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3.5 - Is your game better?
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<blockquote data-quote="Psion" data-source="post: 1129745" data-attributes="member: 172"><p>I am finding that I need a few tweaks, but less than I would have if I wasn't just starting a new game. Still, I am using old supplements and refuse to let their value go by the wayside, and that is proving a bit of a task. </p><p></p><p>For example in the Second World Sourcebook, the Warden classes are central to the book concept, but many of them use negated skills as requirements, and in some cases the replacement skills DON'T make sense for the class. Just how is survival supposed to help me jump around like a crazy ninja?</p><p></p><p>To fix this, I kept one skill I don't think 3.5 really replaces well -- scry (will save is simple to run, but it makes scrying too difficult.) Other skills I am replacing with feats that emphasize that specific use of the skill, and making those feats prerequisites for the PrCs.</p><p></p><p>The clearer descriptions are nice, but sort of non-essential considering we have most of the complicated things figured out already.</p><p></p><p>Of course, the biggest ease in converting is that fact that there are some new aspect of the rules I won't be using. Most spells, for example.</p><p></p><p>DR is still a sticky point for me. I like some of the concepts and how it works when it is applied, particularly when it comes to weapon type -- IME so far, the "bludgeoning" and "piercing" type DR works great. That said, I don't think a lot of creatures that got special DRs should have it. Also, I find making "+" DR into "magic" actively harmful to the self-scaling nature of the creatures with DR.</p><p></p><p>I am really sort of annoyed at the changes in fiends, WRT both DR and spell like abilities. I am not sure what to do about that, yet. I did think that fiends needed something. I was appalled at how fast my old D&D party took out a nalfeshnee!</p></blockquote><p></p>
[QUOTE="Psion, post: 1129745, member: 172"] I am finding that I need a few tweaks, but less than I would have if I wasn't just starting a new game. Still, I am using old supplements and refuse to let their value go by the wayside, and that is proving a bit of a task. For example in the Second World Sourcebook, the Warden classes are central to the book concept, but many of them use negated skills as requirements, and in some cases the replacement skills DON'T make sense for the class. Just how is survival supposed to help me jump around like a crazy ninja? To fix this, I kept one skill I don't think 3.5 really replaces well -- scry (will save is simple to run, but it makes scrying too difficult.) Other skills I am replacing with feats that emphasize that specific use of the skill, and making those feats prerequisites for the PrCs. The clearer descriptions are nice, but sort of non-essential considering we have most of the complicated things figured out already. Of course, the biggest ease in converting is that fact that there are some new aspect of the rules I won't be using. Most spells, for example. DR is still a sticky point for me. I like some of the concepts and how it works when it is applied, particularly when it comes to weapon type -- IME so far, the "bludgeoning" and "piercing" type DR works great. That said, I don't think a lot of creatures that got special DRs should have it. Also, I find making "+" DR into "magic" actively harmful to the self-scaling nature of the creatures with DR. I am really sort of annoyed at the changes in fiends, WRT both DR and spell like abilities. I am not sure what to do about that, yet. I did think that fiends needed something. I was appalled at how fast my old D&D party took out a nalfeshnee! [/QUOTE]
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