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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="Delta" data-source="post: 4372477" data-attributes="member: 40269"><p>In general, I thought that 3.5 was a big slip-up compared to what came before; I never used anything past 3E. If I was fixing 3.5 I'd first go back to 3.0 and then make some minor modifications.</p><p> </p><p>Now, I'll basically jump in and flag the ones in the current OP list I agree with. The others (i.e., most of them) I disagree with.</p><p> </p><p>--Statting up NPCs, including skill points too fiddly for DMs statting up monsters/NPS (but not PCs--most players seem to like the customization)</p><p>--AoOs too confusing/too many instances to remember</p><p>--Scry-Buff-Teleport-Fly combo repeated ad nauseum, and campaign-breaking spells/magic in general (for some this includes resurrection et al)</p><p>--buffing etc., especially remembering which buffs/effects/modifiers are affecting whom and for how long</p><p>--Spell prep takes too long; spell-list resource management too cumbersome</p><p> </p><p>Regarding fiddly skill points, I *do* consider those an aggravation for PCs as well (esp., point-of-view of new players tothe game). My players responded very well to suggesting the UA "skills by level" plan that disposes of individual skill point allocation.</p><p> </p><p>Some of the stuff above didn't exist in prior editions, and would be easily solved by stepping backwards a bit. Spell prep time is partly because 3E plastered on a bunch more spell slots as part of eternal power creep (esp. cantrips); undo that. Buffing issues were aggravated when they expanded the long-time "Strength" spell to cover every other ability; undo that. For those who mentioned the DR "golf bag" issue, that didn't exist until 3.5; undo that, too.</p><p> </p><p>When I'm working on my house rules, the prior things I try to get down from 3E are -- reduce PC & NPC construction time (fewer feat & skill choices), reduce overwhelming cleric spell selection, possibly reduce available healing (cleric spells/powers), reduce numbers of magic items (with a simple 5-item cap), etc. There's also some very specific spells I have grief with, but not nearly as many as 3.5 screwed around with.</p></blockquote><p></p>
[QUOTE="Delta, post: 4372477, member: 40269"] In general, I thought that 3.5 was a big slip-up compared to what came before; I never used anything past 3E. If I was fixing 3.5 I'd first go back to 3.0 and then make some minor modifications. Now, I'll basically jump in and flag the ones in the current OP list I agree with. The others (i.e., most of them) I disagree with. --Statting up NPCs, including skill points too fiddly for DMs statting up monsters/NPS (but not PCs--most players seem to like the customization) --AoOs too confusing/too many instances to remember --Scry-Buff-Teleport-Fly combo repeated ad nauseum, and campaign-breaking spells/magic in general (for some this includes resurrection et al) --buffing etc., especially remembering which buffs/effects/modifiers are affecting whom and for how long --Spell prep takes too long; spell-list resource management too cumbersome Regarding fiddly skill points, I *do* consider those an aggravation for PCs as well (esp., point-of-view of new players tothe game). My players responded very well to suggesting the UA "skills by level" plan that disposes of individual skill point allocation. Some of the stuff above didn't exist in prior editions, and would be easily solved by stepping backwards a bit. Spell prep time is partly because 3E plastered on a bunch more spell slots as part of eternal power creep (esp. cantrips); undo that. Buffing issues were aggravated when they expanded the long-time "Strength" spell to cover every other ability; undo that. For those who mentioned the DR "golf bag" issue, that didn't exist until 3.5; undo that, too. When I'm working on my house rules, the prior things I try to get down from 3E are -- reduce PC & NPC construction time (fewer feat & skill choices), reduce overwhelming cleric spell selection, possibly reduce available healing (cleric spells/powers), reduce numbers of magic items (with a simple 5-item cap), etc. There's also some very specific spells I have grief with, but not nearly as many as 3.5 screwed around with. [/QUOTE]
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