Jæja, eins og flestum góðum D&D spilurum er ljóst, þá koma út í Júlí “D&D 3.5 revised” bækurnar. Þar að leiðandi PHB, DMG og MM1. Ég, einn af hinum spenntu spilurum, hef tekið mig til og safnað af netinu. Langflestar reglurnar voru fundnar úr viðtali við Ed Stark (einn af þeim sem eru að vinna að 3.5) sem tekið var 28 mars af mortality radio. Hægt er að nálgast viðtalið hér:
http://mirror1.mortality.net/mr032803.mp3
Alla veganna, hér er samansafnið af þessu viðtali (fyrir þá sem hafa ekki 2klst til að hlusta á viðtalið) Er tekið héðan og þaðan (aðalega samt frá enworld.cyberstreet.com forums):
“3.5 Revised Core Rules:
Game Mechanics
• All unnamed bonuses on magical items are considered circumstance/competence bonuses and do not stack.
• Extra partial actions: now grant a +30 ft. to your base move and give you one additional attack with the full-attack action (all haste-like effects now grant a +1 dodge bonus to AC, Reflex saves, and attacks).
• Should a character receive the Uncanny Dodge ability from more than one class, she may stack the levels of those classes together to determine the level of Uncanny Dodge granted.
• Native Outsiders are vulnerable to the banishment spell returning to the plane of their deity or one appropriate to their alignment.
• For a caster to enhance a spell with a metamagic feat, they must have access to the spell slot that a metamagicked spell would normally utilize, even if a class ability allows a spell to be prepared in a lower level slot.
• Though an item or class ability might allow the casting of metamagicked spell at a lower level spell slot, all game mechanics, which rely on spell level, such as spell storage, treat the spell cast as if it were its normal level.
• Creature subtypes (fire, cold, water, air, earth) now take a –10 penalty to save against their opposed element and only take double damage on a failed save.
• All shields and shield like items/spells now grant a “shield armor bonus” which do not stack with each other (no buckler and shield spell combos).
Feats
• You can only add one improved metamagic effect to any particular spell. You can still stack other metamagic effects on the spell but it is reduced only once on any particular feat (or stackings of the same feat):: This was a suggested fix by its creator Sean K Reynolds and is on his site.
• Dodge feat grants +2 dodge bonus to Armor Class against a single opponent.
• Skill Focus feat grants a +3 bonus to the relevant skill.
• Weapon Finesse feat now applies to all applicable weapons (i.e. you don’t have to choose a weapon).
• Weapon familiarity: racial exotic weapons are treated as martial weapons for their respective race.
• Two-Weapon Fighting now includes Ambidexterity with it (it’s now one feat instead of two).
Classes
• Bard and Ranger classes now get (6 + Int modifier) for skills and the Ranger now has d8’s for hit dice.
• A Bard with 15 or more ranks in Perform can duplicate the effects of the emotion spell for as long as he sings.
• Bards ignore arcane spell failure in medium or lighter armor.
• Barbarian gets DR 1/– at 7th level and it increases every three levels thereafter.
• Monks gain Improved Flurry at 14th level; treat as the Lightning Fists feat.
• Monks gain Ki Strike (+1 magic) at 4th, Ki strike (+2 magic, lawful) at 10th, and Ki Strike (+3 magic, lawful, adamantine) at 16th.
• Rogues gain trap sensing at 5th level; treat as if they were actively searching for a trap at all times
• Ranger gains wild empathy at 1st level; treat like the emotion (friendship) spell usable at will that works on a single targeted animal within close range (only one attempt per animal in a 24 hour period however)
• Ranger can use the Track feat while running with a –10 penalty.
• Ranger no longer receives Ambidexterity or Two-Weapon Fighting related virtual feats instead gaining “combat styles”.
• Ranger chooses “two-weapon style” or “archery style” at 2nd level and picks up an additional related feat every four levels.
• Wizard now has Decipher Script as a class skill.
Spells
• Haste now affects one creature/level within 30 ft. of each other, mass haste can now affect all targets within 30 ft. of each other.
• Hold type spells now grant a Will saving throw every round to break free of the effect.
• Enlarge and reduce can grant a size category change if the effect is great enough.
• Creeping doom deals 62 damage/round for each square of the area of affect (16 squares) and shrinks to fill holes
• Gate can only call and control creatures of your caster level or less.
• Harm has a Will save for half, 10 hp lost/level (max 150 hp lost, minimum 1 hp), heal cures a maximum of 10 hp/level (150 hp max) also.
• Shapechange is limited to double your caster level in HD of creature assumed.
• Shield grants a +7 “shield armor” bonus to AC with no other cover related benefits.
• Telekinesis can affect one object per caster level (15 maximum) within the weight limits of the spell.
• Time stop works as the ELH variant: physical attacks, all touch spells, and all harmful spells/effects brought into the area by the time stopped caster can not affect creatures/things in normal time.
• Wall of force has a Reflex negates if the hemisphere is centered on any unwilling targets.
Magical Items
• Activating boots of speed or a monk’s belt is a free action.
• Brilliant energy property is only a +3 weapon ability now.
• Ring of evasion: The evasion granted by this item is the same as that granted by the Monk or Rogue.
• Classes and is subject to the same limitations.
• Holy avenger: SR is now equal to 10 + paladin’s level and it acts as a holy sword spell (remove the +2d6 holy damage).
• Speed property only grants one extra attack regardless of how many speed weapons a character is wielding.
• Vorpal property can only affect a creature of one size category larger than the weapon.
3.5 Creature changes (best guesses)
Monsters
Devil (Baatezu) & Demon (Tanar’ri)
Damage Reduction
Old New
DR 5/silver DR 5/holy silver
DR 10/+1 DR 5/holy silver
DR 20/+2 DR 10/holy silver
DR 30/+3 DR 15/holy silver
Resistances
Change: all previous resistances of 20 are changed to 10 (but apply to each & every energy attack)
Hit Dice
Change: use a one step creature “Advancement” (with the same size category), +3 SR, +1 CR
Change: for the Pit Fiend & Balor add +12 Str, +14 Dex, +8 Con, +6 Int, +6 Wis, +10 Cha, +3 natural armor, and add the Quicken Spell-Like Ability feat, Multiattack feat, SR 32, 1/day—power word stun, CR 20
Fiendish Creatures & Half-Fiends
Damage Reduction
Old New
DR 5/+1 DR 5/holy silver
DR 5/+2 DR 5/holy silver
DR 10/+3 DR 10/holy silver
Resistances
Change: all previous resistances of 5 or 10 are changed to 5, all previous resistances of 15 or 20 are changed to 10 (but apply to each & every energy attack)
Celestials
Resistances
Change: all previous resistances of 20 are changed to 10 (but apply to each & every energy attack)
Hit Dice
Change: use a one step creature “Advancement” (with the same size category), +3 SR, +1 CR
Celestial Creatures & Half-Celesitals
Resistances
Change: all previous resistances of 5 or 10 are changed to 5, all previous resistances of 15 or 20 are changed to 10 (but apply to each & every energy attack)
Fey Creatures
Damage Reduction
Old New
DR 5/iron DR 5/cold iron
DR 10/+1 DR 5/cold iron
DR 20/+2 DR 10/cold iron
DR 30/+3 DR 15/cold iron
Golems
Damage Reduction
Old New
DR 15/+1 DR 5/–
DR 20/+1 DR 10/–
DR 30/+2 DR 15/–
DR 50/+3 DR 20/–”
Fyrir áhugasama (sem nenna að lesa MIKIÐ) mæli ég með því að lesa þetta:
http://www.wizards.com/default.asp?x=dnd/rs/arc hive
Þetta er samansafn af því sem Wizards of the Coast hafa gefið út á netinu (mig minnir að lítið sem var sagt í viðtalinu komi hér fram).
Þetta er allt sem ég hef. Ef einhver er með fleiri upplýsingar um 3.5, þá bið ég þá manneskju að senda það hingað fyrir okkur hina spilara (halda því samt í sama þráðinum).
Vona að þetta komi að gagni.