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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="IcyCool" data-source="post: 2765877" data-attributes="member: 20308"><p>I'll see what I can do to help you understand some of the changes (with a couple of specifics aimed at the questions you were asking).</p><p></p><p>#1. You will probably find yourself referring to darkvision as infravision. Take a quick look at what darkvision is. There is no infravision anymore. It doesn't exist. This is actually a reasonably big change.</p><p></p><p>#2. Attribute scores are more of a linear progression now, instead of the huge jump between 18 and 19.</p><p></p><p>#3. Everyone uses the same experience chart.</p><p>#3a. Everyone generally gets an equal share of the experience. The fighter gets his share of the experience for the trap that the rogue disarms and the rogue gains his share of experience for the goblin the fighter killed. In other words, the party earns experience as a group. There's no point for in the fighter getting mad because the wizard finished off the monster he was hacking at, because he gets his share of experience regardless.</p><p></p><p>#4. Hitpoints. Monsters have a lot more of them now. Gone are the days of the mid-level fighter having more hitpoints than the dragon he is facing.</p><p></p><p>#5. Everyone can multiclass.</p><p></p><p>#6. Kenobi65 went over it already, but it does bear repeating. There are spontaneous spellcasters (sorcerer, bard), and casters that have to prepare spells (cleric, druid, wizard). Spontaneous spellcasters have a very limited number of spells that they know, but can pick what they want to cast whenever they cast a spell. Casters who prepare spells generally have many more spells known, but have to prepare them in advance.</p><p></p><p>#7. Wizards learn two new spells every wizard level that they gain. And they start with some spells in their spellbook. If they want more, they have to find or buy them.</p><p></p><p>#8. Two-weapon fighting is pretty much the domain of high dexterity characters. The two-weapon fighting feat chain requires a high dexterity. You get smaller penalties if you are fighting with a light weapon in your off hand, and you can use the Weapon Finesse feat to add your Dex modifier to attacks with light weapons instead of your strength. If you play a ranger and choose the two-weapon style, you can only do it in light or no armor, so dex is very important to your ac.</p><p></p><p>#9. There is no facing. None. Also, there is no backstab. The rogue now has sneak attack. He gets to use it when the opponent is flat-footed, denied his dex, or flanked.</p><p></p><p>#10. There are several different bonus types. There are also un-named bonuses. As a general rule, bonuses of the same type don't stack (Dodge bonuses <strong>do</strong> stack). Un-named bonuses stack with everything. In the case where you are granted two bonuses of the same type, you gain the benefit of the higher bonus type.</p><p></p><p>Hopefully that will make some sense to you.</p><p></p><p>As to the Bard and where his casting ability comes from, that's just flavor. Maybe it comes from his soul, maybe it comes from the love for his dead family, maybe it comes from the magical kool-aid he drank, whatever.</p><p></p><p></p><p></p><p>Well, if you've got the "Steading of the Hill Giants" adventure, take a look at the amount of hitpoints that a typical hill giant had. Now crack open the 3.x monster manual and look at how many it has. And realize that the wizard's fireball does the same amount of damage as it used to. Before, you'd cast fireball and the giants would die. Now you cast fireball and the giants get angry.</p></blockquote><p></p>
[QUOTE="IcyCool, post: 2765877, member: 20308"] I'll see what I can do to help you understand some of the changes (with a couple of specifics aimed at the questions you were asking). #1. You will probably find yourself referring to darkvision as infravision. Take a quick look at what darkvision is. There is no infravision anymore. It doesn't exist. This is actually a reasonably big change. #2. Attribute scores are more of a linear progression now, instead of the huge jump between 18 and 19. #3. Everyone uses the same experience chart. #3a. Everyone generally gets an equal share of the experience. The fighter gets his share of the experience for the trap that the rogue disarms and the rogue gains his share of experience for the goblin the fighter killed. In other words, the party earns experience as a group. There's no point for in the fighter getting mad because the wizard finished off the monster he was hacking at, because he gets his share of experience regardless. #4. Hitpoints. Monsters have a lot more of them now. Gone are the days of the mid-level fighter having more hitpoints than the dragon he is facing. #5. Everyone can multiclass. #6. Kenobi65 went over it already, but it does bear repeating. There are spontaneous spellcasters (sorcerer, bard), and casters that have to prepare spells (cleric, druid, wizard). Spontaneous spellcasters have a very limited number of spells that they know, but can pick what they want to cast whenever they cast a spell. Casters who prepare spells generally have many more spells known, but have to prepare them in advance. #7. Wizards learn two new spells every wizard level that they gain. And they start with some spells in their spellbook. If they want more, they have to find or buy them. #8. Two-weapon fighting is pretty much the domain of high dexterity characters. The two-weapon fighting feat chain requires a high dexterity. You get smaller penalties if you are fighting with a light weapon in your off hand, and you can use the Weapon Finesse feat to add your Dex modifier to attacks with light weapons instead of your strength. If you play a ranger and choose the two-weapon style, you can only do it in light or no armor, so dex is very important to your ac. #9. There is no facing. None. Also, there is no backstab. The rogue now has sneak attack. He gets to use it when the opponent is flat-footed, denied his dex, or flanked. #10. There are several different bonus types. There are also un-named bonuses. As a general rule, bonuses of the same type don't stack (Dodge bonuses [b]do[/b] stack). Un-named bonuses stack with everything. In the case where you are granted two bonuses of the same type, you gain the benefit of the higher bonus type. Hopefully that will make some sense to you. As to the Bard and where his casting ability comes from, that's just flavor. Maybe it comes from his soul, maybe it comes from the love for his dead family, maybe it comes from the magical kool-aid he drank, whatever. Well, if you've got the "Steading of the Hill Giants" adventure, take a look at the amount of hitpoints that a typical hill giant had. Now crack open the 3.x monster manual and look at how many it has. And realize that the wizard's fireball does the same amount of damage as it used to. Before, you'd cast fireball and the giants would die. Now you cast fireball and the giants get angry. [/QUOTE]
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