1st campaign seems to be going well + some questions [Archive] - Wizards Community

Post/Author/DateTimePost
Nithendil

09-11-05, 01:40 AM
Although I've DMed some one-off adventures and sessions, I just started running my own campaign today, and I think it went well, although I finally realize how much work being a full time DM involves. Also, the group is mixed between 30-40s and late teens, and I think some of the older players were expecting some more seriousness from some of the younger players, but I talked to the younger players and I think I have fixed this.

I do have some questions however (for a 3.5 game).

1. Javelins. Is it a move action to draw them and a standard action to throw, or are they more like bow & arrows, where you can draw ammo and fire all in a standard action?

2. Short swords. Historically (I believe they are close to the roman gladius) were these used as only piercing weapons, or were they good for slashing too? A player made an argument that they could be used for slashing damage, and although the PHB says piercing, if they were also used historically for slashing I would allow it.

3. Since the group is a mix of both old players and new, ½ of them have played through most of the old edition modules, while the other half of them have played through the 3.x modules (sunless citadel, burning plague, etc). I guess I could do custom adventures, but as a somewhat new DM, I’m not sure if I have the ability or time. Any advice?

TIA!
Longarms

09-11-05, 02:42 AM
I am going to quote the PHB to answer your javelin question.

Page 98, description of the quickdraw feat:
"A character who has selected this feat may throw weapons at his normal rate of attacks (much like a character with a bow).


I think that answers your question. Javelins are not ammo, RAW requires the quickdraw feat for multiple attacks with thrown weapons. However, I think RAW would allow a character with both hands free to at least throw two javelins in one round. I mean, it is hard to argue that switching the second javelin from the left hand to the right is more than a free action. Or that moving it from the left hand to the right hand takes anymore time than drawing an extra arrow.

That said, I think it would be fair if you house ruled that a thrown weapon user gets the quickdraw feat for free. I dont understand why a thrown weapon user has to get a feat to use all of his attacks in one round while a bow user doesnt. It seems like a silly distinction...
Fixxxer

09-11-05, 05:04 AM
1. Javelins. Is it a move action to draw them and a standard action to throw, or are they more like bow & arrows, where you can draw ammo and fire all in a standard action?

Without the quickdraw feat, if your javelins are stowed, it requires a move-equivilent action to draw and a standard action to attack. Note also that if you have a base atack bonus of +1 or higher, you can combine the act of drawing a weapon with a movement (real movement, not a free 5ft step).

2. Short swords. Historically (I believe they are close to the roman gladius) were these used as only piercing weapons, or were they good for slashing too? A player made an argument that they could be used for slashing damage, and although the PHB says piercing, if they were also used historically for slashing I would allow it.

The gladius is a good example of a short sword, yes. So is the ninja sword (commonly called the "ninja-to"), a wakizashi, a kampilan, a machaira or falcata or a scrimsaex. These weapons all have different uses, which include a combination of cutting, thrusting and bashing. What you have to understand is that the core rules don't assign a damage type to a weapon to put limits on how that weapon can be used. What the rules are doing is informing you of what type of damage the weapon is most capable of dishing out. Technically, I could slash with a mace, but that's not nearly as effective as bashing your head in with it, right?

3. Since the group is a mix of both old players and new, ½ of them have played through most of the old edition modules, while the other half of them have played through the 3.x modules (sunless citadel, burning plague, etc). I guess I could do custom adventures, but as a somewhat new DM, I’m not sure if I have the ability or time. Any advice?

Yep. CLICK HERE (http://www.wizards.com/default.asp?x=dnd/oa/20030530b&page=1) for a list of free downloadable quality adventures. :)
Ulrich Valdemont

09-11-05, 10:03 AM
1) It would make sence that someone who was carrying javelins stowed away fo transport, has to use a move-action to draw one. Or select the quick-draw feat. But if he is prepared for ranged combat, let's see, I would stick my javelins in the ground and throw them one after another. I'd say picking up a javelin would be a free action.
So to my opinion you can get multiple atacks if you put some effort to it.

2) I agree with Fixxxer.

3) Don't be afraid custum adventures are too difficult. Just give it a try. It's very rewarding and the time it takes to prepare will get less quick.
ermedic

09-11-05, 10:22 AM
Short swords. Historically (I believe they are close to the Roman gladius) were these used as only piercing weapons
Yes, the Roman gladius is a good example of a short sword. While I'm sure that the gladius was used in desperation as a slashing weapon, it was not effective in that capacity. Despite Hollywood's view, the Romans used the gladius as a piercing weapon. I cannot speak about the Japanese weapons because my historical knowledge is more specific to ancient western civilizations. All this being said, in game terms, I might allow a PC to use a short sword as a slashing weapon, but I would give them a -4; much like when a PC uses the flat of their blade to do non-lethal damage. My only concern with doing this is that it reduces the challenge of creatures with that type of damage reduction. I'd have to give it some thought.

I guess I could do custom adventures, but as a somewhat new DM, I’m not sure if I have the ability or time. Any advice?
The DMG II has some good tips for building campaigns with limited time.
Nithendil

09-13-05, 03:54 AM
I am going to quote the PHB to answer your javelin question.

Page 98, description of the quickdraw feat:
"A character who has selected this feat may throw weapons at his normal rate of attacks (much like a character with a bow).


I think that answers your question. Javelins are not ammo, RAW requires the quickdraw feat for multiple attacks with thrown weapons.

Thanks, I'll let the player know about that.

Note also that if you have a base atack bonus of +1 or higher, you can combine the act of drawing a weapon with a movement (real movement, not a free 5ft step).

Good call, I had forgotten about that.

Technically, I could slash with a mace, but that's not nearly as effective as bashing your head in with it, right?
All this being said, in game terms, I might allow a PC to use a short sword as a slashing weapon, but I would give them a -4; much like when a PC uses the flat of their blade to do non-lethal damage.

True, I'm going to rule that it is mainly used for piercing damage, but if they sharpened the blade with a whetstone they can take a -4 attack penatly if they choose to do slashing damage instead.

Yep. CLICK HERE for a list of free downloadable quality adventures.

Thanks for the link, but it seems at least one my my players has read a good amount of them, which I discovered in the middle of the Burning Plague.

Now that I get to thinking about it, it shouldn't be too hard to edit some modules enough so that it is mostly new to people, even if they have already played through them. Simply subsitute the traps for different ones, put them in different rooms, use a different set of enemies (if there is a theme), and tie it in with the campaign.

But if he is prepared for ranged combat, let's see, I would stick my javelins in the ground and throw them one after another. I'd say picking up a javelin would be a free action.

That's a good idea as well, and I'll let the player know that.

Don't be afraid custum adventures are too difficult. Just give it a try. It's very rewarding and the time it takes to prepare will get less quick.

I'm starting to think this way. I think I just need one of those books of just traps and puzzles, and perhaps create some sheets of room descriptions, and that should cut down on at least a good portion of the time.

The DMG II has some good tips for building campaigns with limited time.

Thanks, I'm still slowly reading it.
erc1971

09-13-05, 08:18 AM
2. Short swords. Historically (I believe they are close to the roman gladius) were these used as only piercing weapons, or were they good for slashing too? A player made an argument that they could be used for slashing damage, and although the PHB says piercing, if they were also used historically for slashing I would allow it.

Being one of those crazy SCA people, I get lots of actual experience in melee combat. Yes, the D&D weapon proficiency rules drive me insane, because they are so off, but I leave em alone just for simplicity sakes and to not mess with game balance.

From a realism point of view, anyone who walked out to do combat with a sword and did nothing but stabbing (piercing attacks) would end up dead in a matter of seconds. Swords of all lengths are primarily slashing weapons - a sharp piercing point is there to allow for more variety of attacks.
VirgilCaine

09-13-05, 09:11 AM
Being one of those crazy SCA people, I get lots of actual experience in melee combat. Yes, the D&D weapon proficiency rules drive me insane, because they are so off, but I leave em alone just for simplicity sakes and to not mess with game balance.

From a realism point of view, anyone who walked out to do combat with a sword and did nothing but stabbing (piercing attacks) would end up dead in a matter of seconds. Swords of all lengths are primarily slashing weapons - a sharp piercing point is there to allow for more variety of attacks.

Tried GURPS, have you?

As for changing adventures, you just have to switch things up--they aren't were-rats, they're araneas or were-boars; troglodytes instead of grimlocks...
Escef

09-13-05, 09:37 AM
Try picking up an issue of Dungeon. Each issue has 3 adventures (one each of low, mid, and high levels), plus several articles to help DMs run their games. If your FLGS has older issues on the stands (most bookstores won't), breeze through all of them so you know which issue (if any) has content you want.
TheErsatzFacsimileOfMe

09-13-05, 09:45 AM
Tried GURPS, have you?

As for changing adventures, you just have to switch things up--they aren't were-rats, they're araneas or were-boars; troglodytes instead of grimlocks...

I always like to toss in class-levels on anything with the INT score to support it.
Nothing like watching the "pre-reader's" faces when a grimlock starts casting spells, or uses a trip attack.