Search
Wednesday, January 07, 2009..:: Forums::..Register  Login
Subject: Something that irks me...

You are not authorized to post a reply.
Page 1 of 212 > >>
AuthorMessages

Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/13/2006 1:04 PM  
From what I read in the Player's Handbook, a round is 6 seconds per person involved in the battle yet my players argue that an entire round is 6 seconds. This is a very important issue, as spells like Haste, Bull's Strength, etc. last 1 minute per level or
caster level. Counting seconds has became horrendous work on the DM ( me ) and I wonder who is right. If they are right, I will be forced to take those 1 minute/level spells to 1 round/level to simplify things. Also, a 6 second round would mean my friend's Troll in a campaign I am a player could heal 50 hit points in a minute...that seems quite ridiculously overpowered. If someone could please shed some light on those issues, I would be more than grateful. Thanks in advance.

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

reezel
Sergeant
Sergeant
555 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 1:06 PM  
An entire round represents 6 seconds. 10 rounds is a minute.

Champion of the Beholder and Beholderkin

The absence of evidence is not the evidence of absence.
*censored*
glumag
Warlord
Warlord
5968 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 2:08 PM  
I really don't know what kind of explanation you are looking for. Your players are right. The Manual says it in plain English and there is no other way to interpret it as it is pretty straight forward. round = 6 seconds; turn = 10 rounds or 1 minute.

From the SRD:

THE COMBAT ROUND
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.

Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Trades >> Completed: 49 | Bad: Ø | Pending: 0 | Trade & talk Live on IRC! SERVER: irc.psionics.net CHANNEL: #maxminis

Marjorie
Underboss
Underboss
1141 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 2:17 PM  
The theory is that a round is 6 seconds, in which time EVERYONE acts. That's why a person's action should take more than 6 seconds. (For purposes of free actions, specifically). Everyone is actually acting at approximately the same time. Initiative just lets us inject a method of organizing the chaos of a series of nigh-simultaneous combat actions, and allows people a limited form of reacting to other's actions.

Champion of the Flumph!!!

IanB
Commander
Commander
3112 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 2:18 PM  
Note that Haste lasts 1 round per level already.

Anson on WotC boards

PatEllis15
Commander
Commander
4463 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 2:54 PM  
Sounds like you might be confusing round from skirmish vs. the rpg?!

Your players are right (as stated). Are you finding that the spells are overpowered ("If they are right, I will be forced to take those 1 minute/level spells to 1 round/level to simplify things. "). The spells are balanced based upon 1 full round of everyone acting being 6 seconds.

Keeping track is actually easier. If a spell last 1 minute, all you have to do is each time you start at the top of the initiative order, you mark one round to have been completed.

I've never used Savage Species, but I'm certain that a troll PC must have a pretty high starting level (or what ever they term that) to begin with...

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w
The Defenestrator
AesophDarkfable
Warlord
Warlord
5628 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 3:22 PM  
quote:
Originally posted by Sir Bozak The Damned

Also, a 6 second round would mean my friend's Troll in a campaign I am a player could heal 50 hit points in a minute...that seems quite ridiculously overpowered. If someone could please shed some light on those issues, I would be more than grateful. Thanks in advance.



Thats why Trolls arent a PC race. Savage species campaigns aside, a troll would have a very high ECL in a normal campaign

Im out- find me on Hordelings if you want to chat.

Monsoon28
Underboss
Underboss
2313 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

01/13/2006 4:10 PM  
Forget Savage Species just look at the Monster Manual, a level adjustment of +5 and 6HD for the creature. That means that before you even add a class level to the Troll character, it's equal to an 11th level PC character.

I've played a couple of different monster races in 3.x (and even in previous editions) most notably Gnoll, Hobgoblin and Minotaur.
Hobgoblin are great since they don't have any monster levels and LA equal to a Aasimar or Tiefling. Minotaur's are great but either you've got to go through the advancement stages (like they're listed in Savage Species) or you start off 8th level.

Level Adjustment are the great equalizer because in many cases it just not worth investing in a monster class if power gaming is what your looking for.

For example: What's better a Mindflayer with one level of Wizard or a 16th level human wizard? For powergaming purposes give me the human everytime!

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

Gristlemane
Sergeant
Sergeant
623 Posts


View Have/Want List View Trades View References View Email View Profile


01/13/2006 4:40 PM  
If you are having trouble counting the seconds, just think of it in rounds. Multiply the time in minutes by ten to get the number of rounds the spell lasts. (Duration of 8 minutes = 480 seconds. 480 seconds / 6 seconds per round = 80 rounds. 8 * 10 = 80.)

So in summary, just multiply the minutes by ten and don't bother thinking about minutes or seconds.


It's deja vu all over again.

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 10:11 AM  
quote:
Originally posted by glumag

I really don't know what kind of explanation you are looking for. Your players are right. The Manual says it in plain English and there is no other way to interpret it as it is pretty straight forward. round = 6 seconds; turn = 10 rounds or 1 minute.





Just to be nit picky [:D] I think in current terminology a turn is what each character does on it's inititive. So each character gets one turn during each round. I think they did away with grouping rounds into groups of 10.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 10:31 AM  
Thanka, I wanted to make sure. It will be easier to count now. The problem might lie in some typos in the duration of spells. The 1/minute per level spells like Bull's Strenght are actually an entire level/level in my 3.0 OA book, which I changed back. Do you guys find Haste overpowered or not ?

Oh, and our characters started as level 3 and are now level 8, so my Minotaur is ready to get that level of Barbarian for rage and my friend has 3 levels of Troll left. 3 was decided since my character's Drow mistress ( Collar of Obedience ) had a +2 LE. This is tyhe most fun I have had as a player in a long time...

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 10:38 AM  
quote:
Originally posted by Sir Bozak The Damned

Thanka, I wanted to make sure. It will be easier to count now. The problem might lie in some typos in the duration of spells. The 1/minute per level spells like Bull's Strenght are actually an entire level/level in my 3.0 OA book, which I changed back. Do you guys find Haste overpowered or not ?

Oh, and our characters started as level 3 and are now level 8, so my Minotaur is ready to get that level of Barbarian for rage and my friend has 3 levels of Troll left. 3 was decided since my character's Drow mistress ( Collar of Obedience ) had a +2 LE. This is tyhe most fun I have had as a player in a long time...




Changing the duration of buff spells from 1 hr/level to 1 min/level was an intentional change. Too many people felt they were over-powered in 3.0. I don't find the 3.5 haste to be too powerful. I also house ruled the buff spells to 1hr/level, it hasn't broken my game in the least.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 10:50 AM  
Well, the Paladin and Samurai in my game each get 6 strikes per round hasted ( Lajatang and Daisho ), a +1 to attack and a bonus to movement. I think that is a little overpowered. I do send monsters accordingly, but not many really give a challenge, especially large monsters or bigger...

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 11:03 AM  
How is it that adding a single extra attack when using the full attack action over powered?



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 11:07 AM  
I do not get what you are saying, sorry...

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 11:18 AM  
Haste adds a single extra attack, but only if the character takes a full attack action. That is, he can only take a 5' step and get the extra attack. Is that any clearer?



bshugg
Underboss
Underboss
1833 Posts


View Have/Want List View Trades View References View Email View Profile


01/14/2006 11:18 AM  
Are you using the 3.0 rules or 3.5. I saw you mention 3.0 above. In 3.0 Haste is broken beyond belief. In 3.5 it just gives you 1 extra attack when you make a full attack, and some minor bonuses. If you could take 2 swings you can now take 3 for example. No doubling of attacks.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com
*censored*
glumag
Warlord
Warlord
5968 Posts


View Have/Want List View Trades View References View Email View Profile


01/14/2006 11:19 AM  
quote:
Originally posted by nyjastul69

Haste adds a single extra attack, but only if the character takes a full attack action. That is, he can only take a 5' step and get the extra attack. Is that any clearer?

[:D] heh!

Trades >> Completed: 49 | Bad: Ø | Pending: 0 | Trade & talk Live on IRC! SERVER: irc.psionics.net CHANNEL: #maxminis

Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 11:25 AM  
I use 3.5. Yes, but a Double-Blade and a Katana/Wakisashi give 4 attacks instead of 2, so the bonus attack ( at full BAB ) actually ups them to 6. Say he is in an opponent's zone, he would have to get out of it, get an AoO against him ( unless he tumbles ) then attack 3/6 times ?

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 11:26 AM  
quote:
Originally posted by bshugg

Are you using the 3.0 rules or 3.5. I saw you mention 3.0 above. In 3.0 Haste is broken beyond belief. In 3.5 it just gives you 1 extra attack when you make a full attack, and some minor bonuses. If you could take 2 swings you can now take 3 for example. No doubling of attacks.



that's a good point and is probably the reason for the confusion. 3.0 was broken because it allowed spell casters to cast 2 spells per round. Yikes.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 11:31 AM  
My point is, is it 5 swings or 6 with dual-weapon wielders with the Two-Weapon Fighting feat ?

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

Benimoto
Underboss
Underboss
1125 Posts


View Have/Want List View Trades View References View Email View Profile


01/14/2006 11:45 AM  
Haste only gives one extra attack per round. If your player normally attacks 3 times, then he could attack 4 times with haste. If they normally attack 4 times, they attack 5 times with haste.

To put it another way, if a player has a normal attack at +7 and another one at +2 due to high BAB, the haste only gives him another attack at +7, and not another one at +2.

Champion of the Rakshasa. Check out my Mini Terrain Maker, or my new Dungeon Map Maker (under development).

Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 11:55 AM  
Thank you Benimoto, that was exactly the simple answer I was looking for :)

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 11:57 AM  
quote:
Originally posted by Sir Bozak The Damned

I use 3.5. Yes, but a Double-Blade and a Katana/Wakisashi give 4 attacks instead of 2, so the bonus attack ( at full BAB ) actually ups them to 6. then attack 3/6 times ?



It seems as though they should be getting 5 attacks while hasted.


quote:
Say he is in an opponent's zone, he would have to get out of it, get an AoO against him ( unless he tumbles )


Why would he have to get out of a threatened square? I've seen many fights where the characters just slug it out with full round actions. A 5' step would also suffice to get him out of a threatened square.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 12:03 PM  
To get full attacks, do you not have to move at least 1 square ? It seems that was I read in the Combact section of the PG...

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 12:07 PM  
quote:
Originally posted by Sir Bozak The Damned

To get full attacks, do you not have to move at least 1 square ? It seems that was I read in the Combact section of the PG...



If you take more than a 5' step you can take only a standard action, not a full attack action. That is, a single attack only.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 12:18 PM  
Okay, so once you are in an opponent's zone, you can always do ALL your attacks, is that it ?

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

Omand
Commander
Commander
3120 Posts


View Have/Want List View Trades View References View Email View Profile

Winnipeg, Manitoba, Canada

01/14/2006 12:23 PM  
quote:
Originally posted by Sir Bozak The Damned

To get full attacks, do you not have to move at least 1 square ? It seems that was I read in the Combact section of the PG...


To be clear, NO!

You do not have to move at all in order to take a full-round action to gain a Full Attack. You have the option of taking a 5 ft step (one square), but you do not have to take one.

As a suggestion Sir Bozak, I believe you need to re-read the combat section of the PHB again before you play next. All of your questions are answered in the text.

Cheers [:)]

Successful Trades: 77 * Pending Trades: 0 * Bad Trades: KONG (B.W.)
Trade History * Trading Thread * Sales Thread * Winnipeg Meetingplace

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 12:28 PM  
quote:
Originally posted by Sir Bozak The Damned

Okay, so once you are in an opponent's zone, you can always do ALL your attacks, is that it ?



I assume by zone, you mean threatened space. Generally what you say is correct. Although attacking more than once per round has little to do with your position, it's the distance travelled that defines the number of attacks you get.

If you move more than 5' you get a single attack only, a single standard action. If you take a 5' step, or don't move at all, you can attack multiple times, a full attack action.

I hope I'm clarifying and not confusing matters for you.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 12:33 PM  
Well, the dual-weapons like the Orc's double-axe are what are puzzling me, since an attack with it is supposedly with both edges always, I am wondering if for AoO, charging and hasted, that rule of thumb changes... So far, I know about using two weapons, but this continues to evade me. The rules I read are not clear on those points when it comes to such weapons. I am only asking questions, not demanding answers. With this one answered, all will be fine before my next game.

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 12:41 PM  
quote:
Originally posted by Sir Bozak The Damned

Well, the dual-weapons like the Orc's double-axe are what are puzzling me, since an attack with it is supposedly with both edges always, I am wondering if for AoO, charging and hasted, that rule of thumb changes... So far, I know about using two weapons, but this continues to evade me. The rules I read are not clear on those points when it comes to such weapons. I am only asking questions, not demanding answers. With this one answered, all will be fine before my next game.



Only one end of a double weapon can be used if you move more than 5'. Only one weapon, if wielding more than one weapon, can be used if you move more than 5' and that is only a single swing with the weapon, no itterative attacks allowed.

Edit: I'm not familiar with OA, so what I'm saying is per the core rules only.



Sir Bozak The Damned
Commander
Commander
2854 Posts


View Have/Want List View Trades View References View Email View Profile

Québec

01/14/2006 12:47 PM  
Thanks nyjastul69, you cleared everything up now, if I am to assume that a hasted character again gets that bonus attack with one weapon or one end, as Benimoto wrote. I had understood about usinmg two weapons, I just wanted to make sure it is the same for a double weapon.

Thank you for being so patient :)

Please donate BLOOD at http://www.monstersgame.co.uk/ac=vid&vid=11018554
Champion Of Kaz the Minotaur Knight of ALL Draconians. Squire Of ALL Constructs
The number ONE fanatic Of Dread Guards ! I own 66 !!! And the GMR1 !!!

119 completed trades so far...NB called shot: Medusa

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 12:54 PM  
quote:
Originally posted by Sir Bozak The Damned


Thank you for being so patient :)



No problem. I don't mind helping people out if I have the time, which I happen to have today.



jgsugden
Commander
Commander
4320 Posts


View Have/Want List View Trades View References View Email View Profile

Walnut Creek, CA

01/14/2006 12:58 PM  
quote:
Originally posted by Sir Bozak The Damned

Thanks nyjastul69, you cleared everything up now, if I am to assume that a hasted character again gets that bonus attack with one weapon or one end, as Benimoto wrote. I had understood about usinmg two weapons, I just wanted to make sure it is the same for a double weapon.

Thank you for being so patient :)

As a suggestion, to save time for everyone (as people have spent quite a lot of time answering many questions which do seem pretty clear in the book), I also encourage everyone to reread the PHB chapters 8 - 10 (sections Combat, Adventuring and Magic; pgs 133-180). Even experienced DMs/players benefit from rereading these sections about once a year ... and I advise taking notes to help make the info stick in the brain. I reread the section every August. It may take an hour of your time, but you'll 'get that time back' pretty quickly, as you won't need to ask as mnay questions here, and your sessions will run a lot smoother and faster.

Champion of Meepo _*_ Myztek on the Wizards Boards. _*_ (2206 DDM on 03/06/06)
Please note: The use of the indicates an attempt at humor ... often a bad attempt.
BAD EBAY SELLERS LIST (CLICK HERE): AVOID AT ALL COSTS

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/14/2006 1:08 PM  
quote:
Originally posted by jgsugden

quote:
Originally posted by Sir Bozak The Damned

Thanks nyjastul69, you cleared everything up now, if I am to assume that a hasted character again gets that bonus attack with one weapon or one end, as Benimoto wrote. I had understood about usinmg two weapons, I just wanted to make sure it is the same for a double weapon.

Thank you for being so patient :)

As a suggestion, to save time for everyone (as people have spent quite a lot of time answering many questions which do seem pretty clear in the book), I also encourage everyone to reread the PHB chapters 8 - 10 (sections Combat, Adventuring and Magic; pgs 133-180). Even experienced DMs/players benefit from rereading these sections about once a year ... and I advise taking notes to help make the info stick in the brain. I reread the section every August. It may take an hour of your time, but you'll 'get that time back' pretty quickly, as you won't need to ask as mnay questions here, and your sessions will run a lot smoother and faster.



Wow jgsugden, I need to refer to those pages much more often than once per year. [:I][:D] I whole-heartedly agree that periodic review of those sections is a tremendous help, especially the special attacks section. I seem to be particularly bad at retaining those rules.


*censored*
glumag
Warlord
Warlord
5968 Posts


View Have/Want List View Trades View References View Email View Profile


01/14/2006 1:24 PM  
quote:
Originally posted by jgsugden
As a suggestion, to save time for everyone (as people have spent quite a lot of time answering many questions which do seem pretty clear in the book), I also encourage everyone to reread the PHB chapters 8 - 10 (sections Combat, Adventuring and Magic; pgs 133-180). Even experienced DMs/players benefit from rereading these sections about once a year ... and I advise taking notes to help make the info stick in the brain. I reread the section every August. It may take an hour of your time, but you'll 'get that time back' pretty quickly, as you won't need to ask as mnay questions here, and your sessions will run a lot smoother and faster.
Good luck with that. I do agree with you 100% but some people don't like to be self-sufficient. I find it that if you do the investigating yourself to the best of your abilities then the information sticks better. Asking should be left as a last resort...at least that is my opinion.

I rather learn how to fish than be given fish [)]

Trades >> Completed: 49 | Bad: Ø | Pending: 0 | Trade & talk Live on IRC! SERVER: irc.psionics.net CHANNEL: #maxminis

Monsoon28
Underboss
Underboss
2313 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

01/14/2006 7:35 PM  
quote:
Thanka, I wanted to make sure. It will be easier to count now. The problem might lie in some typos in the duration of spells. The 1/minute per level spells like Bull's Strenght are actually an entire level/level in my 3.0 OA book, which I changed back. Do you guys find Haste overpowered or not ?


quote:
Changing the duration of buff spells from 1 hr/level to 1 min/level was an intentional change. Too many people felt they were over-powered in 3.0. I don't find the 3.5 haste to be too powerful. I also house ruled the buff spells to 1hr/level, it hasn't broken my game in the least.


I believe the main problem for many of these 1hr/level spells was that a cleric could self-buff with many of those spells (especially with the old Persistant metamagic feat) and totally make any fighters in the group obsolete. I mean who needs Fighters/Barbarians when you can cast Shield of Faith, Magic Vestment & Divine Power and have them last the enitre day?! At lower levels they don't seem so bad, but at higher levels you can see where the arguement for reducing the duration came from.

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

Monsoon28
Underboss
Underboss
2313 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

01/14/2006 7:52 PM  
quote:
Originally posted by Sir Bozak The Damned

Well, the dual-weapons like the Orc's double-axe are what are puzzling me, since an attack with it is supposedly with both edges always...


That assumption is incorrect, treat it as two-weapon fighting but with one weapon. Using the other end of the weapon incurs the same penalties as using a light weapon in the 'other' hand. 2weap fighting would further reduce the penalties, Improved 2weap fighting would give a 2nd attack with the off-hand weapon and greater 2weap fighting would then give you an additional (3rd) attack with the off hand weapon. Each with further penalties.

Example: If you had a Base attack bonus of +11, you would have three attacks +11/+6/+1 but if you were using a light weapon or double weapon (and had all the above feats) the attacks would be +9/+4/-1 & +9/+4/-1. So it would be possible for an 11th level fighter/ranger etc.. to have this many attacks. At 8th level you could have 4 attack so long as you had the appropriate feats.

Hope that clears things up, and the folks here are right it is a good Idea to refresh yourself at least once a year on many of the rules (I'd say more then just combat.)

Cheers

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

mordantos
Underboss
Underboss
1210 Posts


View Have/Want List View Trades View References View Email View Profile


01/15/2006 7:25 AM  
quote:
Originally posted by Monsoon28

a cleric could self-buff with many of those spells (especially with the old Persistant metamagic feat) and totally make any fighters in the group obsolete. I mean who needs Fighters/Barbarians when you can cast Shield of Faith, Magic Vestment & Divine Power and have them last the enitre day?!
"Those who live by the Buff, die by the Dispel Magic" [xx(]

nyjastul69
Commander
Commander
2731 Posts


View Have/Want List View Trades View References View Email View Profile

Rhode Island

01/15/2006 8:38 AM  
quote:
Originally posted by Monsoon28

quote:
Thanka, I wanted to make sure. It will be easier to count now. The problem might lie in some typos in the duration of spells. The 1/minute per level spells like Bull's Strenght are actually an entire level/level in my 3.0 OA book, which I changed back. Do you guys find Haste overpowered or not ?


quote:
Changing the duration of buff spells from 1 hr/level to 1 min/level was an intentional change. Too many people felt they were over-powered in 3.0. I don't find the 3.5 haste to be too powerful. I also house ruled the buff spells to 1hr/level, it hasn't broken my game in the least.


I believe the main problem for many of these 1hr/level spells was that a cleric could self-buff with many of those spells (especially with the old Persistant metamagic feat) and totally make any fighters in the group obsolete. I mean who needs Fighters/Barbarians when you can cast Shield of Faith, Magic Vestment & Divine Power and have them last the enitre day?! At lower levels they don't seem so bad, but at higher levels you can see where the arguement for reducing the duration came from.



Just to be clear I was only refering to ability score buff spells. With SoF, MV, and DP I use the 3.5 durations.


You are not authorized to post a reply.
Page 1 of 212 > >>




ActiveForums 3.7
Play Dreamblade Now!
You must be signed in to participate in the games.
Copyright 2003-2008 by maxminis.com   Terms Of Use  Privacy Statement