You are not, but I'm moving to Trailblazer instead. IMO, TB classes are closer to 3.5 in design that Pathfinder, not overinflated with abilities. But TB did fix numerous issues I had with the 3.5 core underlying rules.I assume I'm not alone in not converting to either 4e or Pathfinder.
The math for iterative attacks: instead of incrementally decreasing attack bonuses to the point of futility, characters earn a second iterative attack at BAB +6 but both attacks are at –2/–2, instead of +0/–5. Characters never get more than two attacks, instead the penalty for both attacks reduces to –1/–1 at BAB +11, then +0/+0 at BAB +16.What did they fix?
I guess what I'm saying is, I wish something'd fix the fundamental balance problems in 3.5 instead of touching up the rules a little.
Yeah, this. The magic system needs to be fundamentally rewritten.Ultimately, most of the imbalance I've found has been in the actual spell abilities.
Some of these are great. I'll touch on the specifics of what I think below.Well, Trailblazer does a better job than most, with their combination of the Rest mechanic, their version of Action Points, and the Rote / Restricted / Ritual spell division. That, and assuming that only class balance for encounters matters, from a rules design perspective.
Personally I don't really like the new rest mechanic. I like the old one. I don't give back all the hit points after 1 day, and I don't let them refresh all their abilities that often. I approach it from the standpoint that players should endure 4-5 encounters with the abilities they have. If they do the '10 minute adventuring day' they either lose their chance to deal with the enemy (who gets away), or the enemy gets reinforcements, and then the fight is a hell of alot harder when the PCs come back. Instead of say 2 CR 4 fights they might get one CR 9 or 10. Reinforcements are a substantial increase in troops. The players would have to have something pretty clever up their sleeves to take them on, or now need to change their strategy to one of stealth.Rest Mechanic: Rests come in two varieties, short and long. Long rests are the traditional night's rest that refreshes all abilities (and restores all hp).
Short rests take 10 minutes, restore all per Rest abilities (Rage, Smite, etc), restore 50% hp, and all Rote Spells. A character can spend an action point to regain 100% hp, all Restricted spells, or one Ritual spell.
I personally like action points. Problem is, my players hate them. I tried to use the mechanic, and the players constantly forgot they had them, or what they could do with them, no matter how many times I explained it. after the campaign finished I opted not to use them again.Action Points: Six per level that provide basic benefits, as well as the fuel for Action Point Enhancements (gained at 1st and every 3 after). The basic abilities include (incomplete list) roll die and add (open-ended) result to total, re-roll failed d20 check and keep result (and you can add a die to this roll), get a new save against ongoing effect, auto-confirm critical hit, extra standard action, and so on.
The Enhancements include things like larger action dice, more dice per level, bonding magic items (numerical bonuses automatically scale with level), sharing action points, extra action dice under certain circumstances, die result as DR, die result as Dodge AC bonus, die result as bonus damage, and some others. Cool stuff that helps a lot, though not regularly.
Also, action points can be used as rewards, either because the GM activates a fumble, or the PCs complete a quest, act very heroic, or just make the GM laugh. (Yeah, a useful quest reward.)
This is a pretty neat mechanic, though it's alot of bookkeeping.Spell Division: Rote spells have a single target, a duration 1 min / level or less, and come back with a short rest. All 0-levels, magic missile, scorching ray, and similarly fun-but-not-usually-optimal spells are rote.
Restricted spells have a duration 10 min / level (or more), area effects or multiple targets, and all Conjurations (healing is a part of Necromancy).
Ritual spells are whatever spells the GM wants to make 1 / day. Default ritual spells include Divination / Commune, Teleport, Raise Dead, and anything with an XP cost (or really expensive / unusual material components),.
The slots used for Restricted / Ritual only come back when those spells refresh. This means that a caster is either making his allies stop for the day (unnecessarily), is burning up a lot of Action Points to recover spell slots, or is relying almost exclusively on Rote spells.
Yeah, pretty much. There are some pretty broken spells. Mostly I see them as something that needs to be dealt with on a case by case basis, cause there are so many of them. Some are problematic, some aren't. I think many of the 3.5 revisions floating around have a handful of fixes that are really good. I don't think any of them handled everything the way I would like to see it handled. That's why my games thend to be monstrous chimeras of rules from different d20 games and house rules carved up to fit together.It's not perfect (by any means), but it does reduce the problems.
Ultimately, most of the imbalance I've found has been in the actual spell abilities. All the SOS spells make it really easy for one bad die roll to completely end a character, and while TB action points help with that, they can't completely eliminate it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.