your honor called Blood oaths.

If you go around breaking a lot of oaths no one is going to trust you and will look down on you. That was something I always think the game needed. I made a log of all the games I ran in 2E and I cant tell you all the promises that were broken by PC's, and they got off scott free because I as a DM could do nothing.

I also missed the alignment charting Hackmaster had. You have to play according to your alighnemt. It takes 9 alingment infraction points to cross tto the next aligmnet.

This means if a lawful good paladin commited a murder he would get like 7 infraction points. The amount of points are determinded by the GM. No one was playing by their alingments. Unless they piss the DM off they'll have no draw backs. Another thing that pissed me off was when the Barabarian of the group had almost as good a chance to look for traps as I did. True he was 1 level higher, but damn.

Tell me why the hell would you ever play a thef in that system. Maybe I just played with 2 suck ass groups, but a friend of mine that played 3E and converted told me that 3E had major flaws in it. Let's be honest, Hackmaster is deliberately complicated. But that's the fun! At the same time, it's got a hard-ass attitude to arguing with the GM. Best part about Hackmaster, you laugh out loud when reading the books.

It's supposed to be an ironic parody and the Kenzer boys judged it perfectly, whilst making a playable game. Damn, I just admitted that Americans can do irony Having read quite a few of the articles on this site, the basic defence IMHO usually seems to boil down to 3Ed being simpler to play.

Like I said some time ago, 3Ed is a system still on the long path to a finished article read that carefully - I didn't say it was bad, just not done. Hackmaster for me feels more like the natural successor to 1Ed - that 2Ed never was. I'm an avid 2nd Edition fan. I tried 3E, but I'm taken aback by it. I totally miss the 2nd Edition kits Dodge anything if enough room You're telling me a 1st level Svirfneblin Fighter ie 4th char can take on a 4th level Human Fighter?

Are you insane?! I enjoyed the smaller experience points needed to master the beginning stages of a class Just like learning to play a guitar, it doesn't take you LONGER to learn just because you started later, it takes the same amount of time, just as if you picked it up first [compare th level exp to level and you should understand what I mean].

I love Wild Mages I loved Spellfire I loved 2E Psionics Psionics is completely lame now -- it's not even equivalent to a magic user.

There's no point to really being a mage. But now I thought it was a great idea But why? If they wanted to make spell DCs increase as the wizard or lame-sorceror increased -- they should equate it to their level, rather than the level of the spell.

And some feats are generally more powerful than others I know they're trying to limit die rolling And what's up with Haste?! Haste used to be everything doubled Speaking of that Epic Feat "Faster than something or other" Lets compare that to OK -- Things I like Book of Vile darkness Book of Evil -- Whoohoo!

Gotta love it I enjoy the fact that helped boost up characters I can't really say what I enjoy about it I swear I'll try and fit something good about 3E before I finish As for the guy talking about wives, honor, blah blah blah Alignment -- up to the DM, I feel if you play within the basic guidelines, you're good Blah blah blah Good things about DND 3E -- trying here, really am I like how they tried to describe what each action was, and what doing them in combat would cause to happen attacks of opportunity, etc I liked more detailed rules of breaking items Just to give you some history, so you don't think I'm narrow minded Seriously, I try not to be I miss 2E Thought the Atlanteans were definitely awesome Also Palladium, that was ok Dude, I used to love 2E too.

You should try Hackmaster. In the spell slingers guild, you CAN play alll those kits you always loved. The system alrady has all that darkness evil stuff if you choose to play a Blood Mage, Necromancer, Double specialist Necromancer One who specalizes in Reanimation or Level draining spells. There are also Drak Knights Anti-Paladins.

They are also coming out with the psionics book in about a year. This is 2nd edition with a kick. Go on the disussion board and ask the players there on www.

Now that I can ask all you 3E players here, I wanted to ask a few questions about some of the many, many, many 3E book I see. There has been a couple that I felt I might want to convert. Is there anything good in it. Do any of you play in this champaine world? I'd hate to buy it if it sucked. Ghost Gamer I'd like you to play in my 3rd edition game, perhaps you just had bad experiences with talentless gamemasters, you don't need any books other than the PHB, feel free to use the hackmaster ruless to develop your character background and training but use 3rd edition stats.

Email me if you are willing to give 3rd edition another try. Darkquixoticcrusader freemail. Don't waste your money, I've read it, some friends have played it, man it's like what highlander II was to the first one HM is comming out with one too. The only problem with the HM version is that it's too close to the original. We played "Smackdown the Slavers" and I knew almost everything about it because I ran the original about a year ago.

HM is commimg out with "Temple of Ornimental Evil". I don't mind that they are very similer because most of the really olf ones I had never played. I am going to run Robinloft really soon, but I like it a lot. Does this sound familiar to you? Well it does to me. Go back a couple years to when 3e was to first come out. Lots of 2e players complained that they would have to buy new books and others were all for this new 3e.

Sure the business is about money but it's also about a game people love. Who here was sicken by the crappy conversion book from 2e to 3e. It was such a joke. What I'm trying to say is now all those 3e people who practically laughed or insulted us 2e people about us not wanting to covert or buy new books and now the same people complaining about 3.

And the supporters are glad to see better rule changes to 3e which I'm sure are needed but wasn't the whole point of 3e to be, in essence, the be-all-end-all system. They said books in moderation and ease of use.

They practically reprinted every core 2e book. It's like the rules for 3e keep getting more compulated thus 3. They even put a monster book out a wanna be Monster Matrix. I doubt it was just rule changes that prompted the change. I'm sure sales aren't what the used to be. Especially when the raise the core book prices and the bad material they put out. I'm sure everyone here knows I'm a hardcore HM supporter. Divine justice I say. Hopefully more HM players for us.

Maybe they'll all see the errors of their ways. Either way you go, do you feel this change was needed? What does this mean for HM? What does this mean to d20 publishers will they have to redo their systems? Why do you think they did this? Bad sales? Burnout from open gaming license? Hackmaster, the better game? Or just an honest try to fix bugs in the system? Sure, I'm HM all the way. I've played 3e but not a big fan of the system. I just know that Wizards doesn't seem to care as much about their fans as the folks at Kenzer.

In content and quality, Kenzer kicks ass. Hell, if I ever play d20 again it either Star Wars I liked it or buying Kalamar which seems like a damn cool campaign. What do you think?

Oh, and there was no intention to put down 3e players. Just the Hackmaster in me I guess. You read the back of the PH enough you start to think the hackmaster is "the single best game ever. Ghost Gamer, the game is run by Email so where I am doesn't really matter now does it, the advantage of PBEM is that the DM can think about what he is going to type and the actions of the npc's so game reality is easier to maintain.

Hackmaster, from a player's standpoint, I think they would have been better off printing more adventures than source books. In the same way, Nintendo is better off making more videogames than consoles to play them. Unfortunately, the reality of the publishing biz is that more people buy source books than adventures only the DM buys adventures , and there's a bigger profit in them than in flimsy little magazines.

So, following the money, we can see that the gaming company will try to publish more - but that's their problem.

As a gamer, my job is to buy the materials which support my system. Those materials are the core books, the adventures from Dungeon and one worldbook. No others allowed, not even if they are kewl.

We'll discuss the desire for 3. I suspect that we'll "upgrade" to the new set en masse, because it will enhance our played experience even more than 3e did and as 15 year gaming veterans, we were very pleased with what 3e did , but again - no "extra books".

Re: HM4Life "Why do you think they did this? Why indeed… I think all of the above in varying degrees well to be honest I don't think Hackmaster had anything to do with it though 3. Same basic game logic, but with a patch. I don't know about the sales not being as good. The guy that I know that is running the Gamning store Adventures Guild in Riverside Ca said that they have 75 books on hold for people. He was happy about that. Hackmaster has an errata section on the website that corrects mistakes, but its a pain to remember what is changed and whats the same.

Aethereal, thanks for the invitation, but I think I'll take a rain check. I have a lot of crap I'm doing right now and I don't want to have to learn a new system. Actually there are many gamers in Quebec well in the english and french communities, natives aren't so keen on it.

As for finding players it ain't that hard, I think Quebec City where I live, hence the name has one of the highest number of gamers per capita if you believe the gaming stores' owners. Do they have the books printed in french? I've only ever seen 2E Players handbook printed in spanish once.

Thats about the only time I've ever seen a gaming book in another language other that english. Sam are you going to GenCon this year? It's finaly going to be in my neck of the woods this year San Diego ,Ca. Ususlly its on the west coast. What a book The character I selected was strange, but now I know how to abuse it's potential.

Bargainer 5th level is the only real cool thing -- no drawbacks unless you want them. Anyway -- aim for 'Shapechange' --granted it's a -1 int, but who cares. Poison, SR, Good str, Immunities, flight if you didn't already have it as a half-celestial , etc May try hackmaster Well, for us 2E types Players Handbook, DMG, And when that flopped, 3E planning came into hard core. I miss the hardcore 2E guys who know what they were doing.

There is no "learn or we'll dump you" mentallity from 2E Ghostgamer said: Do they have the books printed in french? Saw one in Antibes Southern France once weirdly at my wives old friends. Her girlfirend had got hubbyinto it and they certainly had a French PHB. And I doubt we can convince each other by logic or debate. I think this is the nub: I get the impression that you see — or experienced — some of what you describe as the arbitrariness of previous editions as putting the power in the hands of the DM.

And it sounds as though you had that power misused against your gaming groups to turn the session into essentially dictation sessions. In essence, doing the same in the game which precedent does in UK law. Breath Weapon could be used for any reasonable substitute situation. Each group could creatively agree what was most fun the point of all this or rational to them.

Reflex Save is too restrictive. Yes, it can be cinematic. So now you have save vs. Neph said: And If you had that , the game would be good then? What I was trying to do was to take your point about reflex saves and say : There is a better way to do it. And this way opens up more options to players. Essentially dehomogenising the game and eradicating the need for prestige classes.

Instead of needing more source books we agree, I think, that they rarely add much , there would be a natural elegant? No need for feats. No need for extra expense. Having a 'Dodge' skill instead of a Reflex save is just one way to use a more globally applicable skills system. There is far too much broken in it for this to be true. Evidence is the large number of official errata, the move so soon to 3. I do think something needs to be done to make it more than a mediocre game.

I am not a game designer. But I am prepared to put forward positive ideas to try in the mill of debate. By the way , on the Touche point. I was asking for a rebuttal. You might have a point on the dodge skill versus reflex save. At the very least, its something which reasonable people might disagree upon. But your defense of the old system's saving throws is a loss, and you might as well give it up.

Just because it is possible to lawyer both systems doesn't mean that its more possible to lawyer one system than the other. There's a lot more clarity in what a reflex save does and does not cover things you can somehow dodge than what a "saving throw versus breath weapon" covers, considering that often it covered things which were nothing like a breath weapon, like varying spells. Not to mention the fact that the saving throw progression was erratic and lacked a cohesive explanation.

Why did a particular character class have better saving throws versus breath weapons than another, but weaker saving throws versus rays? It never really explained, it just was. At least a rationale exists behind the fortitude, reflex, and will saves, and the way they are modified by ability scores. On a different topic- I feel there's actually something very good to be said about having a wide variety of feats instead of a purely point buy based system.

The wide array of feats and prestige classes can be thought of as what are called "enabling constraints.



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