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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Spells - Far Weaker?
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<blockquote data-quote="Li Shenron" data-source="post: 2720428" data-attributes="member: 1465"><p>First of all, there is not much of a consensus... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Overall, there is a small shift in focus towards more combat, and less focus on what happens between combat. This is reflected in shortening very many spells' durations so that now they won't cover more than one combat.</p><p></p><p>I didn't like this change. True that there were spells which were very strong in combat (ability buffs, fly spells, invisibilities), but for me they were more fun to be used outside combat, including cases when you needed them for an extended amount of time.</p><p></p><p>Harm, Heal, Haste were also powerful. But the 3.5 change went too far (Harm and Heal would have been fixed enough with a ST, IMHO), and now these spells are very different: Harm for example is "just another damaging spell".</p><p></p><p>The purpose of the 3.5 were to "balance" spells with each other better, but mostly around combat and nothing else, because that is what gamers of the present day want most of the times. For me this balancing tasted like flattening, and some spells are now definitely boring. </p><p>Perhaps the original sin was in the choice of changing the spell instead of bumping the level up, because they wanted to keep more compatibility with 3.0 books (which anyway they reprinted almost all at the end...); I would have preferred to keep the old nature of spells, and forget about a compatibility which most 3.5 gamers anyway don't care much about.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2720428, member: 1465"] First of all, there is not much of a consensus... ;) Overall, there is a small shift in focus towards more combat, and less focus on what happens between combat. This is reflected in shortening very many spells' durations so that now they won't cover more than one combat. I didn't like this change. True that there were spells which were very strong in combat (ability buffs, fly spells, invisibilities), but for me they were more fun to be used outside combat, including cases when you needed them for an extended amount of time. Harm, Heal, Haste were also powerful. But the 3.5 change went too far (Harm and Heal would have been fixed enough with a ST, IMHO), and now these spells are very different: Harm for example is "just another damaging spell". The purpose of the 3.5 were to "balance" spells with each other better, but mostly around combat and nothing else, because that is what gamers of the present day want most of the times. For me this balancing tasted like flattening, and some spells are now definitely boring. Perhaps the original sin was in the choice of changing the spell instead of bumping the level up, because they wanted to keep more compatibility with 3.0 books (which anyway they reprinted almost all at the end...); I would have preferred to keep the old nature of spells, and forget about a compatibility which most 3.5 gamers anyway don't care much about. [/QUOTE]
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3.5 Spells - Far Weaker?
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