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Old April 6, 2004, 10:10   #91
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Old April 6, 2004, 10:24   #92
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you have to have something +1ed before +2ed

our GM actually has seperate values for for damage and attack (so weapons usually are something like +2 attack and +4 damage), it will probably go something like 1/2 the one at 4 (32000) + 1/2 the value at 2 (4000)

also we generally (as in so far) don't have a day where nothing happens (only when traveling), so things like buying and selling and crafting and the like just don't happen with us

I think that on many days we have multiple encounters

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Old April 6, 2004, 10:32   #93
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I know that the day that we are currently on started at 4 am (just enough time for me to not have done the 8 hours needed)

we fought some Wyverns and rescued some travelers, in order to help them out we left the trail we were following and headed north about a day to a tower

when we got to the tower we found it under attack and have traveled up 3 out of 5 floors being in one fight (And dodging at least one other that we will probably have to do later)

as a 5th level wizard (I have during this day gotten enough XP to level, in our game you can do the non feats/special abilities after you get your spells/saves/BAB/Ability scores so once I rest I will have more spell slots) I have cast all my level 0 spells (Detect Magics, this tower we are in is crawling with magic), 1 level 1 spell, 1 level 2 spell and 2 level 3 spells

so basically I have summon monster 2, Cat's Grace, Prot from Evil, and 3 Magic Missiles left

pretty useless (And I bet there will be at least two more battles to fight before I can rest)

we started with ~2400 gold and level 5 so I don't have anything fancy extra

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Old April 6, 2004, 10:35   #94
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oh and when traveling to the tower we ran from a large group of Ettins

previous to the last thing that happened, what we have found on our enemies ammounted to a coupl eof swords with +1 attack and damage (or only +1 damage) and some rings of darkvision

we found some badass weapons (not very useful to me) like +2 attack and +4 damage and some other ability that I haven't determined yet; right before we quit last night

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Old April 6, 2004, 16:45   #95
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Look at the bottom right of page 291 DMG about damage reduction.
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Old April 7, 2004, 11:33   #96
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does anyone know how you traspose between 3.5s damage reduction and 3.0s??

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Old April 8, 2004, 01:05   #97
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how much do spells cost to learn?

I mean if you were to start with them from starting at let's say 5th level

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Old April 8, 2004, 01:51   #98
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I beleive it is

50XLevel of Spell + 100

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Old April 9, 2004, 00:50   #99
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here is another question for people to consider

does monk's flurry ability and two weapon fighting stack?

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Old April 9, 2004, 07:06   #100
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Yes, if you use flurry-capable weapons like kamas. The to hit penalties stack up too, so its only useful if the opposition are really easy to hit
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Old April 9, 2004, 11:32   #101
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flurry doesn't give penalties after level 11 or so

do both weapons give flurry or only the one (IE does flurry add 2 attacks (main hand only) or 4 attacks (main hand and off hand))

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Old April 10, 2004, 14:45   #102
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hmm, no discussion for a bit, let's try another one

what are the best spells at 1st level?

at 2nd?

and so on

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(my least favorite schools BTW are Evocation (I like the pre4th level of spells here), Enchantment, and Necromancy)
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Old April 11, 2004, 02:32   #103
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Define "best." Anyway, with a quick glance at my 3.0 PHB, here are some thoughts...

1st- Combat- Magic Missile, no doubt. Sleep & Color Spray are useful against low-level opponents, but don't scale as well as MM does.
Non-combat- Silent Image. People saying Charm Person are wrong; at least in most D&D societies where people know about magic & it is somewhat common. If after the person chanted at you you felt unnaturally friendly toward them for awhile, as soon as that ends you're going to know what's up and want bloody revenge.

2nd- Combat- Web. Tangles up nasty enemies, and can be set on fire.
Non-combat- Detect Thoughts, probably.

3rd- C- Fireball! Or Lightning Bolt. Quite similar. Haste was great 'till they nerfed it.
NC- Fly or Dispel Magic.

4th- C-Probably Ice Storm, although it sadly doesn't ignore spell resistance anymore.
NC- Dimension Door, I suppose.

Around here we stop having personal experience.

5th- C- Cone of Cold.
NC- Teleport.

6th- C- Chain Lightning... or maybe Mass Haste? That probably works differntly now too.
NC- Beats me. Geas?

7th- C- Prismatic Spray.
NC- Uh... Teleport without Error? Planeshift?

8th- C- Maze. No save. Just bye-bye.
NC- Sympathy. You could do some darn evil things with that spell.

9th- C- Time Stop.
NC- Time Stop.
And then there's Wish, but... yeah.
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Old April 11, 2004, 14:36   #104
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haste is even better in 3.5

acts on one person per level, gives an addtional partial action and speed and AC and Hit

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Old April 13, 2004, 06:49   #105
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Quote:
Originally posted by Jon Miller
do both weapons give flurry or only the one (IE does flurry add 2 attacks (main hand only) or 4 attacks (main hand and off hand))
Flurry is a monk ability that is either on or off, not per weapon. The 3.0 PHB states that with 2 weapons the flurry attack is taken with the second hand. I don't know if 3.5 has changed that.
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