I agree its all up to the DM to tweak the game to make it new exciting and dangerous. The character sjust are more powerfull in general. Feats hit bonus ect.. But I like how detailed they are now. The skills and feats make the characters unique. I agree with the monster level idea, as a dm its difficult to just generate these quickly and keep flow and believe ability (feats, skills, ect..) a auto generator or pregenerated templates are nice... I had a blast last night I threw a new creature at Crista's Kate character, Its called a raggamuffyn. a magically generated monster made from dormant or stale magic. Its looks liek a pile of, clothes, dirt, weaponsor metal blowing around. But if it can touch you it will try to grapple you and dominate you as a host, wrapping ist subject up in itself. She had no Idea how to fight it , plus what do you do when its wrapped around you? If hit while on someone it take 1/2 damaeg and the other perwson takes the other 1/2. She was lost and it took her a while to keep it contained and away from everyone else unitl they finally destroyed it. (Challenge rating 3). I liked throwing teh new monsters in so it was not alway a purple flamingo go for the legs. The new Monster manual has given me a new cook book for fun. I wish I had the time to write my own. I think I will have to try that some time. -----Original Message----- From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] Sent: Mon 12/9/2002 10:32 AM To: dungeoncrawl@xxxxxxxxxxxxx Cc: Subject: [dungeoncrawl] Re: Magic items Well, the rules don't say that every magical item is self-identifying= , only 40% of them. As a DM, you could just say your players are very un= lucky, and always find the 60% that don't identify themselves. Also, you= get a power a minute, which is 6 rounds. So, unless you want to stand t= here while the bad guy is turning you into a fine red mist, you may not b= e able to wrestle their items from them. Does Third Edition favor the players? I don't think so, but that's b= ecause I use mostly NPCs (not monsters) as my villains. The rules may fa= vor characters, but you can create NPCs that are just as tough as any PC.= The rules apply across the board, and it's the DMs job to make sure tha= t their NPCs get as many breaks as the PCs. In the end, I believe the DM should be providing very tough opponents= for the players, and I think you can do that in third edition. I also t= hink that we may not be using the rules to the advantage of the DM often = enough. For example, the new rules seem to state time and again that a l= ot of monsters should have character levels. The troop of gnolls isn't s= o tough, until you make a few gnoll fighters or barbarians. The Resistan= ce wiped up quite a few dragons, but how would they have done against a d= ragon cleric of Tiamat, or some dragon sorcerers? Robert Deibler wrote: > BOO HISS, I read that to, but don't whole heartily agree. I think it ta= ke the flare out of magic. Little jimmy commoner walk to a ruin finds a w= and picks it up and bam he knows all about it... Technically then when we= are in a battle we could all charge the enemy wrestle him to the ground = grab his magic item and bam be able to use it back. I think some items sh= ould be like that items with teh functionality built in, Some artificat h= igh level magic items, but not all of them. Thats just my opinion, Crista= and I just last night has a discussion about that. > > Crista and I had a melee last night over rules and the game. I look at = it this way in the DM light, and its possible good that I am playing a ch= aracter to get that perspective. I like the rules to be limiting, attacks= of oppurtunity, getting hit and making CON checks to see if teh spell go= es through Grappling, subduel. ect.. This allows for a good fight and the= victory to teh group that know how to utilize the rules in their favor. = Crista did not like all the rules against spell caster. I asked her is sh= e thought rolling the was a bother or if she just wanted me to tell her a= ll the monsters are dead, again she didn't like that. 3rd addition alread= y make the characters much stronger and more likely to make a save or hit= a monster, the rules help a DM keep a brother down, you take more out th= en you make the game to easy for the already streriod induced characters.= The other side of the coin is the pace of the game and keeping Combat go= ing. I just like to keep characters on thei > r toes and this in only in my DM opinion. As a chacrater I say we all = get a bonus automatical critical once per night and three magical items p= er night. > > Just a FYI, Tori is one of only 3 chatacers I have ever played to or pa= st 4th level. The 1st being a druid back in the late 80's with Kevin Lehr= =2E Saka the monk in the al quadim game with John and Tori with Damon. I = am severally character perspective limited, so you have to excuse my one = wayed DM look on things.. > > > > -----Original Message----- > From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] > Sent: Mon 12/9/2002 10:01 AM > To: Riders II > Cc: > Subject: [dungeoncrawl] Magic items > > > > Guys, > I've been re-reading the Magic of Faerun book, and I've com= e across > an interesting rule. I know that magic items always seem to be= a > problem for us as DMs; do we just tell the characters what the = darn > thing does, or do we try and make them figure it out? Well, ac= cording > to this book, 40% of the items in the Realms are self-identifyi= ng. > Simply hold the item, and it reveals a power a minute to the ho= lder. I > thought that was interesting. > John > > > > > -- Binary/unsupported file stripped by Ecartis -- > -- Type: application/ms-tnef > -- File: winmail.dat -- Binary/unsupported file stripped by Ecartis -- -- Type: application/ms-tnef -- File: winmail.dat