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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Anyone still making 3.5e material?
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 5266209" data-attributes="member: 4682"><p><strong>The math for iterative attacks</strong>: 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.</p><p></p><p><strong>Spellcasters are not penalized for multiclassing</strong>: instead every class earns a Base Magic Bonus, even non-spellcasting classes. Every spellcasting class consults the same chart to determine how many spells they can ready and how many spells they can cast based on the character's BMB. So, a druid 5/sorcerer 5 would be able to able to cast all druid spells as a 10th level druid and cast all sorcerer/wizard spells a 10th level sorcerer. However the character would only be able to cast 4 1st level spells, 4 2nd level spells, 3 3rd level spells, 3 4th level spells, and 2 5th level spells. They just choose from both spell lists.</p><p></p><p><strong>First level characters are hardier</strong>, they get bonus hit points equal to the Con score.</p><p></p><p><strong>Rogues sneak attack, and likewise critical hits, work on anything</strong>. No gamist simulation about "vulnerable parts", they are just very good hits!</p><p></p><p>Familiars are redesigned, animal companions were removed and substituted with speak with animal at will.</p><p></p><p><strong>AoOs are often confusing so things which trigger AoOs are reduced</strong>. Moving around within a creatures entire threatened area no longer provoke, only leaving the entire threatened area; i.e. as long as you are engaged with a foe you can circle around to the other side and not provoke. Standing up no longer provokes. Even if your movement is slowed to 5 feet, moving 5 feet won't provoke.</p><p></p><p>Allies don't provide cover for ranged attacks.</p><p></p><p>Allies don't obstruct a charge lane.</p><p></p><p>Grapple made easier.</p><p></p><p>Turn made simpler.</p><p></p><p>Aerial and aquatic movement and combat simplified.</p><p></p><p><strong>Skills are simplified</strong>. Class skills only earn a character an immediate +3 skill bonus when a single rank is spent on the skill otherwise every character can spend skill ranks in any skill. Thus you can have an intellectual fighter. Also, every class that had 2+Int were bumped to 4+Int, monks were bumped to 6+Int. Lastly, the skill list was consolidated and pruned similar to how Pathfinder consolidated it.</p><p></p><p>[Edit] Most importantly, effects that were recharged daily are instead recharged whenever the party gets an opportunity for 10 minutes of rest, including single target spells with a duration of 1 minute/level. Area effect and multiple target spells can refresh with a 10 minute rest if the character spends an Action Point, otherwise they need a full night rest. There is a short list of exclusive spells which need full night rest including Divine/Commune, Raise Dead, and Teleport . . . Resting 10 minutes also restore 50% of a character's hit points!</p><p></p><p></p><p>That's from the top of my head. Plus, the classes <strong>were</strong> rebalanced bringing some classes up in ability and some classes get things to fill in some gaps, but not <em>to the extent</em> Pathfinder did it. <ul> <li data-xf-list-type="ul"><strong>Druids</strong> brought down with the removal of animal companion and wild shape earning defined bonuses. Instead of an animal companion druids get <em>speak with animal</em> as an at will.</li> <li data-xf-list-type="ul"><strong>Fighter</strong> brought up with an ability called Expert Weapon Proficiency that allows the fighter's specific weapon to be improved by choices from increased base damage die, increased threat range, increased critical multiplier, or some other effects; a fighter's AoO gets extra damage; plus the increased skill points. </li> <li data-xf-list-type="ul"><strong>Barbarian's</strong> DR earned at 4th level, then doubling its prior effectiveness.</li> <li data-xf-list-type="ul"><strong>Bard's</strong> caster level for conjuration, divination, enchantment, and illusion effectively at full BMB progression, also the bard list was expanded up to 7th level and 8th level spells.</li> <li data-xf-list-type="ul"><strong>Clerics</strong> can earn a 3rd domain at 11th level.</li> <li data-xf-list-type="ul"><strong>Paladins</strong> get tower shield, cast from the cleric spell list and the <em>bless weapon</em> and <em>holy sword</em> spells rolled in as class abilities, at 5th level they never lose their smite if they miss an attack. Can cast spells as soon at 2nd level and 5th level cleric spells at 19th level.</li> <li data-xf-list-type="ul"><strong>Rangers</strong> cast from the druid spell list, earn a bonus to initiative, add half their level to all Survival checks, and may choose from archery and two weapon style feats as they wish. Also lost animal companion. Can cast spells as soon as 2nd level, and 5th level druid spells at 19th level.</li> <li data-xf-list-type="ul"><strong>Rogues</strong> get a bonus to attacks any time an opponent is denied Dex that effectively brings them up to full BAB in that situation, and I already mentioned the change to sneak attack.</li> <li data-xf-list-type="ul"><strong>Sorcerer</strong> get Eschew Materials at 1st, <strong>wizards</strong> can cast <em>read magic</em> without having to prepare it, and both get a changed familiar and I already mentioned the nicer multiclassing rules and increased skill points. </li> <li data-xf-list-type="ul"><strong>Monks</strong> get increased skill points as well and proficiency with spear and longspear, the flurry ability modified so every attack at the same bonus, in certain situations the monk BAB is full 1:1, the Wisdom bonus applies to Initiative also, and as a nod to the AD&D monk the monk gets Trapfinding and may use Disable Device as a rogue does. The Deflect Arrows feat allows monks to deflect extra arrows at higher levels.</li> </ul></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 5266209, member: 4682"] [B]The math for iterative attacks[/B]: 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. [B]Spellcasters are not penalized for multiclassing[/B]: instead every class earns a Base Magic Bonus, even non-spellcasting classes. Every spellcasting class consults the same chart to determine how many spells they can ready and how many spells they can cast based on the character's BMB. So, a druid 5/sorcerer 5 would be able to able to cast all druid spells as a 10th level druid and cast all sorcerer/wizard spells a 10th level sorcerer. However the character would only be able to cast 4 1st level spells, 4 2nd level spells, 3 3rd level spells, 3 4th level spells, and 2 5th level spells. They just choose from both spell lists. [B]First level characters are hardier[/B], they get bonus hit points equal to the Con score. [B]Rogues sneak attack, and likewise critical hits, work on anything[/B]. No gamist simulation about "vulnerable parts", they are just very good hits! Familiars are redesigned, animal companions were removed and substituted with speak with animal at will. [B]AoOs are often confusing so things which trigger AoOs are reduced[/B]. Moving around within a creatures entire threatened area no longer provoke, only leaving the entire threatened area; i.e. as long as you are engaged with a foe you can circle around to the other side and not provoke. Standing up no longer provokes. Even if your movement is slowed to 5 feet, moving 5 feet won't provoke. Allies don't provide cover for ranged attacks. Allies don't obstruct a charge lane. Grapple made easier. Turn made simpler. Aerial and aquatic movement and combat simplified. [B]Skills are simplified[/B]. Class skills only earn a character an immediate +3 skill bonus when a single rank is spent on the skill otherwise every character can spend skill ranks in any skill. Thus you can have an intellectual fighter. Also, every class that had 2+Int were bumped to 4+Int, monks were bumped to 6+Int. Lastly, the skill list was consolidated and pruned similar to how Pathfinder consolidated it. [Edit] Most importantly, effects that were recharged daily are instead recharged whenever the party gets an opportunity for 10 minutes of rest, including single target spells with a duration of 1 minute/level. Area effect and multiple target spells can refresh with a 10 minute rest if the character spends an Action Point, otherwise they need a full night rest. There is a short list of exclusive spells which need full night rest including Divine/Commune, Raise Dead, and Teleport . . . Resting 10 minutes also restore 50% of a character's hit points! That's from the top of my head. Plus, the classes [B]were[/B] rebalanced bringing some classes up in ability and some classes get things to fill in some gaps, but not [I]to the extent[/I] Pathfinder did it.[LIST] [*][B]Druids[/B] brought down with the removal of animal companion and wild shape earning defined bonuses. Instead of an animal companion druids get [I]speak with animal[/I] as an at will. [*][B]Fighter[/B] brought up with an ability called Expert Weapon Proficiency that allows the fighter's specific weapon to be improved by choices from increased base damage die, increased threat range, increased critical multiplier, or some other effects; a fighter's AoO gets extra damage; plus the increased skill points. [*][B]Barbarian's[/B] DR earned at 4th level, then doubling its prior effectiveness. [*][B]Bard's[/B] caster level for conjuration, divination, enchantment, and illusion effectively at full BMB progression, also the bard list was expanded up to 7th level and 8th level spells. [*][B]Clerics[/B] can earn a 3rd domain at 11th level. [*][B]Paladins[/B] get tower shield, cast from the cleric spell list and the [I]bless weapon[/I] and [I]holy sword[/I] spells rolled in as class abilities, at 5th level they never lose their smite if they miss an attack. Can cast spells as soon at 2nd level and 5th level cleric spells at 19th level. [*][B]Rangers[/B] cast from the druid spell list, earn a bonus to initiative, add half their level to all Survival checks, and may choose from archery and two weapon style feats as they wish. Also lost animal companion. Can cast spells as soon as 2nd level, and 5th level druid spells at 19th level. [*][B]Rogues[/B] get a bonus to attacks any time an opponent is denied Dex that effectively brings them up to full BAB in that situation, and I already mentioned the change to sneak attack. [*][B]Sorcerer[/B] get Eschew Materials at 1st, [B]wizards[/B] can cast [I]read magic[/I] without having to prepare it, and both get a changed familiar and I already mentioned the nicer multiclassing rules and increased skill points. [*][B]Monks[/B] get increased skill points as well and proficiency with spear and longspear, the flurry ability modified so every attack at the same bonus, in certain situations the monk BAB is full 1:1, the Wisdom bonus applies to Initiative also, and as a nod to the AD&D monk the monk gets Trapfinding and may use Disable Device as a rogue does. The Deflect Arrows feat allows monks to deflect extra arrows at higher levels. [/LIST] [/QUOTE]
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