la prima È quella leggendaria che aveva i mostri di Elric e Chtulhu, i Diavoli e i Demoni (B.A.D.D. sucks), la seconda È quella con cui abbiamo iniziato a giocare ai tempi eroici, la terza non era quella con i manualetti in softcover che introduceva le manovre di combattimento e varie putttanante (l'abbiamo usata pochissimo mi pare o almeno l'ho giocata poco) e di conseguenza questa che stiamo usando dovrebbe essere la quarta..
e allora questa recensione della 3.5 ??
segnalo
take a look at Table 2-1: Racial Ability Adjustments. See where it says ìIllusionist*î under the Favored Class column for gnomes? Well, that now reads, ìBard.î Yes, thatís right, gnomes now carry bard as a favored class. As youíll see later, thatís because bards are now the quintessential illusionists in the D&D game
Dwarves picked up some major new abilities that really improve their usefulness as fighters. The weapon familiarity rule that weíve all heard so much about is in place among all the races; racial weapons are now treated as martial weapons for members of the appropriate race. Gnomes, as mentioned previously, now have bard as a favored class. Half-elves gain a bonus to Diplomacy and Gather Information skill checks (they just naturally get along well with most people). Half-orcs, humans, halflings, and elves remain pretty much unchanged. I had expected to see halflings pick up low-light vision, but they remain alongside humans as one of the only two races being completely crippled by darkness.
Bards, long considered one of the least interesting classes to play, are now represented by a new iconic (Gimble, the gnome bard). Theyíve also undergone a few revisions. For one thing, they get 6 skill points per level as opposed to 4. .... The increase in skill points does not come without cost, however. Bards no longer have proficiency in medium armor, and lose a few of the weapons in which they were formally proficient. However, there is another perk. They donít suffer the chance of arcane failure for casting spells in light armor.
The revised ranger, starting at 2nd level, is now given a choice of which combat path to follow (two-weapon fighting or archery) and gains some impressive new abilities as she increases in level. Bonuses against favored enemies have increased slightly and there is a little more flexibility in how the bonuses are applied. Interestingly, the rangerís damage bonus against favored enemies is not specifically noted as not applying to creatures immune to critical hits (which was the case in 3.0). This is something Iíve long debated (rangers have a detailed knowledge of their favored enemies and Iíve always felt [and house ruled] that they should keep their bonus even against enemies immune to critical hits) and Iím glad to see that this change was made in 3.5. The ranger also drops back to a d8 HD, reminiscent of 1E.il d8 È un pacco IMHO
Chapter 8 has been reorganized to make it more organic and easier to follow. Though the basics of combat remain unchanged, the battle grid (and miniatures) is now strongly recommended to help track the flow of combat. The biggest change to combat (and the most necessary) is a simplification of the action system. The confusion of partial actions has been removed; leaving only standard actions, move actions, full-round actions, free actions, and non-actions. Attacks of opportunity have not changed, but they are now illustrated using a battle grid and miniatures to help make them clearer. In fact, battle grids and miniatures are now used to explain many of the aspects of combat, including cover, tactical movement, flanking, etc. A large section has been devoted to tactical movement on a battle grid, bringing the focus to the use of miniatures in the game. Two-weapon fighting has changed only in that Ambidexterity is no longer a feat (it has been folded into the Two-Weapon Fighting feat).e comunque la prima regola del fight club È : ti becchi sempre l'attacco di opportunit
As for the spells themselves, the most talked-about change is, undoubtedly, the alteration to the ìbuffî spells (bullís strength, catís grace, et. al.). First, the number of spells has been expanded so that all six ability scores can now benefit from magical enhancement. Second, the duration has been changed from 10 minutes per level, to one minute per level. At first, this might seem like a very bad move, but consider also that the randomization is gone. Instead of 1d4+1, the bonus is a flat +4, making the spells much more valuable.