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  #1 (permalink)  
Old 07-22-2001, 04:38 PM
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Post can someone explain D&D3 to me?

I quit playing AD&D in the early 90s because I hated the limitation of the system. I've been told that in D&D3, they fixed the single biggest problem I had with the old system: skills. Unfortunately, I've moved away from my old gaming group and can't find anyone who can intelligently demonstrate the d20 system.

Is there anyone interested in starting an online game, preferably via Netmeeting (so I can use the "free" camera I just got from @Home)? If you are interested in playing or DMing, please email me.
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Old 07-23-2001, 08:32 AM
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3rd Edition was designed to make people like you, disillusioned with AD&D's complexity and lack of realism, happy. Now the game is based on the d20; all rolls for all skills are modified by a single "bonus". For example, if you were trying to make a Move Silently check, you'd roll the d20 then add your Move Silently bonus (which most likely is made up of the dexterity modifier added to the number of "ranks" you chose to put in the Move Silently skill) and hope the result beats the DC (difficulty rating). This applies to all skills, including combat (Melee = Strength modifier + base attack bonus; Ranged = Dex mod + base attack). Every ability (Str, Dex, etc.) is average at 10,11 with no bonus, starting with a +1 every 2 after that (i.e. +1 at 12,13 +2 at 13,14 ad infinitum). A -1 is applied to scores under 10 (-1 at 8,9 -2 at 6,7, etc.)

Anyhoo, there's so much more to 3rd Edition, and without getting into all the rules, let it suffice that multi-classing has never been so easy. Also that horrible profiency system of AD&D 2nd Ed. is gone. Now all weapons are split into groups of simple, martial, & exotic, and certain classes are proficient with one or both of simple & martial (none have exotic; they require separate "feats"). e.g. Wizards can only use simple weapons, but fighters can use simple & martial. Feats are special abilities that your characters acquire with time (you start with one, two if you're human) and they consist of all sorts. e.g. There are feats that make your combat options better, such as 'power attack' and 'cleave', and others that allow you to create potions and magic items, and have better saving throws. Ah Saving Throws are also ALOT simpler and more realisitic, as now there are only 3, namely Fortitude (Con) Reflex (Dex) & Will (Wis). It's an excellent game and you better get used to it since it's going to become the standard for most rpg's, whether D&D or not. WotC are capitalist bastards but at least they've brought unity and simplicity to the gaming world.
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Old 07-23-2001, 11:35 AM
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And that made noooo sense at all
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Old 07-23-2001, 01:07 PM
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Which part was difficult to understand? Perhaps I can explain it to you.
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Old 07-23-2001, 01:26 PM
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I've read through the books and I can kind of see how things work. What I would like is to see a working demonstration off all the little nuances of the system. Not the character generation or differences between character level and class level, but the little things, like when an "attack of opportunity" may or may not be appropriate.

I learn best by watching once, then trying it out. So if anyone is interested in letting us sit in on a game via the internet, please let me know.
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Old 07-23-2001, 01:32 PM
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All mannly round near the stats (bit lower)
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Old 08-24-2001, 10:42 AM
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HighLordDave, when 3E came out, this website had pretty good examples of how the 3E rules worked: http://www.rpgplanet.com/dnd3e. I haven't been there in a while so I'm not sure what it is like now, but the examples helped clarify some of the more confusing rules.

The best thing you could do to learn the rules is to actually play the game. That is what our RPG group did. It took a couple of sessions, but full immersion is the way to learn.

Actually, if you have ever played Champions, the system is very similar.

It seemed confusing when I first started playing, but now that I know the system, it is MUCH better than 2E.
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Old 08-29-2001, 03:03 PM
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Anyone fully get the Attack of Opportunity system? That was one of the fuzziest bits of rules I've seen in a long time, even with the supplement in the back of some of the books. Seriously slowed down a couple of sessions, because I don't like overruling the book...
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Old 08-29-2001, 06:15 PM
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We have struggled with the attacks of opportunity thing as well. Most of the time, using a missle weapon or casting a spell right next to an enemy will provoke an attack. There are exceptions of course. Casting on the defensive for example. A five foot step never provokes, I think. Either bull rushing or charging (I forget which one) gets kind of complicated. It gets worse.
It gives my group our biggest problems. We trust our DM (no, really) to make the right call. Course, he's a moron, but we love him.
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Old 08-30-2001, 05:41 PM
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The whole Attack of Opportunity got really hazy when I read that a "move only" action means the space you start out of is not threatened...

When is it "move only"? Apparently when you do nothing but move once (you're allowed to move twice)...
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Old 08-30-2001, 08:21 PM
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Hey Xyx, I hope this helps.

As I understand it, unless you have the Feat Spring Attack, you can only move once if you attack. This move can be before or after you attack, but if it comes after, you run the risk of provoking an Attack of Opportunity as you are leaving a threatened square. You can move up to your normal rate and take one swing in a round (regardless of your attack bonus), unless your opponent does something to provoke an AoO. Of course there are exceptions...

If your Attack Bonus is high enough to allow you multiple attacks, you can take some of those swings, take a five foot step, and then take the rest of them. This goes for any full attack action, including the monk's flurry of blows. You will still be able to make an AoO, should the occasion present itself.

You can never make more than a single AoO per round, unless you have the Feat of Combat Reflexes. Even then, you can never make more than a single AoO versus a single opponent per round.

My regular dungeon group uses the above interpretations of the rules. We feel that these interpretations afford some balance and playability to an otherwise hazy rule.

There is a 2nd printing of the Player's Handbook out that contains an appendix full of rules clarifications. Try to get your hands on one of those. I believe that it will help you understand the Attack of Opportunity thing.

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Old 08-31-2001, 04:49 AM
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I think I pretty much have the hang of the whole AoO business already; just took me a while to get there. The extra PHB appendix only added to the confusion in some respects.

The one paragraph that describes AoOs must be dissected and memorized completely in order to work with AoOs the way they were meant...
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Old 08-31-2001, 04:34 PM
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Hey, things still are going to be complex in the end, eh? I mean, do you want to simplify all the way down to the Fighting Fantasy system, with just a Skill, Stamina and Luck score?
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Old 08-31-2001, 06:04 PM
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Heh, even that had a few extras every now and then.
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Old 09-02-2001, 07:34 AM
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I haven't gone through the 3rd Edition books yet (due to a lack of funding) and alot of the information on the net is very esoteric, so can someone please explain to me what a Prestige Class is?
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