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Anybody still playing 3.0 (not 3.5?)
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<blockquote data-quote="Dykstrav" data-source="post: 5690833" data-attributes="member: 40522"><p>I still have my 3E books and would gladly play it again... Haven't played it since 2003 though. Still, I have a pretty good memory for how things went down. Here are the major things about 3E that I remember being issues.</p><p></p><p>First of all, <em>haste</em> is insanely good. Since it actually gives you an extra action instead of an extra attack, pretty much every caster will do what they can to get access to <em>haste</em>. The most common method is through <em>boots of speed</em>. Once you get around seventh-eighth level, be prepared for wizards/clerics that can toss three spells per round--one through their standard action, one through their <em>haste</em>, and a quickened <em>magic missile</em> spell through the Quicken Spell feat. Many DMs house-ruled <em>haste</em> to be just an extra attack because of how strong it made casters. Still, some DMs loved it because it allowed the cleric to be awesome, they could attack and heal in the same round (many people hate playing the healer, so it was sort of a consolation prize for people getting stuck with the playing cleric). However, it turned druids into an absolute nightmare on their turn, especially if the druid was built around summoning. A mid-level druid might get three attacks/spells per round, in addition to whatever their animal companions or summoned monsters might get. A druid could conceivably resolve five or more attacks on a given round.</p><p></p><p>If you're going to DM 3E, I highly advise you to take a strong look at <em>haste</em> and establish a policy about it before characters can access it. Anyone who has played 3E will likely be looking forward to getting it. Note that you don't <em>have</em> to nerf it or anything, but it's worth being aware of. It'll definitely impact your game if you let it.</p><p></p><p>One of the other major things to be aware of are buff spells (<em>bull's strength</em>, <em>endurance</em>, and so forth). Since they last 1 hour/level, characters will cast them at the start of the adventuring day once they get access to them (fourth-fifth level or so). It's likely that the duration will be sufficient to cover their entire adventure for the day, so they'll want to take advantage of that when they think they'll need it. Once they hit mid-levels (sixth to eighth level or so), they'll want to just cast it when they wake up in the morning. Who wouldn't want 1d4+1 Strength for the entire day, right?</p><p></p><p>Spells are generally much cooler than in 3.5, they are stronger options (mostly because their durations are better). With that in mind, <em>dispel magic</em> becomes very valuable for dealing with player characters and their many buffs. Consider encounters like an evil cleric that has a line of gnolls tie up the characters while he uses several scrolls of <em>dispel magic</em> to strip away the character's buffs, or a sorcerer with <em>haste</em>, <em>protection from arrows</em>, and <em>dispel magic</em> that attacks from across a chasm (or just de-buffs the characters while something else tears into them). There's also some benefit to focusing fire on the casters (at least among intelligent monsters), since spellcasters carry most of the party's heavy firepower.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5690833, member: 40522"] I still have my 3E books and would gladly play it again... Haven't played it since 2003 though. Still, I have a pretty good memory for how things went down. Here are the major things about 3E that I remember being issues. First of all, [I]haste[/I] is insanely good. Since it actually gives you an extra action instead of an extra attack, pretty much every caster will do what they can to get access to [I]haste[/I]. The most common method is through [I]boots of speed[/I]. Once you get around seventh-eighth level, be prepared for wizards/clerics that can toss three spells per round--one through their standard action, one through their [I]haste[/I], and a quickened [I]magic missile[/I] spell through the Quicken Spell feat. Many DMs house-ruled [I]haste[/I] to be just an extra attack because of how strong it made casters. Still, some DMs loved it because it allowed the cleric to be awesome, they could attack and heal in the same round (many people hate playing the healer, so it was sort of a consolation prize for people getting stuck with the playing cleric). However, it turned druids into an absolute nightmare on their turn, especially if the druid was built around summoning. A mid-level druid might get three attacks/spells per round, in addition to whatever their animal companions or summoned monsters might get. A druid could conceivably resolve five or more attacks on a given round. If you're going to DM 3E, I highly advise you to take a strong look at [I]haste[/I] and establish a policy about it before characters can access it. Anyone who has played 3E will likely be looking forward to getting it. Note that you don't [I]have[/I] to nerf it or anything, but it's worth being aware of. It'll definitely impact your game if you let it. One of the other major things to be aware of are buff spells ([I]bull's strength[/I], [I]endurance[/I], and so forth). Since they last 1 hour/level, characters will cast them at the start of the adventuring day once they get access to them (fourth-fifth level or so). It's likely that the duration will be sufficient to cover their entire adventure for the day, so they'll want to take advantage of that when they think they'll need it. Once they hit mid-levels (sixth to eighth level or so), they'll want to just cast it when they wake up in the morning. Who wouldn't want 1d4+1 Strength for the entire day, right? Spells are generally much cooler than in 3.5, they are stronger options (mostly because their durations are better). With that in mind, [I]dispel magic[/I] becomes very valuable for dealing with player characters and their many buffs. Consider encounters like an evil cleric that has a line of gnolls tie up the characters while he uses several scrolls of [I]dispel magic[/I] to strip away the character's buffs, or a sorcerer with [I]haste[/I], [I]protection from arrows[/I], and [I]dispel magic[/I] that attacks from across a chasm (or just de-buffs the characters while something else tears into them). There's also some benefit to focusing fire on the casters (at least among intelligent monsters), since spellcasters carry most of the party's heavy firepower. [/QUOTE]
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