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3.5e One Year Later
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<blockquote data-quote="Celtavian" data-source="post: 1584180" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>For the most part I like 3.5 a bit better than 3.0.</p><p></p><p><strong>Things I definitely like about 3.5</strong></p><p></p><p><em>Monster Manual</em> was greatly improved. Addition of BAB and Grapple modifier were very helpful.</p><p></p><p>I like the new DR rules though magic DR is a joke now. I completely eliminated adamantine DR. It just wasn't necessary.</p><p></p><p>I like the new weapon sizing rules. Once you understand how the system works, it is better than the previous edition.</p><p></p><p>The changes to the Ranger (still don't like the combat paths), Bard, Paladin (except the pokemount), and Barbarian were good. I like the addition of the Archmage and Hierophant as standard Prc's. I like the Mystic Theurge; I really missed effective multiclass spellcasters.</p><p></p><p>Item creation is a little easier to understand now.</p><p></p><p>I like that the ability buff spells don't last as long, though I do think 1 minute per level was taking it a little too far.</p><p></p><p>I liked the change to <em>Haste</em>. As much as I enjoyed the power while it lasted, I have to admit that it made Wizards and Sorcerers the star of the show when it came to taking down bad guys.</p><p></p><p><strong>Things that I do not like about 3.5</strong></p><p></p><p>I had to totally rewrite the Blast Infidel and Faith Healing abilities of the Hierophant to make them deity specific. I had to rewrite <em>Forbiddance</em> to make it deity specific (evil religions don't get along...no reason why followers of Cyric should be able to walk into temples of Beshaba because they have the same alignment). Using alignment for such abilities and spells is flavorless. I wish they stop shying away from deity specific spells in D&D or provide options for both.</p><p></p><p>I prefer the 3.0 cover rules. I understand that you don't use most of the options for cover, but they were nice options when the standard forms of cover weren't applicable. </p><p></p><p>Didn't like the alterations to <em>Darkness</em>. Just not good. Collins really dropped the ball on this one.</p><p></p><p><em>Invisiblity</em> and <em>Greater Invisibility</em> durations did not need to be shortened. Invisibility is a great scouting ability. It is marginally useful for combat given the number of spells that can dispel or eliminate the advantage of invisibility. <em>See Invisibility</em>, <em>Glitterdust</em> and <em>Invisibility Purge</em> were good enough to stop invisibility. There are many, many creatures that can detect invisible enemies. Just not a necessary change.</p><p></p><p><em>Hold Person</em> and <em>Hold Monster</em> are now useless for anything but a Coup De Gras. We used to use these spells for capturing an enemy or to eliminate a enemy while we took on other bad guys. Now that you receive a save every round, they don't last long enough for anything but a Coup De Gras. Even a dumb orc fighter is bound to get lucky and break the hold. I think there has to be some happy medium between the one die roll save and the roll every round save. I am thinking about giving hold spells a mechanic similar to <em>Charm Person</em>. If someone is preparing to take violent action against you, you receive another save. I think it would work better from a balance perspective, though I can see problems from a flavor perspective.</p><p></p><p></p><p>They went WAAYYYYY to far to make sure arcane and divine casters can't boost their DC's. I understand the change to Spellpower. They should have kept Spell Focus and Greater Spell Focus the same. There are alot of ways to increase saves and attack bonus, but there are very few ways to raise spell DC's. Arcane casters do not receive magic weapons that raise their DC's. DC's are everything to a caster. They even went so far as to nerf the <em>Spell Enhancer</em> spell from the <em>Magic of Faerun</em>, and it only provided a +2 DC to one spell. Taken way too far. They need to give a little love to the arcane and divine caster's spell DCs. They are already limited and become often moreso as they reach higher levels and fight creatures with all good saves and stronger resistances to their magic.</p><p></p><p><em>Death Ward</em>'s duration should not have been lowered. Energy draining creatures slow down play tremendously, especially incorporeal draining creatures or Shadow Dragons. A spell to resist the effects of energy drain and death magic should last for more than one encounter IME.</p><p></p><p>I don't know that I would spend the $90 again. I might just download pieces of the SRD that I wanted to use. Overall, 3.5 isn't much different from 3.0. The parts that are different could have been compiled into an errata book.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1584180, member: 5834"] [b]re[/b] For the most part I like 3.5 a bit better than 3.0. [b]Things I definitely like about 3.5[/b] [i]Monster Manual[/i] was greatly improved. Addition of BAB and Grapple modifier were very helpful. I like the new DR rules though magic DR is a joke now. I completely eliminated adamantine DR. It just wasn't necessary. I like the new weapon sizing rules. Once you understand how the system works, it is better than the previous edition. The changes to the Ranger (still don't like the combat paths), Bard, Paladin (except the pokemount), and Barbarian were good. I like the addition of the Archmage and Hierophant as standard Prc's. I like the Mystic Theurge; I really missed effective multiclass spellcasters. Item creation is a little easier to understand now. I like that the ability buff spells don't last as long, though I do think 1 minute per level was taking it a little too far. I liked the change to [i]Haste[/i]. As much as I enjoyed the power while it lasted, I have to admit that it made Wizards and Sorcerers the star of the show when it came to taking down bad guys. [b]Things that I do not like about 3.5[/b] I had to totally rewrite the Blast Infidel and Faith Healing abilities of the Hierophant to make them deity specific. I had to rewrite [i]Forbiddance[/i] to make it deity specific (evil religions don't get along...no reason why followers of Cyric should be able to walk into temples of Beshaba because they have the same alignment). Using alignment for such abilities and spells is flavorless. I wish they stop shying away from deity specific spells in D&D or provide options for both. I prefer the 3.0 cover rules. I understand that you don't use most of the options for cover, but they were nice options when the standard forms of cover weren't applicable. Didn't like the alterations to [i]Darkness[/i]. Just not good. Collins really dropped the ball on this one. [i]Invisiblity[/i] and [i]Greater Invisibility[/i] durations did not need to be shortened. Invisibility is a great scouting ability. It is marginally useful for combat given the number of spells that can dispel or eliminate the advantage of invisibility. [i]See Invisibility[/i], [i]Glitterdust[/i] and [i]Invisibility Purge[/i] were good enough to stop invisibility. There are many, many creatures that can detect invisible enemies. Just not a necessary change. [i]Hold Person[/i] and [i]Hold Monster[/i] are now useless for anything but a Coup De Gras. We used to use these spells for capturing an enemy or to eliminate a enemy while we took on other bad guys. Now that you receive a save every round, they don't last long enough for anything but a Coup De Gras. Even a dumb orc fighter is bound to get lucky and break the hold. I think there has to be some happy medium between the one die roll save and the roll every round save. I am thinking about giving hold spells a mechanic similar to [i]Charm Person[/i]. If someone is preparing to take violent action against you, you receive another save. I think it would work better from a balance perspective, though I can see problems from a flavor perspective. They went WAAYYYYY to far to make sure arcane and divine casters can't boost their DC's. I understand the change to Spellpower. They should have kept Spell Focus and Greater Spell Focus the same. There are alot of ways to increase saves and attack bonus, but there are very few ways to raise spell DC's. Arcane casters do not receive magic weapons that raise their DC's. DC's are everything to a caster. They even went so far as to nerf the [i]Spell Enhancer[/i] spell from the [i]Magic of Faerun[/i], and it only provided a +2 DC to one spell. Taken way too far. They need to give a little love to the arcane and divine caster's spell DCs. They are already limited and become often moreso as they reach higher levels and fight creatures with all good saves and stronger resistances to their magic. [i]Death Ward[/i]'s duration should not have been lowered. Energy draining creatures slow down play tremendously, especially incorporeal draining creatures or Shadow Dragons. A spell to resist the effects of energy drain and death magic should last for more than one encounter IME. I don't know that I would spend the $90 again. I might just download pieces of the SRD that I wanted to use. Overall, 3.5 isn't much different from 3.0. The parts that are different could have been compiled into an errata book. [/QUOTE]
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