Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
3.5e -- What REALLY needed fixing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Plane Sailing" data-source="post: 4372702" data-attributes="member: 114"><p>I would have a much smaller list than you of things that I think REALLY needed to be fixed.</p><p></p><p>For my money it would be:</p><p></p><p><strong>Change everything which cause knock-on recalculation.</strong> </p><p>Anything which increases or decreases an ability score means that tons of other stuff gets recalculated (saves, skills, attacks...). This ripple-through effect could be a pain to manage. Probable solution? Make everything give a primary benefit directly, rather than a knock on effect (e.g. "Bulls strength gives +2 hit and damage and skill checks" or something similar)</p><p></p><p><strong>Eliminate stacking problems.</strong> </p><p>Stacking of multiple overlapping and additive bonuses is a pain to keep track of, especially at higher levels when things get shuffled around during the combat. e.g. the prayer always works (except for the guy who has the luckstone), the bless doesn't have any effect at the moment because the bard is singing, but 5r after he stops singing it will give a benefit, the magic circle against evil is giving everyone +2 ST and +2 AC except for those two guys who already have +3 cloaks and that chap who has a +2 ring; the guy with a dozen magic effects on him and 6 of them are taken off by dispel magic etc. etc.</p><p></p><p>Individually they are small bonuses and would be easy to add up, but the dynamic way they interact and change throughout a melee was a pain - and the reason why all our DMs used electronic tools to support their game.</p><p></p><p><strong>Caster Multiclass problems</strong></p><p>Partially solved via prestige class solutions, but that was really a patch - a complete solution would have been better (some have been suggested up-thread)</p><p></p><p><strong>Full attacks encouraged static combat</strong></p><p>High level fighter types could churn out the damage if they stood still and did full attacks - often far more than the wizards could do to a single target - but it tended to mean that most fights devolved into 'move to nearest target - full attack until dead - move to next target".</p><p></p><p><strong>Non-spellcasters lacked interesting options</strong></p><p>The one time I played a basic fighter rather than a class with some casting ability, I found it quite frustrating that I had very few real options. I could attack things with my sword, or use a missile weapon, and had a few 'tactical' options (grapple, disarm, trip etc), but many of those were not much actual use. The caster classes (even the partial caster classes) had interesting additional options both inside and outside combat.</p><p></p><p>There are plenty of little 'flavour' things which I would have liked to see changed (or even reverted from 3.5 to 3.0 style), but the above are the only things that I thought could really do with being addressed.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4372702, member: 114"] I would have a much smaller list than you of things that I think REALLY needed to be fixed. For my money it would be: [B]Change everything which cause knock-on recalculation.[/B] Anything which increases or decreases an ability score means that tons of other stuff gets recalculated (saves, skills, attacks...). This ripple-through effect could be a pain to manage. Probable solution? Make everything give a primary benefit directly, rather than a knock on effect (e.g. "Bulls strength gives +2 hit and damage and skill checks" or something similar) [B]Eliminate stacking problems.[/B] Stacking of multiple overlapping and additive bonuses is a pain to keep track of, especially at higher levels when things get shuffled around during the combat. e.g. the prayer always works (except for the guy who has the luckstone), the bless doesn't have any effect at the moment because the bard is singing, but 5r after he stops singing it will give a benefit, the magic circle against evil is giving everyone +2 ST and +2 AC except for those two guys who already have +3 cloaks and that chap who has a +2 ring; the guy with a dozen magic effects on him and 6 of them are taken off by dispel magic etc. etc. Individually they are small bonuses and would be easy to add up, but the dynamic way they interact and change throughout a melee was a pain - and the reason why all our DMs used electronic tools to support their game. [B]Caster Multiclass problems[/B] Partially solved via prestige class solutions, but that was really a patch - a complete solution would have been better (some have been suggested up-thread) [B]Full attacks encouraged static combat[/B] High level fighter types could churn out the damage if they stood still and did full attacks - often far more than the wizards could do to a single target - but it tended to mean that most fights devolved into 'move to nearest target - full attack until dead - move to next target". [B]Non-spellcasters lacked interesting options[/B] The one time I played a basic fighter rather than a class with some casting ability, I found it quite frustrating that I had very few real options. I could attack things with my sword, or use a missile weapon, and had a few 'tactical' options (grapple, disarm, trip etc), but many of those were not much actual use. The caster classes (even the partial caster classes) had interesting additional options both inside and outside combat. There are plenty of little 'flavour' things which I would have liked to see changed (or even reverted from 3.5 to 3.0 style), but the above are the only things that I thought could really do with being addressed. Cheers [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
3.5e -- What REALLY needed fixing?
Top