| Post/Author/DateTime | Post |
|---|---|
| Rhody10-27-05, 09:12 PM | It has been years since last I have played. I am getting back into it to find out there have been 2 new releases of the game since the last time I have played.(more like 1.5 new releases) Anyway I am looking to try out the monk class and kind of want to put a descent twist on the character. Any ideas, links, other material I can look at let me know. I appreciate all who reply. Remember, its been a while so talk to me in, dare I say it, newbie terms. :( |
| Lawrence10-27-05, 09:18 PM | well, the easiest way to read up, if you don't want to buy the books immediately is the SRD of the 3.5 system. You should be able to find it from the main site. *patpats* Otherwise...I never played 2nd ed, so the best I can say is it's probably changed drastically on you. One of the things I think I recall is low numbers being good in 2ed, yes? not true anymore. you want high numbers all around pretty much. I'm afraid I'm not a conversion teacher, alas. ^-^; |
| Quirriff10-27-05, 09:44 PM | It has been years since last I have played. I am getting back into it to find out there have been 2 new releases of the game since the last time I have played.(more like 1.5 new releases) Anyway I am looking to try out the monk class and kind of want to put a descent twist on the character. Any ideas, links, other material I can look at let me know. I appreciate all who reply. Remember, its been a while so talk to me in, dare I say it, newbie terms. :( AD&D 2nd edition was the Dark Age of D&D, when TSR was sucking up to all those fundumentalist Catholics, it "Removed" demons and devils and replaced them with Tanari (Is it that?). It also removed Half-Orcs and Monks, which were there before 2nd edition. The only good thing that 2nd edition changed is they removed Assassins and replaced them with Bards that weren't fighter/Thief/Druids/+extra. Then again the Assassin class was interesting to have in the game. |
| Benny BBQ10-27-05, 10:17 PM | Welcome to 3.5! :) I've been playing D&D for quite a time (I started playing with 1st edition material, then moving on to 2nd AD&D...) and man are you "going up a level" when it comes to game mechanics... If you're familiar with the whole THAC0 rules, I'm sure you'll be glad to learn that they're gone (hopefully, and most probably, for good!). As Lawrence pointed out: high numbers will now be what you're looking for, as the d20 system works on an, shall I say... "untwisted" comparison base. It basically is all about applying modifiers to a d20 roll (rolling a 20-sided die...) and try to beat another number (usually called AC [for armor class] or DC [for difficulty check], though it might just as well be an opposed check [...opposed by another character or monster]). You'll also notice that the rules for spells are much clearer than the old ones, and that the base manual, the Player's Handbook, contains much more of them. There are more character races (to get you started anyways; the game supplements provide you a LOT more...) than in previous versions of the game, and their are also more base classes to play... not to mention the prestige classes (classes with requirements -- of which there are more than you'll ever want...). As a player, the only thing you really need to read is the Player's Handbook (and even then; I have a player who hasn't read much of it and still is enjoying it a lot). Of course, some sort of "teacher" (a guy or girl who already plays that version of the game) would greatly help... You'll realize, however, that the rules are fairly simple, and that a reading or two of the Player's Handbook will suffice to make cool and enjoyable characters. Which leads me to your monk idea... Listen, the great thing about 3rd edition is that there are a lot less restrictions to what you can and cannot do. Everything is left up to the DM (Dungeon Master: the person in charge of crafting adventures for his/her friends to play out) to rule and interpret -- though there ARE established rules, or course... D&D 3.5 is a free for all of possibilities! As such, I'd recommend you simply talk with your DM about what he/she allows in his/her game (most of the material from the core books: Player's Handbook, Dungeon Master's Guide and Monster Manual, is usually allowed), and just let yourself loose! Think about movies and books that you've read and that might inspire you! Invent something entirely new... whatever! The system of Feats (abilities not defined by your race or class, and that you gain every 3 levels) is a great way of customizing your character! Just go crazy and try some stuff out! 'Hope I helped... Peace! |
| Maraxus10-28-05, 05:01 AM | Monk with a twist: Well, if you start on a higher then 1st level (I personally think 3rd level is the best to start), then you can give the monk a twist by mixing in one level of Fighter, Ranger, Paladin, Rogue or Ex-Barbarien. Another point to make it interesting is to not play a human. Halflings or gnomes (small characters) often miss the ability to deal high damage, but on the other hand, you can build a real defence-monster that way. Or take an half orc, focus on strength and your damage goes up a good step. |
| SureFoot10-28-05, 09:43 AM | Speaking as someone who has gone from Basic and 1e (AD&D) all the way through 3.5, and has taught another old-schooler the basics of 3.5, let me add a few things to think about: -as Benny BBQ already pointed out, you *always* want to roll high. (there are very few exceptions, certain percentile rolls come to mind) This is something of a fundamental change in thinking from <3e. It was particularly foreign to me to think that you actually WANT an AC in HIGH numbers. Once you get used to it, though, it's tough to imagine going back to the dreaded THAC0. -the power level of everyone has been generally boosted. That means charaters, AND monsters. Meaning don't be alarmed by the fact that ability scores have a linear progression for their bonuses, and that those bonuses come FAR sooner (in general) than they did in previous editions. Don't be alarmed that ability-boosting items are FAR, FAR more common in this edition--magic items, in general, are FAR, FAR more common. The beasties are also tougher, so it balances out. -XP progressions are standardized for all classes (woo-hoo!!). Level advancement is generally faster (again, don't be alarmed!) than in previous editions. -the customizability of characters can seem daunting to an old-schooler at first. There are significant numbers of feats available in the PHB, and if you add in even a few extra books (any of the Complete series, for example--Complete Warrior, Complete Adventurer . . . ) then "significant" jumps to "enormous." Feats are probably the single most important factor in your character customization from a game mechanics standpoint, so familiarizing yourself with them and how they synergize can only help you. -READ THE PHB. I strongly suggest reading it cover to cover (spells only if you want to), multiple times!! The rules have been standardized to a much greater degree than in previous editions (example: what a character can do in a round is actually defined), so you'll need ot be familiar with the rules to know what you can and can't do, so as not to be hamstrung when combat occurs. enjoy! |
| Ranger REG10-28-05, 10:01 AM | AD&D 2nd edition was the Dark Age of D&D, when TSR was sucking up to all those fundumentalist Catholics,... I didn't know my religion has so many fundamentalists than those in the Southern Bible Belt states. :bored: |