| bio | website | |
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| location | ||
| age | 27 | |
| visits | member for | 1 year |
| seen | 2 days ago | |
| stats | profile views | 27 |
Consummate Gamer and collector of games and systems. Casual player of 3.5 DnD.
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May 18 |
awarded | Yearling |
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Feb 24 |
awarded | Commentator |
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Feb 24 |
comment |
Differences between D&D 3.X and previous editions Prestige Classes do, but aren't technically part of the core game. Even the ones in the DMG are listed as completely optional content. They're much like the Kits of 2nd edition except they're a separate class, taken later when certain requirements are met, rather then having a list of disadvantages to compensate for their powers and taken at creation. (unless otherwise noted, kits couldn't be taken after creation and no character could have more then 1 kit). |
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Feb 24 |
comment |
Differences between D&D 3.X and previous editions Base classes technically don't, but a Prime caster with less then 10 in their casting stat is pretty much useless, since they can't cast spells at all. Interestingly, in 2nd edition, mages with 9 int could cast up to 4th level, 5th at 10-11, up to 18-19 for 9th, requiring 20+ int to gain their 10th level slots. Clerics/druids on the other hand got extra spells per day at certain levels for having 12+ wisdom, but got their normal full casting regardless of wisdom though having less then 13 had a failure chance (5% at 12, and going up as wisdom dropped, though 9 was the minimum requirement) |
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Feb 22 |
comment |
Differences between D&D 3.X and previous editions Even the proficiency section of the player's handbook uses pips for specialization (max of 2), though it's limited to single class fighters. If you didn't use the proficiency system, you just picked one weapon type at creation for a single class fighter and got the specialization benefits in it. |
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Feb 16 |
awarded | Excavator |
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Feb 16 |
revised |
Differences between D&D 3.X and previous editions Added additional Info from the High Level Campaign rules, and changed a few errors or omitted info. |
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Feb 16 |
comment |
Differences between D&D 3.X and previous editions The tactics book allowed anyone to buy almost anything, it just cost double for non-warriors, and triple for wizards. And no one except a single class, unkitted fighter could go above Mastery (3 pips) in a weapon, unless a kit or ability said otherwise. (Like the Fighting Monk priest kit could achieve Grandmastery (5 pips) in Martial Arts, bare handed, and wrestling). |
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Feb 16 |
suggested | suggested edit on Differences between D&D 3.X and previous editions |
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Feb 16 |
answered | How can I use the skill system from D&D3e in AD&D2e? |
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Feb 16 |
comment |
What RPGs treat magic as being common? Anything from Forgotten Realms, though it depends on the local, rather then the setting itself, since some lands have extremely common magic, while others will only see it rarely. Though most areas are rather middle of the road. |
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Feb 8 |
awarded | Enlightened |
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Feb 8 |
awarded | Nice Answer |
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Dec 25 |
answered | What powers do deities gain from believers? |
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Dec 25 |
revised |
How can I stop a large level disparity from being a problem? added 1005 characters in body |
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Dec 23 |
answered | In AD&D 2e, is there a system that roughly equates to spot checks in 3.x? |
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Dec 23 |
comment |
How can I improve damage for a 2e rogue? (Particularly a Kender handler) Just be sure to remind your DM, good =/= dumb. If stabbing an enemy in his weak spot, while his back is turned makes the best tactical sense, you'll do it. If your int and wis are both less then 6 however, I could see your character believing in such a thing. Pragmatism isn't evil, as long as you draw a line vs truly heinous acts (torturing a villian to get information, rather then using other means), using proper combat tactics is just being intelligent. That or inquire what buff to your combat ability you'll receive for losing out on your biggest melee ability. |
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Dec 23 |
answered | How can I stop a large level disparity from being a problem? |
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Dec 23 |
comment |
How to have a realistic set of languages without making adventuring prohibitively difficult? That's how the wheel of time d20 handled languages and dialects. 1 skill point allowed you very basic knowledge of a language, just enough for people to understand what you wanted, while spending 2 allowed you learn the finer points of the speech and speak it fluently. Though yes, peasants are unlikely to speak anything other then their base language unless they live in a particularly cosmopolitan area or particularly well educated. Merchants and nobles will speak any common trade languages which will likely be what a setting's "common" is. |
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Dec 16 |
answered | Why can't clerics use sharp weapons? |