Post by frobones on Aug 22, 2010 21:13:58 GMT -8
As it probably got lost in our formerly single thread on this sub-forum, let me post it again as a new thread.
So I took a gander at the DC Adventures Book to get a feel for the 3e rules coming up. It does seem to simplify things. I only skimed through it, but it looked like they consolidated a lot of the skills - kind of like the transition from D&D 3.5e to 4e (they even have their own version of Second Wind). Miscellaneous things like rules for throwing are unbelievably simple. It's as simple as Joseph looking at his damage chart on his GM screen. There's a table with ranks, kind of like the Time and Progression table. You simply take the rank associated with your strength and the rank associated with the weight of the object, subtract the two ranks - the resulting rank (which also as a distance associated with it) is how far you throw the object.
They've added two abilities. In addition to Strength, Dexterity, etc there is also Agility and Fighting. As for powers, they provide only the very core effects. This is nice cause its less to deal with mechanically and promotes creativity in players to combine these very basic core effects to create some unique and nifty powers. It's like they give us lego blocks and we have to create something cool. Some of us may build a simple hut with them, while others build the sistine chapel. They do give example combinations though, and they are all powers we are familiar with from 2e.
One change I think we should factor in immediately is their change to failed toughness saves. As Joseph experienced today through Capricorn, it's very easy to get stunned locked in the game. In 3e, on the fail of 5 or more, they change the stunned condition to a dazed condition (standard or move action on that turn). This will prevent the heartache of being stun locked that can easily happen and seems like a feasible house rule we can use in our 2e game right now.
I say lets jump into DC Adventures ruleset when we transfer from Paragons, it's practically a preview of 3e rules that we plan to transition to anyways. We can still use the Freedom City lore. However, we do face a dilemma when we upgrade to 3e rules - all the pre-made heroes/villains for the GM to use will be slightly outdated. While most of the powers can be thematically bridged between the two versions, there might be a few hiccups. The change isn't as drastic as D&D 3.5 to 4e. I would assume it's more like D&D 3.0 to 3.5e.
So I took a gander at the DC Adventures Book to get a feel for the 3e rules coming up. It does seem to simplify things. I only skimed through it, but it looked like they consolidated a lot of the skills - kind of like the transition from D&D 3.5e to 4e (they even have their own version of Second Wind). Miscellaneous things like rules for throwing are unbelievably simple. It's as simple as Joseph looking at his damage chart on his GM screen. There's a table with ranks, kind of like the Time and Progression table. You simply take the rank associated with your strength and the rank associated with the weight of the object, subtract the two ranks - the resulting rank (which also as a distance associated with it) is how far you throw the object.
They've added two abilities. In addition to Strength, Dexterity, etc there is also Agility and Fighting. As for powers, they provide only the very core effects. This is nice cause its less to deal with mechanically and promotes creativity in players to combine these very basic core effects to create some unique and nifty powers. It's like they give us lego blocks and we have to create something cool. Some of us may build a simple hut with them, while others build the sistine chapel. They do give example combinations though, and they are all powers we are familiar with from 2e.
One change I think we should factor in immediately is their change to failed toughness saves. As Joseph experienced today through Capricorn, it's very easy to get stunned locked in the game. In 3e, on the fail of 5 or more, they change the stunned condition to a dazed condition (standard or move action on that turn). This will prevent the heartache of being stun locked that can easily happen and seems like a feasible house rule we can use in our 2e game right now.
I say lets jump into DC Adventures ruleset when we transfer from Paragons, it's practically a preview of 3e rules that we plan to transition to anyways. We can still use the Freedom City lore. However, we do face a dilemma when we upgrade to 3e rules - all the pre-made heroes/villains for the GM to use will be slightly outdated. While most of the powers can be thematically bridged between the two versions, there might be a few hiccups. The change isn't as drastic as D&D 3.5 to 4e. I would assume it's more like D&D 3.0 to 3.5e.