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Can someone summarize the changes in STYLE OF GAMEPLAY between 3.0 and 3.5?
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<blockquote data-quote="pawsplay" data-source="post: 4550581" data-attributes="member: 15538"><p>Because of the change in weapon sizes and the changes in DR, PCs now spend a lot more money on magic items compared to simply using the ones they find. Small combat-oriented characters started taking a -2 for using a Medium longsword in two hands, while any fighter now needs to make sure he has magical silver, cold iron, and adamantine weapons. As an additional side effect, scrolls and oils of greater magic weapon became a must have in 3.5. You buy the weapon with the material and properties you want, then when you need it the most, you boost it with a spell to a higher enhancement bonus.</p><p></p><p>Magical bow + arrows, fixed. Armor + shield AC, made sensible. </p><p></p><p>Rangers and monks, better. </p><p></p><p>Prestige classes as class variants made a strong inroad with 3.5, especially with stuff like the Mystic Theurge and the Eldritch Knight, which primarily bridged some interesting but sub-par characters. Meanwhile, Wizards finally began to create new base classes with earnest. After all, does it really make sense to have to wait till 6th or 8th level to become a swashbuckler or an inspiring marshal? This resulted in something of a trainwreck in the middle, though... there are some interesting issues with regard to fighter/warmage/eldritch knight versus duskblade versus fighter/wizard/bladesinger, for instance. Or even hexblade versus duskblade, one a fighter that casts, the other a caster that fights. </p><p></p><p>3.5 was more modular and customizable. Besides Unearthed Arcana, of course, prestige classe were, for the most part, actually optional to a great extent, most new material was not spread out in a succession of only marginally related sourcebooks (Forgotten Realms, I'm looking at you), and a lot of new material was introduced with some thought as to how it would be integrated into a new campaign. Weapons of Legacy, totally optional.</p><p></p><p>3.5 does, however, begun a steady creep in tone. <em>Races of Destiny</em> was, in my mind, a very significant book. I think somewhere during 3.5 was a clear demarcation between old school swords-and-sorcery, with its Hyperborean feel, and something more clearly akin to modern fantasy, especially with its egalitarian, cosmopolitan feel and relatively humanstic viewpoint.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4550581, member: 15538"] Because of the change in weapon sizes and the changes in DR, PCs now spend a lot more money on magic items compared to simply using the ones they find. Small combat-oriented characters started taking a -2 for using a Medium longsword in two hands, while any fighter now needs to make sure he has magical silver, cold iron, and adamantine weapons. As an additional side effect, scrolls and oils of greater magic weapon became a must have in 3.5. You buy the weapon with the material and properties you want, then when you need it the most, you boost it with a spell to a higher enhancement bonus. Magical bow + arrows, fixed. Armor + shield AC, made sensible. Rangers and monks, better. Prestige classes as class variants made a strong inroad with 3.5, especially with stuff like the Mystic Theurge and the Eldritch Knight, which primarily bridged some interesting but sub-par characters. Meanwhile, Wizards finally began to create new base classes with earnest. After all, does it really make sense to have to wait till 6th or 8th level to become a swashbuckler or an inspiring marshal? This resulted in something of a trainwreck in the middle, though... there are some interesting issues with regard to fighter/warmage/eldritch knight versus duskblade versus fighter/wizard/bladesinger, for instance. Or even hexblade versus duskblade, one a fighter that casts, the other a caster that fights. 3.5 was more modular and customizable. Besides Unearthed Arcana, of course, prestige classe were, for the most part, actually optional to a great extent, most new material was not spread out in a succession of only marginally related sourcebooks (Forgotten Realms, I'm looking at you), and a lot of new material was introduced with some thought as to how it would be integrated into a new campaign. Weapons of Legacy, totally optional. 3.5 does, however, begun a steady creep in tone. [i]Races of Destiny[/i] was, in my mind, a very significant book. I think somewhere during 3.5 was a clear demarcation between old school swords-and-sorcery, with its Hyperborean feel, and something more clearly akin to modern fantasy, especially with its egalitarian, cosmopolitan feel and relatively humanstic viewpoint. [/QUOTE]
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Can someone summarize the changes in STYLE OF GAMEPLAY between 3.0 and 3.5?
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