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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="DungeonMaster" data-source="post: 2734154" data-attributes="member: 27431"><p>Honestly the main reason I would never convert to 3.5 is because of the spell system. The "designer" who took a knife to it really should not touch 4th edition at all. </p><p>There are so many things <em> wrong </em> with the 3.5 spell system compared to 3rd edition it's absurd. It is literally a hack job.</p><p></p><p>A far from complete list, starting with much of the absurd working my way to just bad changes overall: </p><p>*Darkness creates light - it lights up dark rooms</p><p>*Geas has weaker effect than lesser geas</p><p>*Forbiddance doesn't forbid - it just sorta hurts, somewhat</p><p>*Overland flight is the same level as TELEPORT </p><p>*Teleport has fixed range - this was the presented "logic": so that people can't teleport to the moon, or similar. Anyone with ANY experience as a DM in D&D: "so they'll just plane-shift then plane shift to within 400 miles <em> then </em> teleport??!?! [/i]. </p><p>*Shapechange grants Su abilities - anything from infinite vorpal swords (balor) to infinite hit-dice (barghest). I'm sure if you actually knew what you were doing when "designing" things you might work down the list of monsters and <em> look </em> at their Su abilities. Maybe starting with the monsters that start with "A", then moving to those that start with "B"... </p><p>*Wish in 3.5 no longer has a cap for items you can wish for. So if you find a ring of three wishes - wish for another ring of 3 wishes... This was debuged in 1E.... Anyhow...</p><p>*Meteor swarm is weaker than flamestrike at higher levels. Yep. Because 3.5 resistances</p><p>changed to a DR mechanic rather than a round based mechanic. Each burst does piddly fire damage so anything with any fire resistance (read: everything at higher levels) basically takes the bludgeoning damage. If you hit, and with 4 attack rolls only one of which can have a true-strike applied, it's far from guaranteed. </p><p>*Polar ray is ridiculously weak for it's level. An 8th level spell that does 1d6/level to one target no-save is well, not quite up to speed with oh I don't know, prismatic wall? Clone? This is Otiluke's freezing sphere ray version, and appropriately level 6. </p><p>*Creeping doom is likewise ridiculously weak for it's level in 3.5.</p><p>*Blight is quite literally a waste of space. </p><p>*Holy word has no cap - it can be broken beyond compare. </p><p>*Power word kill is now an "enchantment" - pardon? - and it doesn't affect multiple targets anymore. It shouldn't be 9th level. </p><p>*Imprisonment has a save. It is now pointless. A touch spell which can be fixed by 9th level magic and has a save. It's not not even <em> half </em> as good as Destruction which is 2 levels lower. </p><p>*Project image is 7th level instead of 6th. Why? Were there droves of people decrying the almighty power of project image? And why can't I cast any damn spells on my damn image anymore? Fantastic. </p><p>*Disintegrate is crap. Charm is negated by protection vs. evil. Beholders carry much less punch incidentally. </p><p></p><p>There's also a definite arcane divine bias: </p><p>*Arcane area-of-effect conjurations all become 20 ft radius. But divine area-of-effect conjurations like prayer <em> increased </em> in radius. </p><p>*Arcane multi-purpose spells such as Otiluke's freezing sphere, flame arrow get busted into components - but not dispel evil for some unknown reason. </p><p>*Arcane spells like Horrid wilting must now "adhere" to a d6 but divine spells like "holy smite" can stay a d8. </p><p>*Arcane spells must "adhere" to the damage caps listed in the DMG but we'll tacitly ignore the druid's flamestrike, and make "harm" d20/level - because that's what it is effectively in 3.5. </p><p>*The druid "absorbed" a good chunk of the arcane spell list. Rumor has it the "designer's" wife plays druids. </p><p>*"Baleful" polymorph, the first true save-or-die spell is 5th level for wizards and conveniantly 5th level for druids and at the same level clerics get slay-living and plane shift. </p><p>*Plenty arcane spells rose in level, plenty divine droped in level. No reason really. Dude just felt that druids needed ice-storm at the same level as wizards. </p><p>*Conjurations now "mysteriously" have in large part no SR. This leads to most conjurations being significantly better than evocations at doing you know, damage. It's a paradigm shift, and a bad one. Only in 3.5 can a wand of melf's acid arrow kill an iron golem. </p><p></p><p>Anyhow, I could go on and on and I won't. I'm simply hoping to high hell that 4th edition uses 3rd edition as its basis and not 3.5.</p></blockquote><p></p>
[QUOTE="DungeonMaster, post: 2734154, member: 27431"] Honestly the main reason I would never convert to 3.5 is because of the spell system. The "designer" who took a knife to it really should not touch 4th edition at all. There are so many things [i] wrong [/i] with the 3.5 spell system compared to 3rd edition it's absurd. It is literally a hack job. A far from complete list, starting with much of the absurd working my way to just bad changes overall: *Darkness creates light - it lights up dark rooms *Geas has weaker effect than lesser geas *Forbiddance doesn't forbid - it just sorta hurts, somewhat *Overland flight is the same level as TELEPORT *Teleport has fixed range - this was the presented "logic": so that people can't teleport to the moon, or similar. Anyone with ANY experience as a DM in D&D: "so they'll just plane-shift then plane shift to within 400 miles [i] then [/i] teleport??!?! [/i]. *Shapechange grants Su abilities - anything from infinite vorpal swords (balor) to infinite hit-dice (barghest). I'm sure if you actually knew what you were doing when "designing" things you might work down the list of monsters and [i] look [/i] at their Su abilities. Maybe starting with the monsters that start with "A", then moving to those that start with "B"... *Wish in 3.5 no longer has a cap for items you can wish for. So if you find a ring of three wishes - wish for another ring of 3 wishes... This was debuged in 1E.... Anyhow... *Meteor swarm is weaker than flamestrike at higher levels. Yep. Because 3.5 resistances changed to a DR mechanic rather than a round based mechanic. Each burst does piddly fire damage so anything with any fire resistance (read: everything at higher levels) basically takes the bludgeoning damage. If you hit, and with 4 attack rolls only one of which can have a true-strike applied, it's far from guaranteed. *Polar ray is ridiculously weak for it's level. An 8th level spell that does 1d6/level to one target no-save is well, not quite up to speed with oh I don't know, prismatic wall? Clone? This is Otiluke's freezing sphere ray version, and appropriately level 6. *Creeping doom is likewise ridiculously weak for it's level in 3.5. *Blight is quite literally a waste of space. *Holy word has no cap - it can be broken beyond compare. *Power word kill is now an "enchantment" - pardon? - and it doesn't affect multiple targets anymore. It shouldn't be 9th level. *Imprisonment has a save. It is now pointless. A touch spell which can be fixed by 9th level magic and has a save. It's not not even [i] half [/i] as good as Destruction which is 2 levels lower. *Project image is 7th level instead of 6th. Why? Were there droves of people decrying the almighty power of project image? And why can't I cast any damn spells on my damn image anymore? Fantastic. *Disintegrate is crap. Charm is negated by protection vs. evil. Beholders carry much less punch incidentally. There's also a definite arcane divine bias: *Arcane area-of-effect conjurations all become 20 ft radius. But divine area-of-effect conjurations like prayer [i] increased [/i] in radius. *Arcane multi-purpose spells such as Otiluke's freezing sphere, flame arrow get busted into components - but not dispel evil for some unknown reason. *Arcane spells like Horrid wilting must now "adhere" to a d6 but divine spells like "holy smite" can stay a d8. *Arcane spells must "adhere" to the damage caps listed in the DMG but we'll tacitly ignore the druid's flamestrike, and make "harm" d20/level - because that's what it is effectively in 3.5. *The druid "absorbed" a good chunk of the arcane spell list. Rumor has it the "designer's" wife plays druids. *"Baleful" polymorph, the first true save-or-die spell is 5th level for wizards and conveniantly 5th level for druids and at the same level clerics get slay-living and plane shift. *Plenty arcane spells rose in level, plenty divine droped in level. No reason really. Dude just felt that druids needed ice-storm at the same level as wizards. *Conjurations now "mysteriously" have in large part no SR. This leads to most conjurations being significantly better than evocations at doing you know, damage. It's a paradigm shift, and a bad one. Only in 3.5 can a wand of melf's acid arrow kill an iron golem. Anyhow, I could go on and on and I won't. I'm simply hoping to high hell that 4th edition uses 3rd edition as its basis and not 3.5. [/QUOTE]
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