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3.0 spells broken? BAH!
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<blockquote data-quote="Henry" data-source="post: 1185831" data-attributes="member: 158"><p>The 3.5 spell changes did two things that were all IMO good things:</p><p></p><p>1) It slowed the combat down. D&D 3e suffers now from something which Magic the Gathering suffered from in 1997 or so: Combat is too darned fast. At levels 8 and higher, a combat that lasts over 2 rounds is an anomaly. With Haste, harm, hold person, etc. All your enemies are either decimated by round 3, or YOU are. If it were any faster, we'd be using coin flips to resolve it instead of dice rolls, and a 2-round combat is not what D&D is about, to me. If you are going to fight something, it needs to be exciting, not anti-climactic.</p><p></p><p>2) It balanced out school specialization, and rectified some of its imbalances. Now, Conjurers are a very preferable school, because they ignore (for the most part) spell resistance. Enchanters are now more likely to be seen. It is truthfully a slightly clunky mechanism to use the schools in 3E, weighing the schools as they do. Now, the mechanic is simple - eliminate two schools, keep the rest.</p><p></p><p>I love 3E greatly, and still like playing Haste as is, but it does make combats too fast to be enjoyed. A combat should at LEAST last 3 rounds, if not closer to 6 to 8 rounds, before the outcome is not in doubt.</p></blockquote><p></p>
[QUOTE="Henry, post: 1185831, member: 158"] The 3.5 spell changes did two things that were all IMO good things: 1) It slowed the combat down. D&D 3e suffers now from something which Magic the Gathering suffered from in 1997 or so: Combat is too darned fast. At levels 8 and higher, a combat that lasts over 2 rounds is an anomaly. With Haste, harm, hold person, etc. All your enemies are either decimated by round 3, or YOU are. If it were any faster, we'd be using coin flips to resolve it instead of dice rolls, and a 2-round combat is not what D&D is about, to me. If you are going to fight something, it needs to be exciting, not anti-climactic. 2) It balanced out school specialization, and rectified some of its imbalances. Now, Conjurers are a very preferable school, because they ignore (for the most part) spell resistance. Enchanters are now more likely to be seen. It is truthfully a slightly clunky mechanism to use the schools in 3E, weighing the schools as they do. Now, the mechanic is simple - eliminate two schools, keep the rest. I love 3E greatly, and still like playing Haste as is, but it does make combats too fast to be enjoyed. A combat should at LEAST last 3 rounds, if not closer to 6 to 8 rounds, before the outcome is not in doubt. [/QUOTE]
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3.0 spells broken? BAH!
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