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30

In a world with mixed levels, the party should follow a simple rule: 1) Low-level adventurers should avoid the attention of high-level villains. This rule leads to a common trend: 2) High-level villains have no interest in low-level adventurers. High-level villains participate in the high-level world. Their enemies are other high-level people: kings, ...


28

There are many ways to give treasure to players that you can activate/deactivate depending on how the players overcome the encounter. If you tie the encounters to the story, and if you tie the equipment to the story, there are plenty of opportunities for reward other than looting. Make random encounters not quite random - For example, instead of stumbling ...


25

Yes you can; it will take 15 minutes, longer if preparing more than a quarter of your total slots. According to the PHB, under Spell Selection and Preparation: When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances ...


25

Note that this answer assumes knowledge and familarity with D&D 3.5e. (Dis)advantage: A large number of situations and abilities where you would add a positive or negative modifier to a roll have been replaced with advantage (for positive modifiers) and disadvantage (for negative modifiers). This mechanic involves rolling twice and taking the higher ...


25

I do. I'm so competitive I managed to win a game of Fiasco (a very non-competitive game). Luckily, I know why you feel this way and where the source of the problem is. Unfortunately, D&D 3.X is more often than not the cause of this dicothomy. There's a thing game designers call reward cycle: encouraging the players to behave in a certain manner by ...


24

Not necessarily I've run about a dozen games in the last four years, and in each of them the roleplayers come out on top. Some of them happen to do a little min-maxing on the side (like the troll in Shadowrun who lived up to his race's namesake), but the truth of the matter is that it doesn't really matter. The rules encourage it D&D is one of those ...


23

Be the wiser character. If you think that all humans are an inferior threat to nature but you need their help, your character shouldn't be surprised when they verify your assumptions. You "knew" they were problems going in and you still chose to work with them, so seeing evidence of it shouldn't change your approach. Someone calls you an idiot? You're ...


22

It's pretty simple: don't be a murderous angry jerk. If you reach the point where you're going to threaten people, or kill them, or kill the entire party, the simple way to handle that is... not do it. If you feel you must do it, you're probably falling victim to My Guy Syndrome, where you think "well, my guy would do it" as if it remotely limits your ...


21

Fireburst from Complete Arcane is not an overpowered spell. It is not even a good spell. It is so bad that the 3.5 designers decided to change it when the spell was re-printed in the Spell Compendium. There, they increased its radius from 5' to 10', leaving the rest of the spell identical. However, the "improved" Spell Compendium version is also not a good ...


20

Much of the content is still on Wizards' website. Why they didn't create proper redirections I don't know. Some of it is preserved by "simply" prefixing the word archive to the old URL. For example, the url wizards.com/default.asp?x=dnd/arch/we can now be found under archive.wizards.com/default.asp?x=dnd/arch/we. In some cases more modifications have to be ...


18

If the zombie is still 'alive', then Resurrection does nothing. From the spell description: You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected. ...


17

You Can't Skip Obtain Familiar, But... You can't skip Obtain Familiar. It's a prerequisite of Improved Familiar to be able to obtain a familiar, and Obtain Familiar is how you'd meet that requirement without multiclassing. So, if you only have one feat, you have to take Obtain Familiar. You now qualify to take Improved Familiar the next time you have a ...


16

Taking a level or two of fighter is a mark of desperation for feats. Taking more just doesn’t make sense; a feat per level is weak, but if you desperately need feats it can be the right choice. A feat every other level is worthless. I’m going to answer based on pure fighter, but only after the caveat that I’m taking this as an arbitrary ...


16

No, It Doesn't Work That Way Control Weather doesn't work that way. here's what it says (emphasis mine): You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You control ...


16

As the spell description states, GMs can be a bit more liberal with how they interpret the results of Grease. A save would be keeping more in line with the spell, but a climb check wouldn't be out of the question. The reflex save can be thought of as reacting to the hand/footholds suddenly becoming slippery. They fail, and they lose their grip and plummet ...


15

The Rules Are Contradictory The 7th-level Clr spell resurrection [conj] (PH 272-3) and the 9th-level Clr spell true resurrection [conj] (PH 296) say that You can [bring back from the dead] someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. (emphasis mine), but the spells inherit the entry ...


14

Why is the existence of high-level NPCs “logical?” The Eberron campaign setting, that is, one of the official ones for D&D, is set two years after a continent-spanning, hundred-year-long war. There are a lot of combat veterans around. But most of them are level 3-4, and those who are 5-6 are more like war heroes. The few NPCs who are in the 8-11 ...


14

Yes, Warforged Barbarians suffer no ill-effects after raging. From Races of Eberron, page 23: As a warforged, your Constitution bonus allows you to rage longer, your immunity to fatigue means you suffer no ill effect when your rage ends, ...


13

Spend 40 or 44k on a "living figurehead" (Stormwrack) of a black, green, or copper dragon (depending on the alignment you wish to feign and the nominal mood you want it to express.) It can function once a week for 10 minutes, but gets your ship an adequate breath weapon and complete immunity to acid. Or buy a planar helm for a 2x Planar Navigation on the ...


13

In 3.5, you gain experience for overcoming challenges, not for individual things you do. So a fighter doesn’t get XP for successfully attacking, a wizard doesn’t get XP for successfully casting a spell, and a cleric doesn’t get XP for successfully turning an undead creature. Rather, they get XP when their attack, spell, or turn undead ...


12

Always a bigger fish The world that you are describing makes sense. No matter how powerful your PCs get there is always going to be at least one person (or monster) out there who will pose some kind of threat to them. If there isn't than the game would just get boring and stale. Its why things like the Terrasque exist, to give a challenge to characters that ...


12

You built a murderous anti-social character. Yes, demonstrating your ability and willingness to kill someone for saying something you didn't like is murderous and anti-social behavior. And your question seems to be, "How can I continue being anti-social and disdain humanity?" My answer is: Transition your PC into a recurring NPC villian. He is ...


12

By RAW? No The spellbook rules say this: Once a wizard understands a new spell, she can record it into her spellbook. It says "wizard" explicitly, so by a direct RAW reading of the rule, no. A Sorcerer can't do it. It also says a wizard can copy into her spellbook, not into someone else's book. That makes sense, as it's hard for a wizard to ...


11

From Special Abilities – Nonabilities: Nonabilities Some creatures lack certain ability scores. These creatures do not have an ability score of 0 – they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below. (emphasis mine) So yes, they add class/type HD +0 each level.


11

Undefined and up to the DM. This is a feature, not a bug! In AD&D, both editions, magic items are the exclusive domain of the DM and they are given full rein in deciding how they work, which is to say: If you're the DM, the game doesn't care, so make up whatever sounds good. If you're a player, you have to ask your DM, or (more likely) experiment with ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


11

There are none, just like there are no rules for not wearing boots on the trail, not keeping your expensive parchment dry, or keeping the bugs out of your rations by packing them properly. All that stuff is roleplay and GM judgement. No whetstone? "Clearly you are a bandit, sir! You claim to be a King's Man, but no reputable soldier would go around with a ...


10

The repair light/moderate/heavy/critical damage spells from the Eberron books? Will work as cure light/moderate/heavy/critical wounds. Sor/wiz, artificer and spellthief only. A cleric can get access to some of these by choosing the Warforged domain. Also, Total Repair (artificer 6 and warforged domain 8) is the equivalent of heal, and should keep you ...


10

Yes, this is true. Wizards get every spell a level sooner, except for level 0 and level 1 spells. See the spells per day tables on the Sorcerers & Wizards page. Wizards and sorcerers learn from the same spell list, but wizards learn each new spell level 1 class level earlier. So except for first level spells (which both classes gain at level 1), a ...


10

Yes... If nobody tries to save them. With Chaining creatures can approach if the creature approaching passes a will save. With Hedging it appears that they are just trapped permanently and will die unless they don't need to breathe or eat, which a number of creatures are immune to. The phrase from which it cannot wander by any means. worries me ...



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