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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="kenobi65" data-source="post: 2771150" data-attributes="member: 1515"><p>I'd tend to agree with that. Most of the changes were to tone down spells that many people felt were unbalanced.</p><p></p><p>Among the big "nerfs" were the H spells: Harm, Haste, Hold Person:</p><p>- Harm could bring a 500-hit-point ancient red dragon down to single digits with a single spell. Now it's 10hp of damage per level (max. 150).</p><p>- Haste gave you an additional standard action per round...which meant you could easily cast two spells in a round. Doesn't allow that anymore.</p><p>- Hold Person was finally realized for what it was: a save-or-die spell (because it rendered the victim helpless, and thus a target for a coup de grace). Now, the victim gets a new save every round, so at least they have a chance.</p><p></p><p>Another area of nerfing was in spell durations. Fly and Invisibility are two that went from hours of use to minutes of use, but the other biggies were the "buff" spells (Bull's Strength, Cat's Grace, etc.). Apparently, the designers felt that spellcasters were just using all of their 2nd level spell slots on buffs (with the 1 hour / level duration in 3E, higher-level PCs could have them up all day), rather than spending GP on magic items that would do the same thing.</p></blockquote><p></p>
[QUOTE="kenobi65, post: 2771150, member: 1515"] I'd tend to agree with that. Most of the changes were to tone down spells that many people felt were unbalanced. Among the big "nerfs" were the H spells: Harm, Haste, Hold Person: - Harm could bring a 500-hit-point ancient red dragon down to single digits with a single spell. Now it's 10hp of damage per level (max. 150). - Haste gave you an additional standard action per round...which meant you could easily cast two spells in a round. Doesn't allow that anymore. - Hold Person was finally realized for what it was: a save-or-die spell (because it rendered the victim helpless, and thus a target for a coup de grace). Now, the victim gets a new save every round, so at least they have a chance. Another area of nerfing was in spell durations. Fly and Invisibility are two that went from hours of use to minutes of use, but the other biggies were the "buff" spells (Bull's Strength, Cat's Grace, etc.). Apparently, the designers felt that spellcasters were just using all of their 2nd level spell slots on buffs (with the 1 hour / level duration in 3E, higher-level PCs could have them up all day), rather than spending GP on magic items that would do the same thing. [/QUOTE]
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