3.5e One Year Later

There were major flaws in 3.0 that had to be fixed.

Haste spell
Buff spells
"sampling" one level of a class (or PrC) to get big bonuses
stealth items with huge bonuses
Some classes clearly more powerful than others
these are just a few

Having played 3.5 for a little while now, I can't imagine how the "refuseniks" who stuck with 3.0 can continue playing with these obvious flaws in the rules.
 

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It pretty much works for me, except for the roguification of the ranger. Otherwise, I like it.

I mean, come on! Why can't I have spot, listen, survival, 1/1 BAB, and a d10? I don't even care what the other class features are like. I just want those five little things in a class...and I don't have them any more...

But, then again, I've switched to Grim Tales for the campaign I'm DMing, so I don't have anything to complain about.
 

I still play 3.0 with a few 3.5 isms tossed in. It is just easier that way, there were too many bad changes, and it is much easier to houserule 3.0 nicely than to change vast quantities of 3.5 to be playable.

Some changes good? definately.

Most changes bad? without a doubt.
 

Galethorn said:
It pretty much works for me, except for the roguification of the ranger. Otherwise, I like it.

I mean, come on! Why can't I have spot, listen, survival, 1/1 BAB, and a d10? I don't even care what the other class features are like. I just want those five little things in a class...and I don't have them any more...

But, then again, I've switched to Grim Tales for the campaign I'm DMing, so I don't have anything to complain about.
Um... the 3.5e ranger does have Spot, Listen, Survival, and 1/1 BAB.
 

IMC, we've implemented the 3.5 classes. For the most part, they improved the Ranger, Monk, and Bard. Should have done more to flesh out the sorcerer though.

DR is a mixed bag. One group used it and it greatly reduced the need for GMW, but some felt that made DR/magic too weak. The other DR's are good flavor, but a bit counter-intuitive.

Never used the new spacing rules - we never felt the need to change just so WOTC could make the rules fit their miniatures game.

Examples of the more difficult combat rules (such as grappling) are better in 3.5, but they probably should have taken the opportunity to dramatically simplify them altogether.

Spell changes also a mixed bag. The obvious changes were mostly okay (haste, harm, etc.) but buffs should have been 10 min/level. Some changes really helped (ray of enfeeblement), but others seem to have been changed just for the sake of change. Switching around the schools to better balance them should have been done in 3.0 - changing many spells mid-stream was a bit jarring. Never ran a specialist wizard with the 3.5 rules - just not worth it.

Item changes went a bit overboard, with many items dramatically changed from how they've traditionally been played in D&D (you have to activate your ring of invisibility now??). While the changes mostly weakened items, which may be a good thing, 3.5 also added in some items that are way, way overpowered (metamagic rods anyone?).

Monsters mostly positive, as many creatures had too few hit points for their CR. Dragons are still too strong for their CR, though.

Overall impression: If I was buying just one version, I'd get 3.5, but since I already had 3.0, I should have saved my $60 (on sale) and downloaded the SRD.
 

francisca said:
I can't discern if removing partial actions makes any difference.

Actually, it's because partial actions weren't removed. They were renamed. :)

In fact, the Standard action was removed. The Partial action became "Standard or Move action".

A Standard action in 3E used to be "move and do an action", but in 3.5E they clarified this to you may perform a Full Round Action, a Standard Action, A Move Action, a Standard Action and a Move Action, or two Move Actions in a turn.

Cheers!
 

shadow said:
Okay, 3.5e has been out for about a year more or less. After a year of playing with the new rules, what is everyone's opinion? Have the revised rules vastly improved the game? Are you disapointed by them? One year later, what do you think?

I think the changes are glorious. Whenever I'm running a session, it is often that I'll look something up in the rules and find it easy to apply.

The PHB improved with the changes to classes, feats and the glossary.

The DMG improved with various rules making their way in from other sources, an improved layout, and the glossary.

The MM improved with the layout of the creatures, the new monster creation rules, and the glossary.

Did I mention the improvements in the Glossaries? Most significant and wonderful change in 3.5E

Cheers!
 

I've bought the new PHB because I want Urbis to be up-to-date when I publish it (and I plan to buy the other books too once I have a regular income again...). All in all, I like the changes - but I think they are too little, too soon to warrant completely new books for most groups.

Most members of my gaming group had bought the 3.0 books before the new edition was published, and most see no reason to buy what are essentially the same books with minor changes yet again. And I can certainly understand that.
 

I like 3.5e.

Square spaces are an implication of not having facing. If you play a variant with facing, go wild with your non-square spaces. For those of us who like the abstraction of "no facing", square -- or circle, in the case of my favorite grid, teh hex -- is the logical conclusion.

The only 3.0-ism that I'm holding on to is Spell Focus. DC +2 for one feat is fine, so long as there's no such thing as Greater Spell Focus.

-- N
 

I've revised my opinion on a few things.

I've come to the conclusion that the new haste is a good thing.

Improved Grapple is just fine from a balance perspective.

The new DR works alright (though I'm still not crazy about the golf-bag effect).

I've not revised my opinions on other things:

The new grapple rules are a great addition to the game and make an area of the game that has been unworkable since 1e both fun and playable.

The new monster format with listings for BAB and grapple is an improvement.

The new disintegrates and holds were unnecessary and pointless.

The great DC nerf was also excessive and unnecessary.

The invisibility spells were better as they were.

The anibuffs were better in v 3.0

Losing two schools is still too much for a lot of wizard specialties.

All told, I think we would have been better served by a book of optional rules-fixes. Fix Harm, change haste if you feel the need, alter the TWF feats, add greater weapon specialization, and give us the improved bard, monk, ranger, and paladin classes, and add grappling rules.
 

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