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General Tabletop Discussion
D&D Older Editions
Comparison to 3.5e
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<blockquote data-quote="delphonso" data-source="post: 8011796" data-attributes="member: 6892015"><p>Restating what has mostly been said, but want to weigh in with considerable 3.5 player and DM experience and a lot of DM (but far less player) experience in 5e.</p><p></p><p>3.5 was my first system and will still have a special place in my heart, but if someone said they were starting a new campaign in 3.5 I'd probably opt out.</p><p></p><p>3.5 had excellent character customization - with the wealth of options, feats, and prestige classes, by a high level, your character was a mangled collection of curses, deformities, divine boons, and good old fashioned grit forced into (mostly) humanoid form. I had a single character get lycanthropy, possessed, cursed with a rage-inducing gem, and attain lichdom...in a good campaign. They were on their third multi-class, too - which is honestly low for 3.5. Unfortunately, the wealth of choice (namely edition bloat) often left me feeling overwhelmed when I got a level. I almost dreaded leveling up instead of looking forward to it. So many things had to change on the character sheet, I made a new one each time (no longer an issue since online resources are probably very available). I prefer the streamlined options in 5e, and find it much easier to imagine cool concepts and feel confident that I did it right - while 3.5 felt like I had always forgotten something.</p><p></p><p>5e has a much flatter curve between classes. 3.5 Wizards don't survive to level 5. If they do, they outpace everyone else by level 10. A 1st level sorcerer is useful in 5e, where they were more like a Ming vase your melee characters protected in 3.5. </p><p></p><p>As far as theater of the mind goes, I think that is up to DM's choice and player's willingness to not worry about very specific movement rules. Remember that 3.5 was released along side a miniatures campaign by WotC, so emphasis on the grid was good business sense. I ran entirely theater of the mind campaigns and I don't think they suffered much. Generally, the tactical rules favored enemies more than players.</p><p></p><p>The bonuses (+2 from here, +4 from this feat, -2 for this...) in 3.5 are fun and satisfying, but also a slog. I think they had a great value, but their absence isn't missed in 5e.</p></blockquote><p></p>
[QUOTE="delphonso, post: 8011796, member: 6892015"] Restating what has mostly been said, but want to weigh in with considerable 3.5 player and DM experience and a lot of DM (but far less player) experience in 5e. 3.5 was my first system and will still have a special place in my heart, but if someone said they were starting a new campaign in 3.5 I'd probably opt out. 3.5 had excellent character customization - with the wealth of options, feats, and prestige classes, by a high level, your character was a mangled collection of curses, deformities, divine boons, and good old fashioned grit forced into (mostly) humanoid form. I had a single character get lycanthropy, possessed, cursed with a rage-inducing gem, and attain lichdom...in a good campaign. They were on their third multi-class, too - which is honestly low for 3.5. Unfortunately, the wealth of choice (namely edition bloat) often left me feeling overwhelmed when I got a level. I almost dreaded leveling up instead of looking forward to it. So many things had to change on the character sheet, I made a new one each time (no longer an issue since online resources are probably very available). I prefer the streamlined options in 5e, and find it much easier to imagine cool concepts and feel confident that I did it right - while 3.5 felt like I had always forgotten something. 5e has a much flatter curve between classes. 3.5 Wizards don't survive to level 5. If they do, they outpace everyone else by level 10. A 1st level sorcerer is useful in 5e, where they were more like a Ming vase your melee characters protected in 3.5. As far as theater of the mind goes, I think that is up to DM's choice and player's willingness to not worry about very specific movement rules. Remember that 3.5 was released along side a miniatures campaign by WotC, so emphasis on the grid was good business sense. I ran entirely theater of the mind campaigns and I don't think they suffered much. Generally, the tactical rules favored enemies more than players. The bonuses (+2 from here, +4 from this feat, -2 for this...) in 3.5 are fun and satisfying, but also a slog. I think they had a great value, but their absence isn't missed in 5e. [/QUOTE]
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