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Back-Learning to 3.5e
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<blockquote data-quote="Jahydin" data-source="post: 8873078" data-attributes="member: 6984869"><p>I think Inigo covers it well <a href="https://www.quora.com/What-are-the-major-differences-between-D-D-5e-and-3-5e" target="_blank">here</a>. Certainly a bias towards the way 5E handles things, but still useful.</p><p>Copied here for ease:</p><p>[SPOILER]</p><ol> <li data-xf-list-type="ol">There are no longer epic levels. Well, sort of. Characters still have limited progression past 20th, but they’re not terribly powerful. Honestly it’s better to simply start a new character and take part in a whole new campaign.</li> <li data-xf-list-type="ol">Prestige classes are a thing of the past. The once great draw of 3.5 is no longer. Instead, they’re replaced by the concepts of class archetypes and character backgrounds. While not quite as numerous, they achieve the greater goal of nuanced character customization.</li> <li data-xf-list-type="ol">XP Progression is… different. 3.5 had an easily calculated formula for advancement. Not so much in 5e. The levels are split into four tiers of power, and each tier has a slightly different “advancement curve” between each of them. It takes a bit of getting used to.</li> <li data-xf-list-type="ol">Advantage/Disadvantage replaces bonus stacking. Figuring out bonuses to your rolls was a terrible experience in 3.5. It has been replaced by a simply genius system: advantage and disadvantage. Wherein any advantageous scenario means you can roll with two d20’s, and take the better roll. And any disadvantageous scenario means you have to take the lesser. Scenarios can include: Dwarven poison resistance, armor proficiency (sneaking in heavy, for example), Dodging in combat, being under the effect of Faerie Fire, etc. Biggest, most awesome change to the game, IMO.</li> <li data-xf-list-type="ol">Less crunch. To that end, there’s a whole lot less number crunching. The one most annoying thing about 3.5 is the tables. Ugh. 5e did away with most of that, and really pared down the system to a streamlined core.</li> <li data-xf-list-type="ol">Combat no longer takes hours. The lessening of crunchiness means that end fights with the big bad no longer takes six hours. Yes, they can still be long, but not the extreme that 3.5 did.</li> <li data-xf-list-type="ol">Concentration Spells. Forget what you knew about concentration. It has been somewhat simplified in 5e. Here, only certain spells are Concentration-only (Bless, Bane, Haste, Faerie Fire, etc), and suffering damage causes a concentration check. Also, only one Concentration spell can be held at any given time.</li> <li data-xf-list-type="ol">Grappling. OMG so much easier. It’s now a simple Athletics check vs Athletics or Acrobatics. Boom. Done. You don’t have to worry about AC loss, Opportunity Attacks, etc.</li> <li data-xf-list-type="ol">Damage past ‘zero’ doesn’t exist. Any damage that exceeds zero instead just rests at zero. In other words, there’s no negative hit points. Instead, there’s three checks to see if your character dies or stabilizes. It can get hairy as hell. The upside is that if anyone was to heal you, you can get right back up with no problems whatsoever.</li> <li data-xf-list-type="ol">Feat selection. Feats have been greatly pared down, but are still incredibly useful. However, there are no classes that just “get” feats. Instead, you can opt to forego stat improvements for a feat. This sounds icky at first, and to me was hard to let go. But this change is much more elegant than it first seems. Definitely keep an open mind about this part.</li> <li data-xf-list-type="ol">Heighten Spell is gone. Sort of. This is one of the best improvements in the game IMO. Many spells can simply be cast at higher levels if it allows it. For example: Cure Wounds is a 1st level Cleric spell that heals 1d8 health. For each spell level you cast it at, it adds another d8. Simple, elegant, and doesn’t need a special feat slot to do.</li> <li data-xf-list-type="ol">Classes are no longer limited by alignment. Yes, yes, yes! Do you want a chaotic neutral Paladin for hire? Or a neutral evil ninja Monk? Roll ‘em up, because nothing’s stopping you from developing any character concept you desire.</li> <li data-xf-list-type="ol">Multiclassing sucks. I’ll end with lucky number 13, and it’s kind of a downer. Most things are tied to your class level than your overall character level. So, for example, that Ability Improvement Slot at 4th level could be delayed if you multi prior to that. The thing is, though, multiclassing can be fun in this game, but IMO, it’s much more compelling to avoid doing so. A friend made a pretty fun and funny Grapple Bard whose progression began with Fighter, then six levels of Bard, and then plans to complete the build with Fighter. Sounds pretty awesome, except that he’ll never get to use some of the best features that either class can provide. In essence, his character will be great at levels 5–10, and somewhat average in 11–15, but suffers pretty hard in 1–4, and 16–20.</li> </ol><p>[/SPOILER] <ol> <li data-xf-list-type="ol"></li> </ol></blockquote><p></p>
[QUOTE="Jahydin, post: 8873078, member: 6984869"] I think Inigo covers it well [URL='https://www.quora.com/What-are-the-major-differences-between-D-D-5e-and-3-5e']here[/URL]. Certainly a bias towards the way 5E handles things, but still useful. Copied here for ease: [SPOILER] [LIST=1] [*]There are no longer epic levels. Well, sort of. Characters still have limited progression past 20th, but they’re not terribly powerful. Honestly it’s better to simply start a new character and take part in a whole new campaign. [*]Prestige classes are a thing of the past. The once great draw of 3.5 is no longer. Instead, they’re replaced by the concepts of class archetypes and character backgrounds. While not quite as numerous, they achieve the greater goal of nuanced character customization. [*]XP Progression is… different. 3.5 had an easily calculated formula for advancement. Not so much in 5e. The levels are split into four tiers of power, and each tier has a slightly different “advancement curve” between each of them. It takes a bit of getting used to. [*]Advantage/Disadvantage replaces bonus stacking. Figuring out bonuses to your rolls was a terrible experience in 3.5. It has been replaced by a simply genius system: advantage and disadvantage. Wherein any advantageous scenario means you can roll with two d20’s, and take the better roll. And any disadvantageous scenario means you have to take the lesser. Scenarios can include: Dwarven poison resistance, armor proficiency (sneaking in heavy, for example), Dodging in combat, being under the effect of Faerie Fire, etc. Biggest, most awesome change to the game, IMO. [*]Less crunch. To that end, there’s a whole lot less number crunching. The one most annoying thing about 3.5 is the tables. Ugh. 5e did away with most of that, and really pared down the system to a streamlined core. [*]Combat no longer takes hours. The lessening of crunchiness means that end fights with the big bad no longer takes six hours. Yes, they can still be long, but not the extreme that 3.5 did. [*]Concentration Spells. Forget what you knew about concentration. It has been somewhat simplified in 5e. Here, only certain spells are Concentration-only (Bless, Bane, Haste, Faerie Fire, etc), and suffering damage causes a concentration check. Also, only one Concentration spell can be held at any given time. [*]Grappling. OMG so much easier. It’s now a simple Athletics check vs Athletics or Acrobatics. Boom. Done. You don’t have to worry about AC loss, Opportunity Attacks, etc. [*]Damage past ‘zero’ doesn’t exist. Any damage that exceeds zero instead just rests at zero. In other words, there’s no negative hit points. Instead, there’s three checks to see if your character dies or stabilizes. It can get hairy as hell. The upside is that if anyone was to heal you, you can get right back up with no problems whatsoever. [*]Feat selection. Feats have been greatly pared down, but are still incredibly useful. However, there are no classes that just “get” feats. Instead, you can opt to forego stat improvements for a feat. This sounds icky at first, and to me was hard to let go. But this change is much more elegant than it first seems. Definitely keep an open mind about this part. [*]Heighten Spell is gone. Sort of. This is one of the best improvements in the game IMO. Many spells can simply be cast at higher levels if it allows it. For example: Cure Wounds is a 1st level Cleric spell that heals 1d8 health. For each spell level you cast it at, it adds another d8. Simple, elegant, and doesn’t need a special feat slot to do. [*]Classes are no longer limited by alignment. Yes, yes, yes! Do you want a chaotic neutral Paladin for hire? Or a neutral evil ninja Monk? Roll ‘em up, because nothing’s stopping you from developing any character concept you desire. [*]Multiclassing sucks. I’ll end with lucky number 13, and it’s kind of a downer. Most things are tied to your class level than your overall character level. So, for example, that Ability Improvement Slot at 4th level could be delayed if you multi prior to that. The thing is, though, multiclassing can be fun in this game, but IMO, it’s much more compelling to avoid doing so. A friend made a pretty fun and funny Grapple Bard whose progression began with Fighter, then six levels of Bard, and then plans to complete the build with Fighter. Sounds pretty awesome, except that he’ll never get to use some of the best features that either class can provide. In essence, his character will be great at levels 5–10, and somewhat average in 11–15, but suffers pretty hard in 1–4, and 16–20. [/LIST][/SPOILER][LIST=1] [/LIST] [/QUOTE]
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