| Post/Author/DateTime | Post |
|---|---|
| #1flipJul 04, 2005 12:09:54 | DS3 is again updated, with feedback from the previous thread (now closed). Comments and edits and feedback go here. http://athas.org/releases/ds3/ds3_r6.pdf Enjoy. |
| #2heretic_apostateJul 04, 2005 12:29:04 | http://athas.org/releases/ds3_r6.pdf http://athas.org/releases/ds3/ds3_r6.pdf You forgot the "ds3/" portion. ![]() |
| #3murkafJul 04, 2005 13:13:28 | DS3 is again updated, with feedback from the previous thread (now closed). Comments and edits and feedback go here. Happy Birthday to me!!!!!!!!!!! Now I only need images to go with that... |
| #4PennarinJul 04, 2005 15:05:27 | In the previous thread Khiane mentionned there were no Adventures and Background entries for the Rogue. It still hasn't been added. The rogue class has no "Adventures" or "Background" sections, although it looks like one of the two was put in but not given a title. Also, the Elven Longblade still has no fluff description. I believe Jon or someone else wrote one in some thread somehwere, but I can't find it. |
| #5jon_oracle_of_athasJul 04, 2005 15:58:25 | The elven longblade is the same length as a longsword, but is thinner and crafted from bone, making it lighter. This allows the elven longblade to be used with the Weapon Finesse feat. The origin of the elven longblade can be traced to the legend of Coraanu Star Racer, and to this day the weapon remains an important aspect of elven tradition. |
| #6squidfur-Jul 04, 2005 17:03:32 | p79: Coat of Mists - 3rd sentence - change "provids" to provides" and "weathher" to "weather", and "endure elements" should be in italics. A few questions - in regards to Coat of Mists (from the errata on your site), has the idea to have the material component be as a focus been abandoned? And what of the idea that "The mist gives you concealment..."? - pertaining to the Conglagration spell (pg. 79), has the following description (also from the errata) been abandoned - Add this line to the end of the first paragraph of the conflagration description: "If the target is killed by this spell, the rise 1 minute later as a skeleton with the Fire sub-type under the caster's control. This skeleton's HD count against the total number of undead the caster can command." Also, replace the first sentence of the second paragraph with the following: "The target of this spell automatically catches on fire (see catching fire in the DMG) and any other creature within 10 ft. must a Reflex save (DC 15) or catch on fire as well." and lastly - about the spell Create Oasis (pg. 82) the errata has "No Material component", but there is one still. Should we ignore this errata entry, or does that line need to be corrected. |
| #7flipJul 05, 2005 8:09:11 | p79: Coat of Mists - 3rd sentence - change "provids" to provides" and "weathher" to "weather", and "endure elements" should be in italics. Ah. No, the errata listed on-site is old, and does not apply to this version. The spells are as they are intended to be. |
| #8kalthandrixJul 05, 2005 9:12:41 | Speaking of releases, on the Athas.org site there is listed that the Dragon Rules were releases on June 30th, but the playtest version is still up. I know that in an earlier post on the site, Jon had said that the rules would be out in about two weeks, so I was wondering if this was just a date error on the Releases page or if the doc has not been actually updated yet? |
| #9flipJul 05, 2005 9:17:51 | Speaking of releases, on the Athas.org site there is listed that the Dragon Rules were releases on June 30th, but the playtest version is still up. No, I got the date wrong when I ws updating the index page. There is a new version due out shortly. |
| #10kalthandrixJul 05, 2005 9:20:51 | No, I got the date wrong when I ws updating the index page. There is a new version due out shortly. :evillaugh ![]() |
| #11brun01Jul 06, 2005 8:54:27 | I've noticed you changed the TK stats, now they're the same as the XPH. Why? If it was changed to be more similar to the XPH, why not do the same with the HG too? |
| #12flipJul 06, 2005 10:04:49 | I've noticed you changed the TK stats, now they're the same as the XPH. Why? Because the XPH kreen is fine, with the removal of the automatically psionic bits (if we make 'kreen automatically psionic, we have to make everyone automatically psionic) The half-giant, however, we don't feel represents an Athasian half giant. Any more than we feel that the PHB elf represets an Athasian elf. |
| #13ruhl-than_sageJul 06, 2005 19:54:36 | The half-giant, however, we don't feel represents an Athasian half giant. Any more than we feel that the PHB elf represets an Athasian elf. It's kind of a joke that they call it a Half-Giant, it's not even as big as a half-ogre. |
| #14PennarinJul 06, 2005 22:45:42 | It's kind of a joke that they call it a Half-Giant, it's not even as big as a half-ogre. Its "half" because its an hybrid of giant and another race. |
| #15ruhl-than_sageJul 07, 2005 0:18:37 | That must have been a very small giant, either that or they were breed with halflings :D |
| #16zombiegleemaxJul 07, 2005 0:36:36 | Hey guys just looking at the new release of DS3 and need clarification on something that looks a bit confusing and maybe a misprint. A few things are repeated and one thing is contradicted by the information below it sounds like they are to be CG but the description is all over the map. so what is the norm for them? right now as this states it is CG, NG, and CN Are these to be the norm for the new DS Elf In the section on elfs Alignment: Elves tend towards chaos because of their love of freedom With respect to good and evil, elves tend towards neutrality, although their behavior leans towards chaos because of their love of freedom. With respect to good and evil, elves tend towards neutrality, although their behavior leans towards good – even self-sacrifice -- where the good of their tribe is at stake. |
| #17PennarinJul 07, 2005 2:35:55 | That must have been a very small giant, either that or they were breed with halflings :D Er...its a magical crossbreed, originated by the sorcerer-monarchs long ago. |
| #18jon_oracle_of_athasJul 07, 2005 6:04:05 | Penn, he was making fun of the half-giant in the XPH. |
| #19flipJul 07, 2005 18:14:03 | With respect to good and evil, elves tend towards neutrality, although their behavior leans towards good – even self-sacrifice -- where the good of their tribe is at stake. The part you didn't emphasis is the important part of that statement. Their neutral or evil where other races are concerned, but where their own tribe is concerned, they're known to be self-sacrificing (good, basically) It's a failing of the alignment system that it takes no relativism into account. |
| #20ruhl-than_sageJul 07, 2005 20:12:33 | The sentance is written in a somewhat ambigous way. Perhaps it should be spilt into two sentances for clarity. I know that I am prone to writting in long complicated sentances. It's something I need to work on too. |
| #21zombiegleemaxJul 07, 2005 22:55:00 | It's a failing of the alignment system that it takes no relativism into account. Awsome thanks for the clerification |
| #22kalthandrixJul 08, 2005 14:40:01 | flip- WHERE BE DRAGONS?? I was hoping to have the new rules to start intorducing the AB concept to my players next week. I want to be able to perhaps let them (the PC's) find a document that has some incomplete information and hints to dragons powers. Thanks :D |
| #23squidfur-Jul 08, 2005 19:10:52 | Flip - While I was reading throught the new update, I stumbled across something that caught my attention. A while back, I had brought up an issue with the datchi club's description. The problem had been fixed, but has apparently been changed back (at what point, I'm not sure, but didn't notice till now - so sorry). The problem is thus - a datchi club is described as having a roughly 5' long head and 3' long handle, but has reach of 10' - no real biggie here, BUT - As the deadly part of the weapon is being held at about 3'-8' (probably closer) away from the body it makes no sense at all that a person would not be able to hit someone in a space adjacent to him. Just think for one second on how the weapon would be used, and you'll see that the description needs changing. |
| #24flipJul 12, 2005 11:58:28 | flip- WHERE BE DRAGONS?? They're coming. some last minute debate about things is going down, and I keep ending up with new versions of the document. When we settle, it'll be out that evening. Soon, I promise. ;) |
| #25flipJul 12, 2005 12:02:17 | Flip - I think it's a matter of weildiness. You need room to swing the thing to get the momentum you need. I'll refer it to the equipment bureau. |
| #26brun01Jul 18, 2005 13:13:15 | Soooo, ANY news when the final release for the core rules and/or the AB comes out? ![]() |
| #27flipJul 19, 2005 12:26:16 | Soooo, ANY news when the final release for the core rules and/or the AB comes out? AB dragon rules will be coming out tonight. From the low post count on this thread, it looks like the rules are basically there. That said, the next version to come out will be illustrated. But don't hold your breath, we're going to be taking the time to make sure that we're getting good illustrations in, rather than just grabbing whatever's on-hand. |
| #28squidfur-Jul 19, 2005 21:44:17 | Correct me if I'm just blind, but isn't the information on athasian languages missing? |
| #29bengeldornJul 20, 2005 7:03:36 | Originally Posted by flipOriginally Posted by Bengeldorn What about lissome? Dictonary.com |
| #30zombiegleemaxJul 21, 2005 18:29:12 | Page 62, Table 7-1 needs a reworking of the terrain modifier examples. Some terrain example appear under multiple terrain types, which can cause confusion for which modifiers to use during spellcasting. Stony Barrens and Scrubland appears under both Barren and Infertile terrain types. Also, the examples appear to be listed under the wrong terrain types and the types themselves are hard to distinguish. I'd recommend using the terrain types listed on page 28 of the Age of Heroes rulebook from the Revised Boxed Set instead. I've posted it here for reference. Barren should include boulder fields, sandy wastes, and salt flats. Infertile should include stony barrens, rocky badlands, and bare mountains. Fertile should include oases and scrublands. Abundant should include verdant belts, grasslands, and mud flats. Lush should include forests, large gardens, and parks. I'm not sure why this was changed, or if I missed this discussion, but it seems easier to just keep the old table than make a new one with different names. |
| #31bengeldornJul 22, 2005 9:16:50 | 2nd-Level Druide Spells - page 70: Proof Against Undead: Prevents dead subject from being raised as undead. There is no spell-description of this spell. 3rd-Level Druide Spells - page 71: Water Walking: Replaced by surface walk. As Water Walk wasn't in his spell list I guess it should be "Water Breathing: Replaced by worm’s breath." instead. ![]() And btw. Daylight ist allready in the Druid's Spell-List ;) |
| #32bengeldornJul 25, 2005 12:29:24 | Spell: Echo of the Lirr - page 83/84: stats: Saving Throw: Fortitude neagete text: Creatures caught in the cone of sound you emit must make a successful Will save or be stunned for 1d3 rounds. ![]() ![]() Will or Fortitude, which save is the right one? |
| #33bengeldornJul 31, 2005 18:48:24 | Rouge: Weapon and Armor Proficiency - page 37: This isn't actual an error, but Blowgun, Puchik and Tonfa are simple Weapons and Rouges are allready profcient with all simple Weapons ( PHB - page 50), so these weapons doesn't need to be listed. |
| CannibalismbengeldornAug 04, 2005 6:54:59 | Ranger - Races, page 35:Their practice of cannibalism to emphasize their superiority over other sentient beings puts the ranger’s tracking abilities to deadly use. Do halflings actually it each other? Cannibalism is the act or practice of eating members of one's own species... |
| #35SysaneAug 04, 2005 8:28:23 | Ranger - Races, page 35: I guess they could be viewed as cannibals in the sense that halflings eat other humaniod races. |
| #36jon_oracle_of_athasAug 04, 2005 9:06:22 | Cannibalism in this case would mean eating sentient humanoids, not necessarily halflings. IIRC, the halfling Lokee was said to have been cast out from halfling society because he ate halfling flesh. This would imply that, at least for some tribes, eating other halflings is unacceptable. |
| #37hunterccAug 04, 2005 21:03:28 | Templar class description, pg 40:Spells: A templar can cast divine spells according to Table 3-4: The Templar... Spells per day are listed in Table 3-5: Templar Spells Known. Little bit of a contradiction... I assume this should read "Known spells are listed in Table 3-5 and spells per day in Table 3-4" ? Also, nothing seems to clearly explain Table 3-5 (what does the +a mean, what does the superscript 1 mean). |
| #38kalthandrixAug 06, 2005 8:36:01 | Here is something I noticed on the table for terrain modifiers for arcane spells. Stoney Barrens are listed twice, once in barren and then also in infertial. Is it susposed to be this way? Every other terrain type is listed only once and I thought it was strange that this one appeared twice. |
| #39GrummoreAug 09, 2005 22:17:02 | I am starting a DS campaign soon and while doing the character, the one which is doing a cleric pointed out that the "Soaring Spirit" in chapter 8 is not present on page 27 Table 3.2. Is it that you removed this domain or that you forgot to put it back in the class table? |
| #40cskAug 09, 2005 23:35:42 | I was rereading the Pterran entry and noticed that a bit of the flavor text is now outdated with the change to the XPH, namely:• -2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans’ strong confidence and keen instincts for others’ motives makes them keen diplomats, and when they take the path of the psion, powerful telepaths. Now that MAD is gone, telepaths don't benefit from Charisma nearly as much as they used to. Wilders on the other hand, do. • Wild Telepathy. All pterrans are gifted from the day they hatch with the ability to use the missive talent at will, but only with their fellow reptiles. Talents are no more; missive is a 1st level power. |
| #41squidfur-Aug 10, 2005 1:23:51 | Now that MAD is gone, telepaths don't benefit from Charisma nearly as much as they used to. No, they don't. They do, however, benefit from a higher Wisdom (ie keen instincts). |
| #42PennarinAug 10, 2005 2:44:07 | Shouldn't the Craft (poisonmaking) skill be included in DS3? I don't recall seeing it in the SRD... |
| #43flipAug 10, 2005 8:14:08 | Shouldn't the Craft (poisonmaking) skill be included in DS3? I don't recall seeing it in the SRD... Craft(Poisonmaking) is basically the replacement for Alchemy. (does some searching, was gonna find a reference) ... except, it's not. Craft(Alchemy) is the replacement for alchemy. I gotta do some checking in my DMG, see what the deal is for *creating* poisons. If it's already assigned to Craft(Alchemy), then I've got some editing to do ... |
| #44cskAug 10, 2005 9:51:39 | No, they don't. They do, however, benefit from a higher Wisdom (ie keen instincts). Yes but not in a very measurable (game stat) way. Psions have 1 class skill based on Wisdom and telepaths get one more for a total of two. That's all Psions get for high Wisdom (aside from things everyone gets like Will save bonuses). As for Charisma, Psions don't get any class skills based on it, but telepaths get 3. Again, aside from that telepaths gain nothing more from Charisma than anyone else. By contrast, in the original PsiH, the telepath's power DCs, his bonus PPs, and his highest available power level was based on Charisma. Now all Psions are based off Intelligence; on the other hand Wilders (previously unavailable) are now the psionic class based off of Charisma (DCs, PPs, etc). I'm not advocating a rules change, I'm just pointing out that the bit of flavor text is not really accurate anymore; pterran telepaths really aren't any more powerful than say human telepaths. |
| #45kalthandrixAug 14, 2005 9:51:22 | .. |
| #46PennarinAug 14, 2005 11:06:44 | Kal, that question of yours is in the wrong thread, thus might be considered spaming. Ask a DS3 question instead, or edit your post. |
| #47GrummoreAug 14, 2005 15:22:13 | Here is another point made by my munchkin number cruncher player. I dont recall exactly how he explained it (it's been a moment I havent see him), but he explained me that the half-giant, in this current version is missing a feat because it's a two hit die monster. I will have to ask him further explanation, but if you want to have a look at your HG, my friend told me that EL+1 and 2hd should give two feats instead of one (btw, it's a giant, maybe there is something else to look at in the MM ?). Btw, how about the domain I previously asked about? |
| #48flipAug 15, 2005 10:20:17 | Here is another point made by my munchkin number cruncher player. I dont recall exactly how he explained it (it's been a moment I havent see him), but he explained me that the half-giant, in this current version is missing a feat because it's a two hit die monster. I will have to ask him further explanation, but if you want to have a look at your HG, my friend told me that EL+1 and 2hd should give two feats instead of one (btw, it's a giant, maybe there is something else to look at in the MM ?). Don't have the material in front of me to reference, so I can't address specifics (and therefore don't know if I'm arguing or agreeing ;) ), but: Feats are based on your total HD, not your ECL. So, a half giant with 2HD and a +1 LA would calculate out as follows:
|
| #49brun01Aug 15, 2005 11:29:36 | So, flip, release 7 will only come out when you have all the artwork done? Any chance it'll happen this year? Maybe, like, until X-mas??? :D |
| #50GrummoreAug 15, 2005 12:16:47 | Don't have the material in front of me to reference, so I can't address specifics (and therefore don't know if I'm arguing or agreeing ;) ), but: No, you are right, we looked into it yesterday with the rule books and everything is right. Sorry. Btw, how about the clerical DOMAIN question? |
| #51flipAug 15, 2005 12:28:54 | No, you are right, we looked into it yesterday with the rule books and everything is right. Sorry. I'd have to say that it's just missing in the table, and will be added back in. |
| #52flipAug 15, 2005 12:31:10 | So, flip, release 7 will only come out when you have all the artwork done? I think there will be one more release before then. Minor typo-fixes and the like. End of the month. Penn is coordinating artists for me, and once I start getting a steady art supply, I'll be working on integrating the pretty pictures for the final release. |
| #53gilliard_derosanAug 15, 2005 13:21:03 | Now, even I noticed a problem. Under the Templar Spell list it says thisTemplar Spell List: Templars choose their spells from the templar spell list. A templar receives an assigned Tabel 3-6 has nothing to do with spells known, but rather with Secular Authority abilities. And I think a simpler way of LA would be simply Only count Racial Hit Dice and Class Levels for any feat gain or Ability gains, etc., as this is your "Actual" Level, or Hit Dice. Add the LA to this total to find your "Effective" Character Level whenever Experience points come into play. CRs, Experience gains, etc are all based on Effective Character Level (ECL) which includes the +LA. Granted, maybe it is not easier to explain this way, but a first level HG fighter (2 giant hd, +1 la, +1 fighter -> ecl 4, 3 hd) would have 3 feats (1st level, 3rd level, 1st level fighter) seems to be putting out too much info that may just confuse people. But yeah, when your ECL reaches 8 but your total hit dice only reach 7, you do not gain the ability mod that everyone gets every 4 levels, since you are only actually 7th level/HD. |
| #54flipAug 15, 2005 15:13:33 | One other thing that's based on your ECL, by the way: Starting money. Monsters as Races, SRD: Use ECL instead of character level to determine how many experience points a monster character needs to reach its next level. Also use ECL to determine starting wealth for a monster character |
| #55squidfur-Aug 17, 2005 23:32:12 | it's come to my attention that the info describing when spell energy is gathered (ie, at preperation or casting) is missing. |
| #56flipAug 19, 2005 10:24:00 | it's come to my attention that the info describing when spell energy is gathered (ie, at preperation or casting) is missing. It's gathered at casting time. Gathering energy at preparation is a cheap cop-out and shall be relegated to the bottom of the sludge pile, where it belongs. |
| #57korvarAug 19, 2005 10:55:50 | It's gathered at casting time. And stamped on. And acid poured over the remains. Heck, nuke the site from orbit, it's the only way to be sure. |
| #58zombiegleemaxAug 19, 2005 11:44:51 | All hammers and all flails should be added to the list of weapons unaffected by production with inferior materials. (bone would make a difference in the effectiveness of these weapons, but stone wouldn't) |
| #59PennarinSep 01, 2005 2:41:25 | The claws of the tembo spell inflicts normal damage, but the short description of the spell (see the spell list) says it inflicts Str damage. |
| #60kin-kaal_v-ryceSep 10, 2005 15:04:20 | The thing I've noticed is that there is a problem with the bookmark layout. Chapters 3 through 9 need to be moved out to the top-level bookmark range. Currently they are actually under the Chapter 2 bookmark so that when you go to collapse it, it collapses the whole thing rather then just Chapter 2: Races. It's probably just a nit-pick, but it was one of the first things I noticed. |
| #61GrummoreSep 15, 2005 12:11:45 | I have 2 comments: 1) I think it is more than time to add an OFFICIAL poisons list for the Darksun Setting 3.5ed. Why? It's simple. We have a settings before all other settings that should have it poisons because we have bard that do not have any magical abilities SOOOOOOOO since a big part of their classes is about poisonning (not just that, but a part)... geez we should have a poisons list with description. IMO. 2) I think it could be (it IS) a good idea to create a PDF errata when you change your documents or when you update the core rules. What did I meant... Let's say today, I print the whole ds3.5_r6. In 6 months, you product r7 with new change. I dont want to print it again. Although, if I had a small errata pdf, I would print it and enjoy. That's an idea, would it be too much work? Just curious. |
| #62GrummoreSep 15, 2005 12:14:08 | Oh! And btw, why dont delete the closed sticky thread about providing feedback, create another clean one and close it again so only the information you want to be there would be there? Just my two cents. |
| #63elonarcSep 15, 2005 12:42:23 | I think it could be (it IS) a good idea to create a PDF errata when you change your documents or when you update the core rules. *grumbles* Yes, it would also help when athas.org wants to update their previously released products. |
| #64kin-kaal_v-ryceSep 15, 2005 20:27:49 | After reading through it a bit more, I also noticed that the cleric is missing the Alignment section in its flavor text. EDIT: There also doesn't seem to be a section describing whether or not PCs still begin at 3rd level like they used to or if they now begin at 1st level. |
| #65brun01Sep 15, 2005 20:40:47 | You know what i would like? I mean, besides the errata pdf? A behind the veil section covering the magic-psionics transparency rule. Exactly how it works in DS. Not just MR and PR are different, but minor aspects as well. Would the feats that are an exception to rule be avaliable to manifesters too because Athas is a high-psionics world? |
| #66PennarinSep 15, 2005 21:02:32 | There's a magic-psionic transparency article on the athas.org website, but the conclusions it gives the reader are not those I like. For example, it says that a creature who has SR is also considered to have equivalent PR in Dark Sun. But the whole point of spells that affect psionics, such as psionic dampener and psionic override, is that magic can be made to affect psionics. So its all a bit moot if all beasties have SR and PR at the same time. Some creatures should have SR, some PR, some both. If need be, make a master list of all Monster Manual creatures that are considered allowed in DS and mention which ones have equivalent PR to their SR. |
| #67flipSep 16, 2005 8:11:22 | Oh! And btw, why dont delete the closed sticky thread about providing feedback, create another clean one and close it again so only the information you want to be there would be there? That was my plan. That's why this thread has the release date tagged on it. I can make my own threads sticky. It seems that I don't get to do that with any other thread. |
| #68flipSep 16, 2005 8:14:35 | After reading through it a bit more, I also noticed that the cleric is missing the Alignment section in its flavor text. Noted. Thanks EDIT: There also doesn't seem to be a section describing whether or not PCs still begin at 3rd level like they used to or if they now begin at 1st level. Nope. There should probably be a BtV section discussing this. Basically, there is no "official" starting level. It's entirely up to the DM ... just like it's always been entirely up to the DM. But, I can also say that it's "recommended" to consider starting at higher level, to allow access to the more exotic races for starting characters, and to point to the sections of the DMG that discuss starting out a levels above first. And to make it explicitly clear what gets covered by your ECL: Experience required to level and starting treasure. |
| #69flipSep 16, 2005 8:16:32 | There's a magic-psionic transparency article on the athas.org website, but the conclusions it gives the reader are not those I like. The article is not official. It's a suggestion. Some creatures should have SR, some PR, some both. If need be, make a master list of all Monster Manual creatures that are considered allowed in DS and mention which ones have equivalent PR to their SR. Prod the monster folk on that. Quite an undertaking. |
| #70GrummoreSep 16, 2005 9:37:39 | What is your though about the pdf errata Flip? PS btw jon, have a look at the prc thread please. |
| #71hunterccSep 16, 2005 9:51:15 | What is your though about the pdf errata Flip? I think a changelog is a great idea, I believe that's what Grummore is asking for here |
| #72flipSep 16, 2005 10:22:47 | What is your though about the pdf errata Flip? I've done it before, in the respect of keeping a web page up to date with edits. That page got derailed with the 3.0 -> 3.5 conversion, because there was just so much that got touched .... I can manage a changelog for this release fine, however. For other products, well, I'm not the one to ask about a lot of those, but I'll try and get people to start supplying a list of changes. |
| #73KamelionSep 16, 2005 10:41:35 | There's a magic-psionic transparency article on the athas.org website, but the conclusions it gives the reader are not those I like. When dealing with the monsters, we have been proceeding under the variant of "magic and psionics are different", as this was the case with the original DS setting. The XPH allows for them being similar or the same but, imho, this would detract from the inherent flavour of the setting. We need a judgement call on this from the Overcouncil or Paper Nest. Some creatures should have SR, some PR, some both. If need be, make a master list of all Monster Manual creatures that are considered allowed in DS and mention which ones have equivalent PR to their SR. If need be, I'll have a look at doing that further down the line, once all other ToA matters are stowed away. |
| #74hunterccSep 18, 2005 21:54:23 | But, I can also say that it's "recommended" to consider starting at higher level, to allow access to the more exotic races for starting characters, and to point to the sections of the DMG that discuss starting out a levels above first. And to make it explicitly clear what gets covered by your ECL: Experience required to level and starting treasure. I should be starting a new DS campaign in the upcoming weeks and I'm trying to get some base characters started to make sure I have a feel for all the rules. I'm expecting to have at least one Thri-Kreen and/or Half-Giant in the party, and I want my players to start at 3rd level. Since Thri-Kreen and Half-Giants start at ECL 3, how much XP would they need to get their first class level? I get myself confused every time I try to figure this out... but I think the answer is 3000 XP required to get their first class level. Am I right? |
| #75jon_oracle_of_athasSep 19, 2005 5:35:54 | Since Thri-Kreen and Half-Giants start at ECL 3, how much XP would they need to get their first class level? I get myself confused every time I try to figure this out... but I think the answer is 3000 XP required to get their first class level. Am I right? Yes and no, depending on how one interprets your post. A kreen or half-giant needs a 6.000 xp total to reach 4th level (ECL 4) and get their first class level, just as any other character would need to reach 4th level. A 3rd level character starts with 3.000 xp, so any 3rd level character would need 3.000 more xp to reach 4th level. |
| #76hunterccSep 19, 2005 7:33:12 | Okay... so if my campaign started at 1st level it makes sense to have a Kreen or HG need 6000 XP to get to 4th level, but since I'm starting everyone at 3rd level a Kreen or HG will only need 3000 XP. I wish that were spelled out more clearly in the sourcebooks. Thanks! |
| #77GrummoreSep 21, 2005 7:41:42 | To the Spells and Powers bureau. Will there be significant changes to this part of the pdf on the next release? To athas.org: Have you had any release date for a core pdf with image? |
| #78brun01Sep 21, 2005 9:05:39 | I think this should be added to the templar's secular authority ability: Each ability requires both a minimum templar level and a minimum number of ranks in the Diplomacy skill to qualify; if a templar does not have the required number of ranks in the Diplomacy skill, he does not gain the secular authority ability until he acquires the needed ranks. Many people ask me about this and this should clear things out. |
| #79flipSep 21, 2005 9:16:08 | To the Spells and Powers bureau. No, no date yet. I'm going to be speaking with overseer Pennarin about assignments for the artisan slaves soon, but I'm not rushing this. I am thinking that an update is in order sometime soon, however. Say, within the month. Mostly minor stuff, as it looks like there wasn't a lot of errata to come back from the last release. |
| #80flipSep 21, 2005 9:35:40 | I think this should be added to the templar's secular authority ability: No. The secular authority ability explicitly does not require a minimum Templar level. There is a reason for this. The basic mechanic is modeled after the core bard's Bardic Music ability, which requires a certain number of Ranks in the Perform skill in order to unlock new abilities. It does not follow the 3.5 mechanic in requiring a specific class level to unlock those abilities, because in four cities (Tyr, Draj, Balic and Raam), a majority of the Tablelands cities, the Templar is essentially an NPC class, because they cannot cast spells. Templars in those cities have taken other paths to power, but they are still a part of the bureaucratic structure, and still have duties and requirements and policing to do. Tying the skill to diplomacy makes flavor sense, and it also generally limits it to specific classes -- clerics, and certain psions. Wizards don't even have it as a class skill. And there are clear examples of psions being high in the templar heiarchies. The mechanical implementation must allow for advancement beyond "levels as a templar" Truth be told, Secular Authority is one mechanic that I've never been comfortable with; but that's because I'm not comfortable with the basic concept -- a class skill / roll determining your influence and power within a heiarchy, granting all sorts of police-state powers. |
| #81brun01Sep 21, 2005 10:41:05 | Templars in those cities have taken other paths to power, but they are still a part of the bureaucratic structure, and still have duties and requirements and policing to do. Tying the skill to diplomacy makes flavor sense, and it also generally limits it to specific classes -- clerics, and certain psions. Wizards don't even have it as a class skill. And there are clear examples of psions being high in the templar heiarchies. The mechanical implementation must allow for advancement beyond "levels as a templar" You could fix it creating a feat that makes Diplomacy a class skill, say Bureaucrat. Then it could be tied to level+ranks like the bardic music. Nonetheless, i think this should be further explained in the ability entry. It is quite confusing the way it is. |
| #82flipSep 21, 2005 11:10:49 | You could fix it creating a feat that makes Diplomacy a class skill, say Bureaucrat. Then it could be tied to level+ranks like the bardic music. We could, but it's not your complaint that not enough classes have Diplomacy as a class skill. level + ranks means tying the skill to templar levels, which is what I'm saying is not acceptable, given the NPC-class power level that the templar class has in 4/7 city states in the Tablelands, and that there are notable examples of Templars following other paths for gaining spellcasting abilities. Tying it to "character" levels is meaningless, because your ranks in a skill are already limited by your character level. Remember, this is ranks, not roll modifier (which is ranks + cha + feat adjustments + synergy + situational modifiers). Nonetheless, i think this should be further explained in the ability entry. It is quite confusing the way it is. There are aspects of the skill that could be confusing. This requirement isn't one of them. Secular Authority: Once per day per templar level, a templar can use secular authority within his city state. Depending on the ranks he has in the Diplomacy skill, a templar can order slaves to do his bidding, requisition troops, enter the homes of freemen and nobles and have these arrested. That's it. No mention whatsoever of levels, just "depending on the ranks he has in the Diplomacy skill" ... I don't see how this is confusing, so you'll have to explain that to me, or I'm not going to be able to correct it to where it isn't confusing. |
| #83hunterccSep 21, 2005 12:31:56 | He's probably confused between "Once per day per templar level..." and "Depending on the ranks he has in the Diplomacy skill, a templar can..." |
| #84brun01Sep 21, 2005 12:39:57 | I'm not personally confused, but I get many emails from our readers that don't understand very much this way of limiting what you can or can't do based solely on your ranks (since it it usually done with a DC or character level). I do see your point, though. |
| #85brun01Sep 22, 2005 10:20:32 | About the cleric's Aura hability. Does athasian clerics have this (in the r6 doesn't say the don't have)? What kind of aura does each element have? All are Neutral? |
| #86squidfur-Sep 28, 2005 16:30:21 | I've noticed that all Raze feats have the line: Prerequisites: Defiler ...except for Controlled Raze and Distance Raze. |
| #87zombiegleemaxOct 06, 2005 13:54:32 | I finally got around to checking out the new version of my favorite D&D world and I must say I like alot of it and hate some of it but the one thing that stands out is why the heck would anyone ever want to play a defiler unless specifically playing an evil caster ? In the old days defilers had a single huge advantage, namely requiring fewer xp than preservers. Nowadays its a couple of very very slight advantages and the disadvantages are at least as bad and the feats dont really make much of a difference imo. Why not give the defilers a distinct advantage so there would be a reason to go the down the dark path and not something people do just to be different ? Have I missed something or are the defilers and preservers almost the same, and is the advantage for going the dark path of the defiler pretty much non-existant ? |
| #88korvarOct 06, 2005 14:48:19 | Have I missed something or are the defilers and preservers almost the same, and is the advantage for going the dark path of the defiler pretty much non-existant ? You have touched upon rather a sore point ![]() Basically, the deal that athas.org made with WoTC was that Dark Sun 3.5 has to be D&D as opposed to D20. Which specifically means that all the classes have to be balanced against each other. And also "balanced" means balanced in rules terms - you can't balance, say, the Defiler having a faster spell progression by increased social hostility. I, and many others, have bemoaned what this does to the Preserver/Defiler relationship, but it's a necessary consequence of making Dark Sun compatible with D&D 3.5. There is at least one Dark Sun D20 project, which cheerfully hurls "balance" out of the window tied to an anvil, and if you hunt about the forums, you can find it. |
| #89PennarinOct 06, 2005 20:20:00 | From the DS3 FAQ: Q: Why can’t Dark Sun races and classes be more powerful than their counterparts in the D&D 3rd Edition Player’s Handbook? E.g. why can’t we get half-giants that double their hit dice rolls, random and powerful free wild talents for all, and defilers be significantly more powerful than preservers in DS3? This is how it was in the original setting. A: The original Dark Sun setting had many unbalancing elements. The new 3rd edition D&D rules system does not allow unbalanced elements due to the nature of the CR system. The CR system balances on the edge of a knife. Even a small change could have great impact. You will see that some of the most unbalanced elements of the original Dark Sun setting, psionics, are no longer unbalanced. E.g. Kinetic Control is now an Epic level spell. Q: Many of the unbalanced elements of the original Dark Sun setting contributed to set the mood in the setting. Without them the setting loses its uniqueness. E.g. the supremacy of defiling magic as the quick path to power over preserving magic shaped history and the way Athas is today. A: Even if the game mechanics change and are rewritten to be more balanced, the history of the world is not rewritten. We have faced many dilemmas when it comes to balance vs flavor, seeing as you point out some people feel part of the uniqueness of the Dark Sun setting lies in its unbalanced elements. When dealing with such cases, we try to create rules that help sustain the setting flavor and explain history. The example of defiling magic vs preserving magic is probably the single most difficult issue we have had to deal with. After two years we feel confident we have a balanced solution that takes into consideration most of the elements people feel are important to the setting. We have a balanced system that allows for more magical power to defilers by choosing certain feats that only defilers can benefit from, and defiler specific prestige classes that border the thin line between very good and overpowered. That is as far as we can go to preserve both flavor and balance. I finally got around to checking out the new version of my favorite D&D world and I must say I like alot of it and hate some of it but the one thing that stands out is why the heck would anyone ever want to play a defiler unless specifically playing an evil caster ? |
| #90flipOct 07, 2005 8:52:23 | It amazes me how consistantly people underestimate the boost we're giving to defiling. +1 effective spellcaster level is NOT something to just shrug off. It affects every variable in the spell -- duration, casting time, damage dice, range, and ability to overcome spell resistance. Is it maybe not so effective if you just dabble in it? No. It takes time to get that boost. But, take a few feats -- dedicate yourself to defiling, and you do get some power out of it. Fast raze reduces the amount of time you spend gathering for that +1 boost -- down to where it's just a full action (standard + move action). Destructive Raze gives you a damage boost, Efficient Raze is a free +1 to save DCs), Exterminating Raze lets you do more damage to plant creatures (remember all those carnivorus cactii?) No, it's not a huge, earth shaking difference between defiling and preserving. But there is a difference, and can be used very effectively ... and maybe it makes defilers all that much more reprehensible -- the destruction they cause, for such a small edge. But there is an edge there, and it's sharper than it looks. |
| #91brun01Oct 07, 2005 9:12:06 | And what about release 7??? The Brazilian readers are still stuck on the r4! ![]() |
| #92flipOct 07, 2005 9:37:16 | And what about release 7??? End of the month. Something of a higher priority pushed this down the stack. |
| #93brun01Oct 07, 2005 9:52:48 | Higher?! I just made a very curious Brazilian, mister! |
| #94flipOct 07, 2005 11:50:37 | Higher?! You'll just have to be curious for a while, then. ![]() |
| #95kalthandrixOct 07, 2005 17:56:07 | I would be willing to be it is a new release of the dragon or the avangion material- PLEASE!!! |
| #96master_ivanOct 10, 2005 13:56:15 | I think this should be added to the templar's secular authority ability: Are you talking about the more diplomacy=more respect=more power?? If so then I'm with you it just makes sense. A Templar who isn't respected isn't feared and the other way around. |
| #97brun01Oct 10, 2005 14:05:57 | Are you talking about the more diplomacy=more respect=more power?? If so then I'm with you it just makes sense. A Templar who isn't respected isn't feared and the other way around. Kinda. It's a combination of respect and influence. But as Flip explained, unfortunately it can't work like that... |
| #98brun01Oct 10, 2005 14:18:34 | Shouldn't the Ranger Favored Enemies Table be updated to reflect the Athasian ones? Subtypes like Gith, Psionic, etc? |
| #99PennarinOct 10, 2005 14:29:16 | Here is the table Methvezem came up with for the Athasian Bane weapon special ability, which could be used for the Ranger: d% Designated Foe 01–09 Aberrations 10–15 Animals 16–19 Constructs 20 Dragon 21–28 Elementals (air) 29–36 Elementals (earth) 37–44 Elementals (fire) 45–52 Elementals (water) 53–57 Giants 58–60 Humanoids, dwarf 61–63 Humanoids, elf 64–65 Humanoids, gith 66 Humanoids, halfling 67–69 Humanoids, human 70-72 Humanoids, reptilian 73–75 Humanoids, tari 76–80 Magical beasts 81–85 Monstrous humanoids 86 Oozes 87-89 Outsiders 90-93 Undead, free-willed 94-95 Undead, walking dead 96-100 Vermin |
| #100brun01Oct 10, 2005 15:00:11 | I was more in the likes of Type (Subtype) Aberration Animal Construct Elemental (air) Elemental (earth) Elemental (fire) Elemental (water) Giant Humanoid (dwarf) Humanoid (elf) Humanoid (gith) Humanoid (halfling) Humanoid (human) Humanoid (jozhal) Humanoid (psionic) Humanoid (pterran) Humanoid (reptilian) Humanoid (tarek) Humanoid (tari) Magical beast Monstrous humanoid (aarakocra) Monstrous humanoid (baazrag) Monstrous humanoid (belgoi) Monstrous humanoid (braxat) Monstrous humanoid (dray) Monstrous humanoid (dune freak) Monstrous humanoid (ssurran) Monstrous humanoid (thri-kreen) Outsider Plant Undead Vermin and we would still have 32 types in the table |
| #101kalthandrixOct 10, 2005 15:03:32 | I would have to say that while I like your list Brun, I would want to see Dragon on there, and I would take off Drey- they would fall under dragon- like 2e. Those are my two bits. |
| #102bengeldornOct 10, 2005 15:09:51 | monstrous humanoids don't have subtypes. Although I'd like to see Kreen as a type or subtype of anything, I don't see it to work out. |
| #103brun01Oct 10, 2005 17:33:57 | Of COURSE I knew it, Kal, that was just a test to see if you were really paying attention. -Monstrous humanoid (dray), +Dragon Here's your prize. ![]() In the SRD says that "Every humanoid creature also has a subtype." but doesn't say that monstrous humanoid doesn't have subtypes... Since Athas has many monstrous humanoid and few outsiders, this was a way to keep the list populated... |
| #104PennarinOct 10, 2005 17:43:21 | Its a good list brun01 :P |
| #105master_ivanOct 10, 2005 20:35:14 | Yeah! ;) |
| #106nytcrawlrOct 12, 2005 12:57:55 | Nice bane and favored enemy tables guys. Always wondered why they weren't expanded more. |
| #107zombiegleemaxOct 16, 2005 22:06:26 | First off, let me say that this is an awesome piece of work. I love it. I ran my first 3.5 DS game today as a fill in because we didn't have out full group together the the players said they perferred this to FR. A few nitpicks/personal perference issues: 1. The Starting age chart on page 20 references Brute. I'm thinking this should reference Barbarian. 2. I feel that the XPH Half-Giant is perfectly fine as far as HGs go and I prefer that one to the one presented in the book. Personal preference. 3. I'd like the weapons table to include some of the traditional weapons from D&D. The DS modules I have reference battleaxes, short swords, etc, and, while these are in the PH, having a table that lists the effects of an obsidian short sword right next to other Athasian weapons would be cool. 4. The Gladiator. I liked the write up on this guy in the 3.0 release. Now I feel the class is underpowered. For one, I see no reason why he should have perform if the class has no real use for it. The class progresses just fine for, say, the first 5 levels, but after I feel the fighter's advancement is far superior- not to mention the psionic warrior. I should like to see a return to using some of the Sword and Fist Gladiator abilities Roar of the Crowd, Poison Use, Make the Bleed and The Crowd Goes Wild to help balance thing out a bit. |
| #108zombiegleemaxOct 16, 2005 23:04:48 | My Proposed Version of the Gladiator would have these special abilitiy progressions: 1. Mercy, Exotic Weapon Prof. 2. Unarmed Strike, Roar of the Crowd 3. Improved Feint 4. Uncanny Dodge, Arena Guile +1 5. Study Opponent +1 6. Sneak Attack 1d6 7. No Mercy, First Armor Optimization 8. Improved Uncanny Dodge, Arena Guile +2 9. Insightful Feight +2 10. Study Opponent +2 11. Make Them Bleed 12.. Sneak Attack +2d6, Arena Guile +3 13. Parry 14. 2nd Armor Optimization 15. Study Opponent +3, Poison Use 16. Arena Guile +4 17. Superior Feight 18. Sneak Attack +3d6 19. Improved Parry, The Crowd Goes Wild 20. Arean Guile +5, Study Opponent +4 Where the abilities are as follows: Armor Optimization: At level 7 you choose one armor and reduce the armor check penality by 1, and increase the max dex by 1. At level 14, the gain the ability gained at level 7 for a second armor type and the armor chosen at level 7 has the armor check penalty reduced by an additional 1 and the max dex increased by an additional 1. Roar of the Crowd: If you have an audience of at least 6 non-combatants, you may make a perform check (DC 15) as a move equivalent action to gain +1 morale bonus to attack and damage for the remainder of the fight. Study Opponent: Any opponents who attack you during any round where you take an all out defense action, you gain the stated bonus as a dodge bonus to your AC starting next round against those opponents for the remainder of combat. Make Them Bleed: You are skilled at dealing wounds that cause extra blood loss. When you deal damage with slashing weapons against a creature that is not immune to critical hits, the wounds bleed for one additional point of damage each reound thereafter until: a Heal check (DC 15) is made or; any magical healing is applied or; 10 rounds minus the opponents Constitution modifier elapse. Multiple Wounds are cumulative. The Crowd Goes Wild: If you have already engaged the crowd of spectators, you gain a +2 morale bonus to damage on the first blow you land. This bonus increases by two for each successive blow you land, but is reset to 2 should you miss. |
| #109master_ivanOct 17, 2005 10:49:47 | My Proposed Version of the Gladiator would have these special abilitiy progressions: Yeah, that's a bit much if you ask me, should rather be flanking, and an experienced gladiator should be a master of flanking and as in the official release, have improved uncanny dodge. It makes more sense to me. explain that to my axe...elf |
| #110zombiegleemaxOct 17, 2005 12:44:57 | Well the Gladiator as proposed doesn't offer a whole lot after level 4. At level 4 I have Uncanny Dodge and Improved Feint. At that point, switch to Rogue and you get sneak attack every 2 levels and your Uncanny Dodge stacks and, viola, you are a Feighting, sneak attacking machine. With my proposal, you have some incentive to progress as a gladiator beyond level 4. Oh, BTW, how come DS D20 doesn't have any Tree of Life references? This seemed part of the flavor of the old DS setting, why cut it out? |
| #111brun01Oct 17, 2005 12:54:17 | Check the Terrors of the Deadlands. |
| #112master_ivanOct 17, 2005 13:11:31 | Wouldn't you need to sneak up on him first? That's what sneak attack is for right? So why not take the flanking feat instead (like Swashbuckler CWH)? I just find it....not good, and totally takes the Gladiator feeling out of it..... and my axe, will have your throat.... |
| #113zombiegleemaxOct 17, 2005 15:18:32 | Personally I don't feel adding +3d6 Sneak Attack to the Gladiator in any way ruins the flavor of the class. The Black Guard has Sneak Attack and it seems to be one of the abilities frequently found among warrior classes that emphasize mobility and guile as the Gladiator does. |
| #114brun01Oct 19, 2005 7:14:48 | Shouldn't 5 or more ranks in Knowledge (warcraft) give a +2 bonus to Bluff or Diplomacy or vice-versa? |
| #115jon_oracle_of_athasOct 19, 2005 7:20:33 | Shouldn't 5 or more ranks in Knowledge (warcraft) give a +2 bonus to Bluff or Diplomacy or vice-versa? Why should it? It's a strategic and tactical level skill, not a one-on-one skill. I would be interested in seeing your line of reasoning. |
| #116brun01Oct 19, 2005 7:31:36 | Well, if Knowledge (nobility and royalty) gives it, why not? Diplomacy changes the attitude of others, sometimes even making others take risks to help you. Since warcraft deals with a lot of supervising and commanding, I think this would be like a good general inspiring others to give extra effort to accomplish something they otherwise wouldn't... Bluff deals with creating diversions and sending secret messages. So does warcraft, right? |
| #117kalthandrixOct 19, 2005 7:41:49 | I would think that Knowledge (geography) 5 ranks would be a skill that would be more related in terms of strategic place ment of troops and fortifications and would be a better idea if you wanted to add a +2 synergy bonus. I agree with Jon in that I do not see how Bluff or Diplomacy have a direct effect on troop placement in the battlefield. |
| #118brun01Oct 19, 2005 8:04:01 | Maybe I am misunderstanding the description of the skill ("You are knowledgeable in organized warfare"), but warcfraft isn't only about placing troops or fortifications. |
| #119hunterccOct 19, 2005 8:15:01 | If it were to give bonuses to Bluff or Diplomacy, I can only see that working on certain conditions... such as "+2 to Diplomacy when in battle-related situations". Good generals do not necessarily make good politicians. |
| #120kalthandrixOct 19, 2005 8:27:05 | Maybe I am misunderstanding the description of the skill ("You are knowledgeable in organized warfare"), but warcfraft isn't only about placing troops or fortifications. You are right- it is also logistics of maintaining supplies, movement of large forces, conducting reconnaissance, maintaining a siege. But the one of the most important aspect of warfare is placement on the battlefield- having the high ground forces your opponent to tire themselves as they charge up a hill, or if keeping control of a large open plain for your calvary troops to charge. |
| #121brun01Oct 21, 2005 10:52:08 | If it were to give bonuses to Bluff or Diplomacy, I can only see that working on certain conditions... such as "+2 to Diplomacy when in battle-related situations". Yes, just like Knowledge (nature) and Survival. And since it focus so much on supervising stuff being built, maybe Knowledge (architecture and engineering) would give it a bonus. So either Knowledge (architecture and engineering) and Knowledge (geography) or Bluff and Diplomacy should be the ones to have sinergy with Knowledge (warfare), depending how you see the skill. |
| #122jon_oracle_of_athasOct 23, 2005 4:26:22 | The issue with the detail level of specific synergies is that you can find a lot of synergies if you just search for them with that purpose in mind. Heck, hide and move silently could grant synergy bonuses to Knowledge (Warcraft) if you plan on using scouts, ambushes etc. Somewhere you have to draw a line and say 'no'. |
| #123zombiegleemaxOct 24, 2005 11:04:16 | The latest DS release seems to lack favored class data for the Pterran. I'm assuming it's Druid. |
| #124squidfur-Oct 24, 2005 20:57:55 | No, it's there: Life Path: A pterran’s life path determines his favored class. Those following the Path of the Druid have druid as a favored class; the Path of the Mind gives psion as a favored class, while the Path of the Warrior gives ranger as a favored class. A Pterran chooses a life path upon coming of age, and the path cannot be changed once chosen at character creation time. |
| #125brun01Oct 28, 2005 11:31:46 | I've always wondered why there isn't a 'slave price table' in the equipment section... Ethical reasons? |
| #126jon_oracle_of_athasOct 30, 2005 9:05:38 | I've always wondered why there isn't a 'slave price table' in the equipment section... Partially, but also since we didn't have a solid price structure. Grummore made a fair attempt at a list, but his proposition had some logical flaws IIRC. |
| #127GrummoreOct 30, 2005 11:44:22 | Partially, but also since we didn't have a solid price structure. Grummore made a fair attempt at a list, but his proposition had some logical flaws IIRC. True, but I have been working (for age now) on something better. Will eventually get this out. |
| #128master_ivanOct 31, 2005 17:52:57 | Is there any date on the first hard-cover release?? ![]() |
| #129nytcrawlrOct 31, 2005 17:57:36 | Is there any date on the first hard-cover release?? Yep! April 1st, 2006, it will hit the stores nationwide at exactly 12:01am! Be ready!!! |
| #130kalthandrixOct 31, 2005 18:33:09 | Yep! You are sooo cruel Nyt- I love it :D |
| #131nytcrawlrOct 31, 2005 18:44:40 | ![]() Ok, sorry Ivan, it's just that question is brought up at least every other month, so I couldn't resist. :D Anyhoo, here is the real answer... http://athas.org/faq/ Q: Why isn’t there going to be a printed version of Dark Sun 3rd edition released at bookstores/gaming stores? Check the FAQ out from time to time peeps, it's chalk full of helpful information. ![]() |
| #132brun01Nov 01, 2005 11:23:33 | End of the month. Something of a higher priority pushed this down the stack. Fliiiip! Where is it? I'm dying here!!! ![]() |
| #133jon_oracle_of_athasNov 01, 2005 12:47:23 | ... |
| #134jon_oracle_of_athasNov 01, 2005 12:49:35 | End of the month. Something of a higher priority pushed this down the stack. Rest assured, it was something of higher priority. |
| #135zombiegleemaxNov 08, 2005 15:01:15 | I gave the DS core rule book to some friends, who are interested to play the 3.5e DS, and they played 2e DS, and other 3e D&D in general. So they are not beginners. The feedback from them was that the description of the defiler rules (chapter 7) could be more precise. They understand how it works after I explained it to them. But it needed further explanation. Not to mention, what if a newbie starts to read it, without any knowledge about the 2e rules or Athas in general? Is it possible to have a clearer, more straightforward write-up on it? Possibly only adding 2-3 clarifying sentences would solve the problem. If you need, I can make an attempt for it. IMHO for a rulebook it's better to be crystal clear and even a bit overexplained than short but confusing. |
| #136darksoulmanDec 02, 2005 4:48:06 | I'm looking for spell lists for wizards, clerics and templars, as well as a list of psionic powers for psions/wilders and psychic warriors. Have anyone made something like this for Dark Sun 3? A list of nothing but the spells/powers for each level, making memorizing and listing powers known easy...Tried to find it somewhere in these forums, but not having a search feature sure makes it hard to dig through the old material ![]() Thanks! |
| #137GrummoreDec 02, 2005 7:05:16 | I'm looking for spell lists for wizards, clerics and templars, as well as a list of psionic powers for psions/wilders and psychic warriors. Have anyone made something like this for Dark Sun 3? A list of nothing but the spells/powers for each level, making memorizing and listing powers known easy...Tried to find it somewhere in these forums, but not having a search feature sure makes it hard to dig through the old material I made a druid spells list a while back, but I dont know if it's what you are looking for. It's on my web page. |
| #138darksoulmanDec 03, 2005 7:44:39 | I made a druid spells list a while back, but I dont know if it's what you are looking for. It's on my web page. Thanks, always nice to have. Unfortunately none of my players chose to be a druid (too bad, I think it's a cool class), but nice to have for the future anyway ![]() |
| #139darksoulmanDec 03, 2005 13:01:36 | I'm looking over the Athasian weapons listed in DS 3...I might be thick as an uh, half-giant, but as far as I can see, some of these weapons seem equal to their metal counterparts in "normal" D&D worlds. Some examples would be (chosen from the weapons typically regarded as "good", price excluded as they don't vary _that_ much): D&D PHB: Longsword: Dmg 1D8, Crit 19-20/x2 DS 3: Macahuitl: Dmg 1D8, Crit 19-20/x2 (or even worse, though it requires a feat: the Elven longblade, 1D8, Crit 18-20/x2) D&D PHB: Greatsword: Dmg 2D6, Crit 19-20/x2 DS3: Macahuitl, Great: Dmg 2D6, Crit 19-20/x2 For all I know there is some 3.5-rules/balance reason for this, but in 2nd edition all non-metal weapons had minuses...which made metal weapons strictly better. Now, I can't see any reason to get a metal weapon apart from the coolness factor, and that's some mighty expensive cool ;) Anyone got an idea? |
| #140PennarinDec 03, 2005 13:40:09 | Metal weapons have more hit points and hardness, which counts for sundering attempts and massive attacks that damage equipment, and it penetrates DR/metal. You say 2E non-metal weapons had minuses, well now a days in 3E you can get athasian weapons (all those listed in the DS3 document) that, albeit they are constructed from inferior materials, actually have no minuses. This stems from a flavor explanation that says athasians designed weapons from primitive materials that were as good as metal ones. |
| #141jon_oracle_of_athasDec 03, 2005 13:54:56 | For all I know there is some 3.5-rules/balance reason for this, but in 2nd edition all non-metal weapons had minuses...which made metal weapons strictly better. Now, I can't see any reason to get a metal weapon apart from the coolness factor, and that's some mighty expensive cool Yes, debated to death, resurrected for the nth time and slain again. It's all in the laq, err... I mean FAQ. ![]() http://www.athas.org/faq |
| #142darksoulmanDec 03, 2005 16:18:35 | Yes, debated to death, resurrected for the nth time and slain again. It's all in the laq, err... I mean FAQ. Yeah I kinda figured there had been a debate ![]() As far as I can see, the only place the FAQ mentions weapons specifically is the following: Q: There are d20 rules systems and campaigns with more powerful (...) and weapons than your conversion has. (...) I just wondered what the rationale was, and if this is it, it's understandable. And I hadn't considered what Pennarin said about Damage Reduction, which is of course very relevant. Thanks for the answers guys ![]() |
| #143jon_oracle_of_athasDec 03, 2005 16:50:06 | Hmm, I thought that was in the FAQ. Probably should be added. Short justification for why you would want metal weapons. 1. Superior hardness 2. Can harm DR/metal 3. Status symbol (4. XP source :P) |
| #144PennarinDec 03, 2005 20:54:21 | (4. XP source :P) Aroo? My skull is so thick tonight this comment ain't getting through... ![]() |
| #145jon_oracle_of_athasDec 04, 2005 5:57:59 | My skull is so thick tonight this comment ain't getting through... You smoke too much, Pennarin. :P |
| #146kalthandrixDec 04, 2005 8:24:01 | I don't really understand the XP one either ![]() Anyway- I have another feat to go into the Archive Pen. Thanks. Erudit Lore - http://boards1.wizards.com/showthread.php?p=7814025#post7814025 |
| #147jon_oracle_of_athasDec 04, 2005 8:27:00 | Having metal weapons and displaying them attract people that want to rob you of them, hence an xp source unless the DM is out to kill your PC. :P Sort of akin to a defiler attracting the attention of a druid on his guarded lands. It's supposed to be a joke. |
| #148kalthandrixDec 04, 2005 8:47:20 | Having metal weapons and displaying them attract people that want to rob you of them, hence an xp source unless the DM is out to kill your PC. :P Sort of akin to a defiler attracting the attention of a druid on his guarded lands. It's supposed to be a joke. OOHHH- well then :heehee :D ![]() |
| #149flipDec 05, 2005 13:29:03 | Basically the non-metal penalties only ever applied to weapons that were "meant" to be metal, and weren't. Weapons that are designed without metal are not affected, which is why the DS core weapons don't suffer the penalties. A greatclub is just as functional -- there's no -2 penalty for being made of wood. it is, and always has been, a flavor decision -- in order to make people use more "savage" seeming weapons (spears and clubs and boards with obsidian shards), remove the abundance of "normal" weapons ... |
| #150figmentofyourimaginationDec 05, 2005 17:21:43 | Hidden Talent [General] This feat is not in the ESH as stated. The Wild Talent feat is in the ESH, on page 52. However, Wild Talents: How to Handle Them in 3e is a thread on these DS boards which lists various options for Hidden Talent, Wild Talent, and several related feats and substitution levels. |
| #151PennarinDec 05, 2005 17:27:02 | This feat is not in the ESH as stated. The Wild Talent feat is in the ESH, on page 52. Hidden Talent is on page 67, outside of the feats section. |
| #152figmentofyourimaginationDec 05, 2005 17:42:43 | Hidden Talent is on page 67, outside of the feats section. Dang, I knew about the epic feats being out of the feats chapter. Sometimes WotC seems to go out of its way to hide stuff in its product. It'd be handy if they listed "feats" as a separate entry in the index so people could find all of the feats at once. Thanks, Penn. My appologies to everyone. ![]() |
| #153kalthandrixDec 05, 2005 20:47:34 | Dang, I knew about the epic feats being out of the feats chapter. Sometimes WotC seems to go out of its way to hide stuff in its product. It'd be handy if they listed "feats" as a separate entry in the index so people could find all of the feats at once. You are forgiven- now flay the skin from you back to show how truely contrite you are and we will not have to do this again :D |
| #154jon_oracle_of_athasDec 06, 2005 9:52:01 | Dang, I knew about the epic feats being out of the feats chapter. Sometimes WotC seems to go out of its way to hide stuff in its product. It'd be handy if they listed "feats" as a separate entry in the index so people could find all of the feats at once. Actually, if you check the index in the back of the Expanded Psionics Handbook - presuming you know the alphabet (most Athasians don't) - you'll find Hidden Talent (feat) listed under H. :P |
| #155darksoulmanDec 06, 2005 12:19:27 | Actually, if you check the index in the back of the Expanded Psionics Handbook - presuming you know the alphabet (most Athasians don't) - you'll find Hidden Talent (feat) listed under H. :P If this were WoW and not DS (and I was 14), I'd be saying "lolz, pwn1d!11" right now :D |
| #156jon_oracle_of_athasDec 06, 2005 14:27:10 | If this were WoW and not DS (and I was 14), I'd be saying "lolz, pwn1d!11" right now Uh... sure. You're not a WoW junkie (and you're not 14, probably closer to 13 1/2). :P |
| #157darksoulmanDec 06, 2005 15:35:59 | Uh... sure. You're not a WoW junkie (and you're not 14, probably closer to 13 1/2). :P How did you know? :OMG! You truly are an oracle... ![]() |
| #158figmentofyourimaginationDec 08, 2005 2:52:48 | Actually, if you check the index in the back of the Expanded Psionics Handbook - presuming you know the alphabet (most Athasians don't) - you'll find Hidden Talent (feat) listed under H. :P Yeah, I only noticed that after Penn's post, and prior to my reply. I thought about including it in my reply, but figured the rest of you already knew. It was in fact that discovery that made me wish that "feats" were in the index under "f", with all of the relevant pages listed. Hense, Dang, I knew about the epic feats being out of the feats chapter. Sometimes WotC seems to go out of its way to hide stuff in its product. It'd be handy if they listed "feats" as a separate entry in the index so people could find all of the feats at once. |
| #159bengeldornDec 14, 2005 7:28:47 | I have been thinking a lot about the templar's class feature Secular Authority and I have a problem with the way it is now. Let's say I have someone who decided to be a templer from the begining of his carrier. With every level in the templer class his power increases as he increases in the the templer ranks. He has been a templer for several years and worked hard to get the power in his city state he has now. Now I have another one who has been for years a telepath. He has studied the Way and is very good in interacting with others (max. ranks in the Diplomacy skill). After years he decides to become a templer. He quickly managed the templer training and is now a templer. Now he is as much power as the templer, who has been for years in the templer ranks. If I'd be the templer, I'd ask myself, why someone, who has just became a templer, has the same power as I do. I have devoted my whole life to the king/queen, and now there is this "guy", who overrules my decissions? This example should just show that although the mechanik could work as it is, there seems something broken when it comes to the fluff part. My suggestion would be the the secular authority should be mechanically connected somehow to the templer class levels, I know that the templer, who has been templer for years, can use his authority more often a day than the telepath/templer, but it still makes no sense to me how someone who just became a templer can overrule this guy. As for the argument, that many templers are multiclassed and still "powerfull", I'd suggest to design some PrCs that resemble. That's what PrCs are for IMHO. Comming to another point. The Knowledge (Warcraft) skill. Every Knowledge skill of the PHB with 5 or more provides a synergy bonus to something else. If another knowledge is introduced in the rules it should provide a synergy bonus as well IMO. I'm still not quite sure on what checks it should do this, but it should be there. I just took a brief look in Cry Havok (Malhavok Press) and there was something like a command check (I'm not quite sure but I think to remember something similar in the DMGII), without going to much into this book, as I know that athas.org can't use other sources than the core-rule-books from Wizards of the Coast, I'd suggest that something similar should be introduced in DS3.5. The skill is allready introcuded in the rule book of DS, but it actually has no real use besides fluff (you can correct me, if I'm wrong). Just looking at the DS3.5 release 6, I see another knowledge skill, the Knowledge (Ancient History), I suggest that 5 or more ranks in this skill should provide a +2 synergy bonus on bardic knowledge checks, but than again, knowledge history allready provides this bonus. Don't know how to handle this one, but bardic knowledge seems to be the most appropriate one. Another point I want to talk about are the defiler scent and slave scent spells. This two spells seem very powerfull especially for 0-level spells. Both don't allow any saving throws and there no ways (AFAIK) to protect oneself from these spells. This seems very broken to me, and these spells should be redisgned IMO. Although it seems that I only criticize, but I just want to provide some feedback and help. I realy appreciate your work, but unfortunatelly it is in the human nature to complain...and I'm not an exception to it. :P Edit: With all this writing I forgot the ranger's favorite terrain class feautre. It seems unbalanced to to favorite enemy as favorite enemy provides bonuses to 5 skills and a bonus on weapon damage rolls and favorite terrain just prorives bonuses to 4 skills. My suggestion would be to provide a bonus on movement when being in one's favorite terrain, when wearing light or no armor or something else, but right now it just seems unbalanced. Additionally I'd suggest to create some feats, that that have the favored terrain ablity as prerequiste, for example a feet that allows you to find non-magical traps it's favorite terrain or something else that seem appropriate to terrains. |
| #160brun01Dec 14, 2005 7:55:00 | Man, where were you 2 months ago when I said the exact same stuff in here?! |
| #161KamelionDec 14, 2005 9:02:53 | With all this writing I forgot the ranger's favorite terrain class feautre. It seems unbalanced to to favorite enemy as favorite enemy provides bonuses to 5 skills and a bonus on weapon damage rolls and favorite terrain just prorives bonuses to 4 skills. My suggestion would be to provide a bonus on movement when being in one's favorite terrain, when wearing light or no armor or something else, but right now it just seems unbalanced. Additionally I'd suggest to create some feats, that that have the favored terrain ablity as prerequiste, for example a feet that allows you to find non-magical traps it's favorite terrain or something else that seem appropriate to terrains. I agree that the ranger's favored terrain feature is underpowered in DS3. My personal fix for this is to use the favored environment feature from Unearthed Arcana instead. It slots right in as a replacement to favored terrain and it's open content too, which means that athas.org can use it: Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment. At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2. If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest). The game master may rule that a ranger can't select an environment that he has never visited. |
| #162bengeldornDec 14, 2005 9:15:52 | Man, where were you 2 months ago when I said the exact same stuff in here?! busy ... but I was thinking about this, because you said it back then. ;) Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment. Better, but still doesn't seem to be comparable to a +2 on weapon damage rolls. |
| #163flipDec 14, 2005 9:33:35 | I have been thinking a lot about the templar's class feature Secular Authority and I have a problem with the way it is now. Let's say I have someone who decided to be a templer from the begining of his carrier. With every level in the templer class his power increases as he increases in the the templer ranks. He has been a templer for several years and worked hard to get the power in his city state he has now. Circumstance modifiers -- the new guy is, well, new and doesn't carry as much weight. On the other hand, consider just how arbitary and backstabbish the templarate has been painted to be. The scenario you describe is entirely possible ... consider that another high level tempalr recruits your mindbender and gives him a nice cushy role somewhere in the heiarchy -- in return for the psion's loyalty, of course. It's just another form of power-politics. Look at our own world -- how often does the life long civil servant end up on top of the heap? Not often. They're usually bossed around and overruled by political apointees with questionable credentials, but good connections. Witness our former head of FEMA. Depending on class levels for gaining templar abilities breaks the model, as I've described above. It's not going to happen. Potentially adding Templar levels to the rolls? Well, that might happen. Comming to another point. The Knowledge (Warcraft) skill. Every Knowledge skill of the PHB with 5 or more provides a synergy bonus to something else. If another knowledge is introduced in the rules it should provide a synergy bonus as well IMO. I'm still not quite sure on what checks it should do this, but it should be there. I just took a brief look in Cry Havok (Malhavok Press) and there was something like a command check (I'm not quite sure but I think to remember something similar in the DMGII), without going to much into this book, as I know that athas.org can't use other sources than the core-rule-books from Wizards of the Coast, I'd suggest that something similar should be introduced in DS3.5. The skill is allready introcuded in the rule book of DS, but it actually has no real use besides fluff (you can correct me, if I'm wrong). Will think about the synergies. Honestly, I don't think there's necessarily much that Knoweldge(Ancient History) will apply to ... it's an isolated sort of field. Another point I want to talk about are the defiler scent and slave scent spells. This two spells seem very powerfull especially for 0-level spells. Both don't allow any saving throws and there no ways (AFAIK) to protect oneself from these spells. This seems very broken to me, and these spells should be redisgned IMO. Favored terrain provicdes bonuses to 5 skills: Hide, Move Silently, Spot, Survival and Knowledge(Nature). It doesn't have to be perfectly balanced. Knives don't have to be the equal of swords just because I may choose to be a knife fighter. There's also the "control" issue ... Favored terrain is a lot more applicable; the bonus is in effect for the whole time the ranger is in his favored terrain. Favored enemy bonsuses are only useful in combat, or in negotiations ... which generally aren't chosen situations, and generally last much less time. (Yes, there's the "hunter" archetype`) |
| #164flipDec 14, 2005 9:37:20 | I agree that the ranger's favored terrain feature is underpowered in DS3. My personal fix for this is to use the favored environment feature from Unearthed Arcana instead. It slots right in as a replacement to favored terrain and it's open content too, which means that athas.org can use it: ... maybe I'm just dense, but the only difference there seems to be the addition of Listen (which makes sense, and will probably add) and some better wording on the advancement. Other than that, it's identical. |
| #165KamelionDec 14, 2005 10:07:29 | ... maybe I'm just dense, but the only difference there seems to be the addition of Listen (which makes sense, and will probably add) and some better wording on the advancement. Yeah, that's all there is to it. I had started a thread about this some time ago, but it has long since been swallowed by the boards and I couldn't be bothered to go looking for it, so I just pasted the relevant section from UA into the thread . |
| #166bengeldornDec 14, 2005 10:24:31 | Circumstance modifiers -- the new guy is, well, new and doesn't carry as much weight. Possible, but not the scenario I described. Look at our own world -- how often does the life long civil servant end up on top of the heap? Not often. They're usually bossed around and overruled by political apointees with questionable credentials, but good connections. Witness our former head of FEMA. Don't know what FEMA is. Besides that IMO the temlper level should represent the rank, and a templer high-ranked templer should have more influence than lower-ranked templers. Depending on class levels for gaining templar abilities breaks the model, as I've described above. It's not going to happen. I think it has a good reason, why bardic music has been changed from 3.0 to 3.5, it was broken. You could be multiclassed charakter with one level as bard and you could still perform high-level-taks, even without being a high-level bard. The Templer now is like that "old" bard, therefore broken (IMHO). The model of the templer is quite simple to keep, by creating appropiate PrCs, thats what they are for. Potentially adding Templar levels to the rolls? Well, that might happen. Don't know how this should work, unless secular autorithy is completly indebepend from the diplomacy skill. Will think about the synergies. Honestly, I don't think there's necessarily much that Knoweldge(Ancient History) will apply to ... it's an isolated sort of field. Why is introduced in the first place? Doesn't Knowledge (History) fullfil this roll good enough? Ancient History just would have higher DCs. Favored terrain provicdes bonuses to 5 skills: Hide, Move Silently, Spot, Survival and Knowledge(Nature). The thing is, that the +2 bonus on weapon damage is a combat orientated bonus. IMHO it is comparable to the Weapon Specialization feat, becuase weapon specialization works only for one weapon and favorite enemy only for one kind of enemy. If you compare now weapon spezialistion with a feat that grants bonuses on skills, you see several things: Those feats provide a +2 bonus on two skill checks or +3 bonus on one skill check. Weapon specializazion is hase prerequisites, which "mostly" is a sign that this feat provides a "bigger" bonus than other feats, which don't have prerequisites. You are right that I misscounted the numbers of skills, you are also right that favorite terrain applies more often to checks than favorite enemy, but still, a bonus on on combat related checks counts more than a bonus on skill checks. Therefor I suggested to ad something, adding Listen to the skills that benefit from favorite terrain is a good step. I added that the Ranger get a +2 bonus a on search checks to find non-magical traps (even traps with a DC more than 20). |
| #167cskDec 14, 2005 10:51:14 | Circumstance modifiers -- the new guy is, well, new and doesn't carry as much weight. (emphasis mine) This sounds a lot like roleplaying penalties being used to offset a game mechanical benefit and as we all know from the Defiler-Preserver conflict of ages past, that's a serious no-no. |
| #168PennarinDec 14, 2005 11:53:14 | Bengeldorn and flip, don't forget that there are other classes besides templar that give secular auhority as a class feature, and also (this is total fluff) that some templar are not actual divine spellcasters yet are templars. This IMHO should be considered for any modification of the rules. |
| #169bengeldornDec 14, 2005 11:57:33 | Bengeldorn and flip, don't forget that there are other classes besides templar that give secular auhority as a class feature, and also (this is total fluff) that some templar are not actual divine spellcasters yet are templars. That's why I think, that PrCs are the best sollution. |
| #170PennarinDec 14, 2005 12:26:03 | That's why I think, that PrCs are the best sollution. Solution to what? ![]() A base templar class is perfect IMO. Having PrCs that also confer secular authority only goes to show that other people besides templars can fill the role of a templar. All it takes is secular authority. |
| #171bengeldornDec 14, 2005 13:01:31 | Solution to what? I don't understand your point. The idea is, as far as I understood it, that there are templers with the ability to cast divine spells and templers who don't. Both do have the ability of secular authority. Right now you have to take at least on class as templer to get the secular authority class feature, but you also get the abilty to cast divine spells (unless you have a charisma-score of 9 or lower), but if I understand you right, there are templer that don't cast divine spells, therefore those shouldn't take the templer class, but they still should get the secular authority ability. IMO there are two ways: 1. secular authority as a feat 2. secuar authority as class feature The other thing is that secular authority is a class feature. As far as I know all class features depend on their class levels, secular authority does, but also doesn't. Usually the class features that "develop" by increasing levels depend on classes that also have the same ability. Again Secluar authority does this, and again doesn't. This makes the actuall secular authority a weird class feature, in some ways it works like one (uses/day) and in other ways it doesn't (power by level/rank). I allready mentioned the "old" 3.0 bardic music class feature, secular authority works pretty similar to this old version of the bard's class feature. From 3.0 to 3.5 the bard's class feature changed, IMHO becuase it is was broken. Secular Authority still uses the "old" bardic music class feature system.....IMHO it broken and should be adjusted to 3.5. OK, coming back to the issue that, there are templers that can cast divine Spells and those who don't. Now keeping in mind that the actuall secular authority as likely as not is broken and it should work more like the current bardic music ability, there are two ways to give other classes, without taking the templer class, to get the secualr authority ability/feature. 1. Secular Authority as a feat. 2. Secular Authority as a class feature and other classes have to take a Prestige Class. IMHO the best way is a prestige class as I don't want secualr authority to be a feat. Maybe you can show my a 3.5 class feature that works like the current class feature. It'll be intresting to see. |
| #172PennarinDec 14, 2005 14:57:07 | I too don't understand what you're saying ![]() Anyways, what i gather that you're saying is that you don't like the current secular authority class feature because of xyz reasons. I have no comments on your opinion, in favor or opposition, so it is for other people than me to comment. Meanwhile, what i was saying about templars who are not divine spellcasters is simply that the templar position is a "civil servant of a SK". This position is best represented by the actual templar class, but can also be filled by any other class as long as the character also has the secular authority class feature. A rogue, psion, fighter, whatever, can be a templar as long as he's got 1 level of a class that provides the secular authority class feature. The best representation of that is some templars in the novels who appear to be psions or wizards. The same applies to the royal defiler position, which is a "provider of arcane services for a SK". This position is best represented by the actual royal defiler prestige class, but can also be filled by any other class as long as the character is an arcane spellcaster. Ultimately, the first time I mentionned to you and flip that you should remember that one can be a templar without taking levels in the templar class...was simply to remind you all that if secular authority is rewritten to apply only to the templar class, then royal defilers and templar knights won't benefit from it. |
| #173hunterccDec 14, 2005 19:47:40 | Besides that IMO the temlper level should represent the rank, and a templer high-ranked templer should have more influence than lower-ranked templers. Maybe I'm wrong here, but I've always considered a character's level to represent his or her skill, not social rank... there are many people who are less skilled, but still manage to have more power (higher rank) over people more skilled than they are. |
| #174bengeldornDec 23, 2005 20:53:18 | To make an item using Craft (Alchemy), you must have alchemical equipment and be a bard (as opposed to generic D&D where the requirement is being a spellcaster). I just saw this one, and I was wondering, if spellcaster are no longer able to make items with Craft (Alchemy). If they are, then the bard should get this as a class feature. If they don't I still think the bard should get this as a class feature, because it is no longer a regular skill. |
| #175saurstalkDec 30, 2005 8:05:54 | Without sitting down and comparing the information in the free download with that offered in Dungeon 110 and Dragon Magazines 315 and 319, are the stats on races and weaponry the same? |
| #176figmentofyourimaginationJan 02, 2006 12:35:46 | Without sitting down and comparing the information in the free download with that offered in Dungeon 110 and Dragon Magazines 315 and 319, are the stats on races and weaponry the same? Absolutely not. Check out the old thread for more information: http://boards1.wizards.com/showthread.php?t=214718 |
| #177SysaneJan 19, 2006 10:21:55 | It states under the dwarven focus ability that the character is able to apply a +1 morale bonus to saving throws, skill checks, attack & damage rolls, and the save DC to their spells and powers. My question is whether the bonus to damage also includes damage from spells and powers? |
| #178hunterccJan 19, 2006 13:02:21 | My interpretation was that it only applied to weapon damage rolls, as per the Bless spell, but a clarification would be helpful here. |
| #179jon_oracle_of_athasJan 19, 2006 14:24:05 | Weapon damage rolls is correct. It does not apply to spells. However, for touch attacks the attack bonus would apply. |
| #180zombiegleemaxFeb 19, 2006 19:02:55 | In the DS3 (3.5) the penalties for using an obsidian longsword are -1 to attack bonus, -1 to damage... My question is what happens to the penalties of a masterwork obsidian longsword? Does it stays at a no penalty to hit but with the -1 to dmg, or it becomes like a steel masterwork longsword in rule terms? Let me know... |
| #181squidfur-Feb 19, 2006 22:21:45 | Does it stays at a no penalty to hit but with the -1 to dmg... As far as I understand it, yes. |
| #182avalancheriderFeb 20, 2006 5:52:41 | In the "Dealing With Templar Characters" aside in the Templar section, one of the uses of the word "Templar" is in the possessive instead of the plural: "Remember that templar's have the authority..." (should be "templars") |
| #183brun01Mar 04, 2006 17:18:36 | Elf Alignment (page 8) "With respect to good and evil, elves tend towards neutrality, although their behavior leans towards chaos because of their love of freedom." Shouldn't be "With respect to law and chaos"? |
| #184hunterccMar 05, 2006 8:05:59 | I believe the intent is to say they tend to be Chaotic-Neutral. So with respect to good/evil, they tend to be neutral, but with respect to law/chaos, they tend to be chaotic. The wording could probably use a change though. |
| #185brun01Mar 13, 2006 10:58:46 | I cast Detect Typos on r6 (ML 20th) and this showed up Page 44 Speak Language was deleted from updated skills. Was it intentional? Page 54 The frase "The throwing sap is swung overhead with both hands." should be made "The mekillot sap is swung overhead with both hands." Page 73 'Elemental Chariot, Lesser: Enahnces chariot with elemental effects.' Enhances is spelled wrong. Page 74 "Breathing: Subjects can breathe underwater, in silt or earth." The spell now is called 'worm's breath' Page 83 In the Echo the Lirr spell says 'Fortitude negates' but under its description says 'Creatures caught in the cone of sound you emit must make a successful Will save or be stunned for 1d3 rounds.'. Which one is correct? Page 84 The Elemental Chariot, Lesser spell no longer exists, but there are several references to it. Page 85 In the Elemental Weapon last says 'At 9th level and every 3 levels thereafter, the enhancement bonus of the armor or shield increases by 1, to a maximum of +5 at 18th level.' Page 88 In the Glass Storm spell says 'The particles whip about the storm’s area, leaving a 10-ft. diameter eye where you and your companions may stand unharmed.' Should be radius, according to its description? Page 91 The spell Lungs of Water is referenced sometimes as a 'power'. Page 93 The Poisoned Gale spell is sometimes referenced as 'Poison Gale'. It's written 'EffectArea' where the Effect entry should be. Page 96 The Sirocco spell has the following Area: 'Range: Long (400 ft. + 40 ft./level) e Cylinder (1,000 ft. radius, 400 ft. high)'. Something isn't right. Page 96 In the Sandstone spell says 'It has a hardness of 6 and only 10 hit points per inch of thickness. A 1-foot-thick wall of sandstone created by this spell has hardness 5, 25 hit points, and a break DC of 30'. It should have hardness 5 and 1 hit point, right? (crazy US measures...) Page 100 In the Water Shock spell says the spell changes 'A quantity of water between 1 and 100 gallons' but under its description says 'ranging from 1 pint to 100 gallons'. Which one is correct? Page 105 The power 'Aura Reading' is referenced sometimes as a 'spell'. Page 108 The power 'Hush' does not have a power point cost. Page 110 The power 'Trail of Destruction' does not have a power point cost. |
| #186nytcrawlrMar 13, 2006 11:22:57 | I say fire the current editors.![]() |
| #187jon_oracle_of_athasMar 13, 2006 13:59:32 | I say put fire to the prerelease reviewers. :P |
| #188brun01Mar 13, 2006 15:21:37 | I say make a r7 already! ![]() |
| #189hunterccApr 04, 2006 20:52:15 | On page 68, under the domain Living Waters, in the Weapons section:Weapons: Heavy lance, light lance, trident My PHB only has "Lance", no light or heavy versions. Should this entry be changed to simply: Weapons: Lance, trident ? |
| #190kalthandrixApr 06, 2006 15:00:50 | General question for the core book- is there ever going to be a illistrated version? I know it has been talked about, but that has been like 3 or 4 versions ago that anyone has mentioned it. Just wondering. And while I am on the art thing- any chance of a ToA with critter pictures? |
| #191methvezemApr 13, 2006 18:17:06 | Not really a DS3 core error, but a Terrors of Athas' one (I don't know where else to post it ) :Isn't scrab environment 'Sands' instead of 'Silt'? |
| #192KamelionApr 13, 2006 18:35:33 | Not really a DS3 core error, but a Terrors of Athas' one (I don't know where else to post it There is a ToA errata thread somewhere, but it's probably a few dozen pages back .Thanks for the catch. We're using "deserts", iirc - but I've amended it in the master doc. Cheers. |
| #193kalthandrixMay 18, 2006 14:14:22 | Technical question- if a fire cleric has the domain Wrath of the Fire Lord and wields a flaming sword (but not a torch) would he get the +2 shield bonus? He is holding a flaming object that sheds light like a torch, and it is...well...flaming. I think that yes- he would. This ability seems lile a magical effect then one of skill, so I would allow the cleric to have the shield bonus while wielding the flaming sword, but I would like to know what you fellers think. |
| #194kalthandrixMay 24, 2006 12:48:04 | Soooo...how about my question fellows? Oh nd while I am here, anyway we could get an update on the status of the other projects like the Equipment Guide and the AB rules? |
| #195bengeldornMay 24, 2006 21:08:10 | Technical question- if a fire cleric has the domain Wrath of the Fire Lord and wields a flaming sword (but not a torch) would he get the +2 shield bonus? He is holding a flaming object that sheds light like a torch, and it is...well...flaming. I did some research and I didn't find anything that especially stated that the shield bonus would apply, but I also didn't find anything that it wouldn't. Unfortunatelly for you, I have more reasons for why the shield shouldn't apply, because...
On the other hand, I can't see what harm it would make, if the shield bonus would apply, but IMHO only if the wielder doesn't attack with it (but using it as a shield). |
| #196jon_oracle_of_athasMay 25, 2006 3:56:03 | I agree - the shield bonus would not apply. |
| #197jon_oracle_of_athasMay 25, 2006 3:57:57 | Oh nd while I am here, anyway we could get an update on the status of the other projects like the Equipment Guide and the AB rules? This thread is the wrong thread to ask about status on other projects than the core rules. Put it in the latest status update thread. |
| #198cskSep 26, 2006 12:54:22 | In my copy of ds3_r6.pdf, all of the bookmarks are contained in the Races chapter heading, so that minimizing that list makes them all disappear. Has anyone else noticed this? |
| #199flipSep 27, 2006 12:23:24 | In my copy of ds3_r6.pdf, all of the bookmarks are contained in the Races chapter heading, so that minimizing that list makes them all disappear. Has anyone else noticed this? Yeah, I know. Bad bookmark builder. *grumble* It'll be fixed in the next release. |
| #200moogle001Oct 03, 2006 20:58:05 | I'm intending on running my first Dark Sun game and had some general thoughts on the Templar class: As has been noted, the lack of spellcasting abilities effectively makes them a NPC class in some cities. Have you considered providing alternative class abilities, such as Wizards is providing for the core classes (such as removing spellcasting from the paladin and ranger)? Combined with the rules from the PHB2 allowing you to change your class abilities at a later date, that seems to be a good solution to the loss of a templar's sorcerer-king. In terms of tying a Templar's social power to their level, how about adding one's Templar level to Diplomacy checks for Secular Authority (or even better, some guidelines for circumstance bonuses for in-game rank)? Comparing the Templar to the Favored Soul in Complete Divine, the Templar seems to be somewhat underpowered as a spontaneous divine caster. They receive fewer spells known, a much smaller spell list to choose from, and worse saves. Now, while the Templar does receive more skill points and has Secular Authority, I wonder if the Templar should be a bit better. Are there any plans for an update incorporating stuff on this thread? And I was curious, how come there weren't any changes to the cleric to incorporate their resistance to their element's attack and ability to ignore it (walking through earth has many uses). |
| #201redkank_dupOct 04, 2006 3:43:04 | I kinda like the templar class. Seems to work well in play. One thing I would do, though, is to change the templar's assigned spell depending on the sorcerer-king (read something about that in an old thread). Would make for good customized templars. |
| #202j0ltJan 02, 2007 4:52:49 | Weapons Feedback: In the description for the Impaler, the word parallel should be changed to perpendicular. |
| #203jon_oracle_of_athasJan 04, 2007 14:38:41 | Are there any plans for an update incorporating stuff on this thread? All feedback is considered. And I was curious, how come there weren't any changes to the cleric to incorporate their resistance to their element's attack and ability to ignore it (walking through earth has many uses). These are incorporated in the Elementalist prestige class. |
| #204netherekFeb 19, 2007 14:54:18 | Shouldn't the Ranger get a Spell list with some Athasian Spells? Such as Defiler Scent... Why is the Thri-Kreen favored class a Psi-Warrior? Shouldn't it be Ranger as they are so focused on the hunt? For the Ranger favored terrain feature, you could add movement penalty reduction to it, mainly in the case of overland movement, but do something like 1/2 the movement penalty in the favored terrain, or a movement bonus when in light armor and no more than medium load. An expanded Survival DC chart would be nice, one that's a little tougher, higher DC's, DC variables for the differing terrain, etc. etc. As it is, anyone with Survival bonus +5 or greater can get along easily taking 10 which then removes the terrain as a threat to survival. Have you considered not giving Templars spells at first level? They didn't in the original as they were train in there martial and bureaucratic duties first. This would also give the Non-Casting Templars viability. Take a level, gain the Authority and then progress in alternate class... |
| #205lurking_shadowFeb 19, 2007 15:50:22 | Netherek, I believe that the reason for PsyWar being the favored class for kreens is (from ds3e_6 page 19):Psionics: Kreen view psionics as a natural part of their existence. Some packs rely on telepathy to communicate with each member and coordinate their hunting abilities. Many kreen also use psionic powers to augment their already formidable combat prowess. Psychometabolic powers are often used to boost speed, metabolism or strength to gain an advantage in combat. Most kreen (even non-adventurers) take the psychic warrior class, which kreen consider a natural part of growing up. Kreen do not need instruction to advance in the psychic warrior class—it comes to them as part of their ancestral memory. AFAIK, athas.org decided to closely associate the PsyWar class with the kreen back when they were converting DS from 2E to 3.0. I'll follow your question with another regarding kreens: I noticed that the thri-kreen gets climb as a racial skill; what's the rationale behind that? I thought kreen were supposed to be horrible climbers. |
| #206netherekFeb 19, 2007 16:40:50 | While that makes sense for the Tohr-Kreen, it doesn't so much for the Thri-kreen of the the Tablelands. They've fallen into an apparent state of barbarism, which lends itself to why they are so focused on the hunt. They are suppose to be less socially developed and less sophisticated then there Crimson Savanah brethren. As to Climb skill... That's a cut and paste issue I hope, they should get Survival or other adequate skill instead as they are indeed to be reputed poor climbers. |
| #207lurking_shadowFeb 19, 2007 17:22:47 | They are suppose to be less socially developed and less sophisticated then there Crimson Savanah brethren. True, though the racial memories about how to mesh psionics with hunting and combat may remain quite strong. I Can't speak for athas.org, but I think that the PsyWar was chosen as the favored class in order to emphasise the new connection between the race and the class. As to Climb skill... That's my guess as well... Wow, you are right, they don't get Survival. Freaky. |
| #208bengeldornFeb 21, 2007 7:38:59 | Does the drum sand effect of the spell sand trap (p. 95) have a saving throw? |
| #209netherekFeb 22, 2007 2:48:47 | The table for attribute adtjustments for races differs from the Aarakocra Profile, listing -2 charisma instead of -2 constitution. I've noticed that it's not clear as to what seperates a Tainted Wizard from a Defiler. There is a clear process up until that point. I've asked about months ago and never did get a clear response, but I've forgotten about it until now, I've been working on other campaign material. I don't know if someone has mentioned this yet, but Ranger Favored Terrain should have listen added to skill list. On a side note, why haven't the Dwarves, Elves, and Halflings racial adjustments been modified further than norm? I recall an answer that it has to do with matching up with d20, if that's the case, why break the mold with the half-elf? If you can do it there, why not modify the others? |
| #210netherekFeb 22, 2007 3:13:50 | Looking at Mounts and Vehicles Section and noticed that Crodlu Heavy War is slower than Crodlu Heavy. They should have the same speed following the standard mount pattern, with the speed of 4/32 miles being the correct speed. Also, the chart should include a burdened rate for medium to heavy load, as is done for mounts in PHB. Should probably cover water needs under Adventuring, such as increased need during Hot periods, armor, activity, etc. etc. |