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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 changes now that we've had time, a rambling, babaling comentary
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<blockquote data-quote="Zimbel" data-source="post: 2682758" data-attributes="member: 29912"><p>I agree that the stat pumps in particular were weakened enough that they probably should have just removed them (or made them a single spell - choose the ability at casting time). Most of the other duration changes haven't bothered me.</p><p> Personally, I'd change all durations to:</p><p>Instant</p><p>short (1 minute), </p><p>medium (1 hour), </p><p>long (1 day), or</p><p>Permanant</p><p></p><p>Short spells would typically be stronger because they would typically require an action. Long spells would presumably be the weakest, since they would likely afect all combats, all the time. Simuarly, a short spell made into a continual effect via magic item would be more expensive than doing the same with an equivalently-leveled long duration spell.</p><p></p><p> My main problem is that there are still too many of them. If they want to keep them, I'd probably start them around the first level you get the counter (raise dead for the classic save or die cases).</p><p></p><p>I think that in general, they didn't do enough for metamagic in core. Last time I DMed, I offered the party members Modify spell (From Arcana Evolved), which grants (IIRC):</p><p>1) Empower OR</p><p>2) Extend OR</p><p>3) Enlarge OR</p><p>4) Silent OR</p><p>5) Still</p><p>For the cost of 1 extra slot of the same level (for prepared casters, this was 1 extra spell or the same or higher level). You choose which one at each casting, and the mechanics are such that you can't stack the effects.</p><p></p><p>I'm up in the air on this one. In general, I agree, but some of the effects that were given off of crits in 3.0 could make nice crit ranges lethal. I think the better thing was to attack those effects (like vorpal), rather than the range. On the other hand, not having them stack reduces rolling slightly (a good thing in my book).</p><p></p><p>Other dislikes:</p><p>1) Changes to the weapon size rules. I prefer the 3.0 version.</p><p>2) Haste. They took a spell that was overpowered for spellcasters and changed it to one that is overpowered for large melee/ranged parties.</p><p>3) Removing GMW/MW from the bardic spell list.</p><p>4) Weakening (Greater) Spell Focus. Frankly, I don't mind that they changed it to +1, but I'd then broaden what it effects (all spells, or 2 schools, or all spells except your highest spell level).</p><p>5) Writting up a raft of +2/+2 skill feats. Why not just make a single feat do this?</p><p>6) Change to Perform. I mean, is it really overpowered to have a bard be able to Dance and play the Violin off of only 1 skill?</p><p>7) The NPC stats in the DMG. Frankly, I use the 3.0 one simply because the 3.5 one takes more than a few seconds to use. If I want a detailed NPC, I'll write her/him up in advance.</p><p></p><p>Other likes:</p><p>1) Standardizing monsters.</p><p>2) DR. I love 3.5's DR.</p><p>3) Intelligent magic item rules</p><p>4) Weakening GMW (although I would also cut the duration).</p><p>5) Strenthening & Simplifying Meteor Swarm.</p><p>6) Better, more useful animal companion rules.</p><p>7) The changes to Wizard specialization.</p><p>8) Pumping up Skill Focus.</p><p>9) Changes to most of the skills (Jump, Handle Animal, Knowledge come to mind).</p><p>10) Usage descriptions in the MM.</p><p>11) ECL numbers in the MM.</p><p>12) increasing the cost of +skill items.</p><p>13) removing the stacking between the bow and the arrows for enhancement bonuses.</p><p>14) The partial (though incomplete) pump that the Bard got.</p></blockquote><p></p>
[QUOTE="Zimbel, post: 2682758, member: 29912"] I agree that the stat pumps in particular were weakened enough that they probably should have just removed them (or made them a single spell - choose the ability at casting time). Most of the other duration changes haven't bothered me. Personally, I'd change all durations to: Instant short (1 minute), medium (1 hour), long (1 day), or Permanant Short spells would typically be stronger because they would typically require an action. Long spells would presumably be the weakest, since they would likely afect all combats, all the time. Simuarly, a short spell made into a continual effect via magic item would be more expensive than doing the same with an equivalently-leveled long duration spell. My main problem is that there are still too many of them. If they want to keep them, I'd probably start them around the first level you get the counter (raise dead for the classic save or die cases). I think that in general, they didn't do enough for metamagic in core. Last time I DMed, I offered the party members Modify spell (From Arcana Evolved), which grants (IIRC): 1) Empower OR 2) Extend OR 3) Enlarge OR 4) Silent OR 5) Still For the cost of 1 extra slot of the same level (for prepared casters, this was 1 extra spell or the same or higher level). You choose which one at each casting, and the mechanics are such that you can't stack the effects. I'm up in the air on this one. In general, I agree, but some of the effects that were given off of crits in 3.0 could make nice crit ranges lethal. I think the better thing was to attack those effects (like vorpal), rather than the range. On the other hand, not having them stack reduces rolling slightly (a good thing in my book). Other dislikes: 1) Changes to the weapon size rules. I prefer the 3.0 version. 2) Haste. They took a spell that was overpowered for spellcasters and changed it to one that is overpowered for large melee/ranged parties. 3) Removing GMW/MW from the bardic spell list. 4) Weakening (Greater) Spell Focus. Frankly, I don't mind that they changed it to +1, but I'd then broaden what it effects (all spells, or 2 schools, or all spells except your highest spell level). 5) Writting up a raft of +2/+2 skill feats. Why not just make a single feat do this? 6) Change to Perform. I mean, is it really overpowered to have a bard be able to Dance and play the Violin off of only 1 skill? 7) The NPC stats in the DMG. Frankly, I use the 3.0 one simply because the 3.5 one takes more than a few seconds to use. If I want a detailed NPC, I'll write her/him up in advance. Other likes: 1) Standardizing monsters. 2) DR. I love 3.5's DR. 3) Intelligent magic item rules 4) Weakening GMW (although I would also cut the duration). 5) Strenthening & Simplifying Meteor Swarm. 6) Better, more useful animal companion rules. 7) The changes to Wizard specialization. 8) Pumping up Skill Focus. 9) Changes to most of the skills (Jump, Handle Animal, Knowledge come to mind). 10) Usage descriptions in the MM. 11) ECL numbers in the MM. 12) increasing the cost of +skill items. 13) removing the stacking between the bow and the arrows for enhancement bonuses. 14) The partial (though incomplete) pump that the Bard got. [/QUOTE]
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