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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="ProfessorCirno" data-source="post: 4938406" data-attributes="member: 65637"><p>Just a note, you can't use diplomacy to convince efreeti to give you more wishes. That's CharOps rule bending BS, which incidentally is one of the things that killed 3e.</p><p></p><p>If I had to list things I dislike in 3.5 compared to previous editions, I think three things come up.</p><p></p><p>1) Casting. Take 2e. If a wizard is trying to cast and a thief with those delicious speed daggers is standing next to him, he's all but limited to instant cast spells only. There was no concentration check, and that thief was almost gurenteed to go faster. In 3e, concentration brought about it being stupifyingly simple to cast in the midst of combat. Furthermore, you saw wizards gain a LOT more spells per day, as well as the ability to easily and cheaply make scrolls for those "needed once" spells. Not only that, the spells themselves lost a lot of restrictions. A lot of spells that have durations of hours or ten minutes were spells that had durations of <strong>turns</strong>, and several other spells saw a significant power upgrade.</p><p></p><p>2) Saves vs HP. Limiting it to only three saves isn't a bad thing, but the way save increases were handled was. Fighters went from having some of the best saves to having the absolute worst. At the same time, you saw a <strong>huge</strong> increase in monster health. The end result is that doing actual <em>damage</em> became much less of a big deal, and instead the save-or-dies ruled. This combined with 1 is what lead to "spellcasting edition."</p><p></p><p>3) Nothing is static. 4e unfortunately took this and charged merrily along with one of the things I saw to be the worst change. AC saw the skies as it's limits, ending up with each person having natural armor, insight bonuses, dodge bonuses, armor bonuses, shield bonuses, magic bonuses...etc, etc, etc. Stats, too, went from being static on creation to going through the roof, which incidentally heavily altered items in a way I think is bad - you lost the Belt of Giant's Strength, which gave you the strength of a giant, and instead gained "Belt of +2 strength." And of course, with so many ways to increase your stats and saving throws...well, just refer to problem #2.</p><p></p><p>I could probably find other issues, but those are the big three I'm seeing right now while playing a 2e game. Don't get me wrong - 3e had a <strong>lot</strong> of <strong>really</strong> positive changes, and there are a few 3e-isms I'm missing in the 2e game. But those big three are the ones that make me <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> pretty hard.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4938406, member: 65637"] Just a note, you can't use diplomacy to convince efreeti to give you more wishes. That's CharOps rule bending BS, which incidentally is one of the things that killed 3e. If I had to list things I dislike in 3.5 compared to previous editions, I think three things come up. 1) Casting. Take 2e. If a wizard is trying to cast and a thief with those delicious speed daggers is standing next to him, he's all but limited to instant cast spells only. There was no concentration check, and that thief was almost gurenteed to go faster. In 3e, concentration brought about it being stupifyingly simple to cast in the midst of combat. Furthermore, you saw wizards gain a LOT more spells per day, as well as the ability to easily and cheaply make scrolls for those "needed once" spells. Not only that, the spells themselves lost a lot of restrictions. A lot of spells that have durations of hours or ten minutes were spells that had durations of [B]turns[/B], and several other spells saw a significant power upgrade. 2) Saves vs HP. Limiting it to only three saves isn't a bad thing, but the way save increases were handled was. Fighters went from having some of the best saves to having the absolute worst. At the same time, you saw a [B]huge[/B] increase in monster health. The end result is that doing actual [I]damage[/I] became much less of a big deal, and instead the save-or-dies ruled. This combined with 1 is what lead to "spellcasting edition." 3) Nothing is static. 4e unfortunately took this and charged merrily along with one of the things I saw to be the worst change. AC saw the skies as it's limits, ending up with each person having natural armor, insight bonuses, dodge bonuses, armor bonuses, shield bonuses, magic bonuses...etc, etc, etc. Stats, too, went from being static on creation to going through the roof, which incidentally heavily altered items in a way I think is bad - you lost the Belt of Giant's Strength, which gave you the strength of a giant, and instead gained "Belt of +2 strength." And of course, with so many ways to increase your stats and saving throws...well, just refer to problem #2. I could probably find other issues, but those are the big three I'm seeing right now while playing a 2e game. Don't get me wrong - 3e had a [B]lot[/B] of [B]really[/B] positive changes, and there are a few 3e-isms I'm missing in the 2e game. But those big three are the ones that make me :hmm: pretty hard. [/QUOTE]
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