Re: long retired, re-entering for son
- From: "David" <caissaintp@xxxxxxxxxxxx>
- Date: Sun, 23 Dec 2007 16:37:44 -0800
"dgoldsmith_89" <d.l.goldsmith@xxxxxxxxx> wrote in message
news:55d7feba-3e33-4e4e-b927-a50b22e6db4c@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Hi! Haven't played in a long, long time, but my son is beginning to
get into it. I bought the DMG 3.5 thinking it would have the combat
tables (isn't that the book they were in in the first editions?), but
no. Are tables no longer used to determine hit success, etc., (and if
not, how is it and other such things determined), are they now in a
differently titled book, or is one expected to track down a DMG 1
somewhere? Thanks!
Welcome back to the fold. I started playing again 3 years ago after about
10 years off. Since you're just getting back into it, you should know that
4th edition is coming out in about 6 months. This may put a spin on whether
you want to jump in up to your ankles or your neck with respect to
purchases.
D&D 3.5 does not make use of books from AD&D 1st or 2nd editions. Many
players use some of the 3.0 "splat books" along with the 3.5 core and splat
books. That's about the limit of crossover between editions. The splat
books have extended options for how to build and use characters (classes,
prestige classes, feats, spells, etc.). The three core books have the
essentials of how to play, and have the same titles as in the old days:
Players Handbook, Dungeon Master's Guide, and Monster Manual.
Combat is now in the Player's Handbook. There no longer are tables to
determine hits or saves. Instead, the core mechanic is to roll a d20, add
modifiers, then compare to a difficulty class (DC); Armor Class is
essentially a specific type of DC. If you match or exceed the DC, you
succeed in what you are attempting to do. In the case of combat, if you
match or exceed the armor class, success is doing damage to your opponent.
Non combat challenges are overcome by making a skill or ability check
(D20+modifiers) vs. a DC (set by the DM based upon how difficult something
is to do). Skills are sort of like the non-weapon proficiencies from late
1st edition AD&D (Wilderness Survival Guide). Examples: you would make a
Jump check to jump across a pit, a Spellcraft check for a wizard to learn a
new spell, or a Knowledge (planes) check to know about the demon you're
fighting.
Saving Throws come in one of three flavors, Fortitude, Reflex, or Will.
Again, the saving throw (D20+modifiers) is made vs. a DC (which vary based
upon how dangerous the event is that the character is saving against).
Enjoy.
David
.
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