Today we begin the first of a series of (hopefully weekly…) articles discussing various powergaming strategies in D&D, both 3.5 and 4E. But what do we really mean by powergaming? How can we discuss details without understanding it? Well, that’s where this article starts. What is it? Is it good or bad? How far do you go? Continue reading →
In this first proper article on Powergaming (read the intro here), we will look at a 3.5 Skill, Use Magic Device. This Skill is oft neglected by many players, both new and old alike, who do not understand the potential it has. Continue reading →
Posted in Games, Role Playing Games
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Tagged 3.5, class, d&d, dnd, dragons, dungeons, guide, magic, magic item, power, Powergaming, rogue, skill, super classing, UMD, Use Magic Device, wand
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In 4E D&D, choosing your Powers is a critical part of your character. Especially since you get so few, it is essential that you choose Powers that won’t let you down. So, how do we decide which Powers to select? Continue reading →
Posted in Role Playing Games
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Tagged 4E, class roles, classes, controller, d&d, Dungeons and Dragons, fighter, guide, leader, power, power gaming, rogue, wizard
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Wizards, apart from being arguably the most powerful character class in 3.5 D&D, have the neat ability to choose to specialize in a specific school of magic, just in case nigh-unlimited power wasn’t enough, in exchange for dumping the ability to use other schools. But what is the best school to specialize in? What schools do you dump? Is it really actually a good idea? Continue reading →
Posted in Games, Role Playing Games, Strategy Guides
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Tagged 3.5, abjuration, conjuration, d&d, enchantment, evocation, illusion, necromancy, specialization, spells, transmutation, wizard
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Area of Effect powers, or AoE, are pretty common in 4th Edition D&D. No longer are they limited to Wizards, but can be found in the arsenal of many non-spellcasters, such as Fighters, as well as being used by many monsters. It’s thus pretty important to a understand them… and once you have that, how to use Area of Effect powers in the most optimal way possible. Continue reading →
Posted in Game Resources, Games, Role Playing Games, Strategy Guides
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Tagged 4E, AoE, Area, burst, Close, cover, d&d, D&D4e, effect, martial, power, Powergaming, Ranged, strategy, tactics, Wall
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It’s reasonably well known that Fighters and Monks are the weakest classes in 3.5 D&D. Whilst this can be partially be fixed by extending to non-Core books, this doesn’t actually solve the problem, and for some, that simply isn’t an option, either due to DM restrictions or just unavailability of the books. However, it actually is possible to make decent Fighters and Monks in Core 3.5: you just have to be a little clever about it.
This article will start with stuff common to both Fighters and Monks (there’s a lot), and then splits off into separate parts. Some of the ideas in this article may be interesting for other characters, like Barbarians and Paladins. Continue reading →
Posted in Game Resources, Games, Role Playing Games
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Tagged 3.5, 3.x, character, class, d&d, dnd, Dungeons and Dragons, feats, fighter, monk, Powergaming, role-playing, rpg, skills
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