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<blockquote data-quote="Staffan" data-source="post: 2433460" data-attributes="member: 907"><p>The main thing that <strong>changed</strong> in Player's Guide to Faerûn, other than updating various stuff to use 3.5 notions rather than 3.0 notions (I think they reduced some save-DC increasing prestige classes, for example. the <em>sure striking</em> weapon ability was changed on account of the new DR rules, and some other abilities use a fixed gp cost instead of a bonus equivalent), was the way regional feats were handled. In 3.0, a regional feat basically meant you had to come from the place or have two ranks of the appropriate Knowledge skill. Player's Guide changes this, so you can only take one regional feat, and if you do you have to do it at first level. However, it also ramps up the power level of these feats. For example, IIRC 3.0 Militia gave you proficiency in two specific weapons, whereas the 3.5 version instead gives you proficiency with all martial weapons.</p><p></p><p>Another difference in the way regions are handled is that classes have nothing to do with regions anymore, but the bonus equipment will of course be more or less useful depending on your class - few wizards will have any use for the masterwork longsword, masterwork heavy mace, or masterwork banded mail you get for being from Cormyr, for example. They also removed the race regions, and instead made each region different based on race (a Waterdhavian elf can learn Cosmopolitan, Smooth Talk, or Twin Sword Style, and gets either a MW rapier/dagger, or a 20-charge <em>wand of magic missile</em>; a Waterdhavian human can learn Artist, Cosmopolitan, Education, Mercantile Background, Silver Palm, Smooth Talk, or Twin Sword Style and gets a MW longsword/rapier/shortsword or any two 2nd-level scrolls).</p></blockquote><p></p>
[QUOTE="Staffan, post: 2433460, member: 907"] The main thing that [b]changed[/b] in Player's Guide to Faerûn, other than updating various stuff to use 3.5 notions rather than 3.0 notions (I think they reduced some save-DC increasing prestige classes, for example. the [i]sure striking[/i] weapon ability was changed on account of the new DR rules, and some other abilities use a fixed gp cost instead of a bonus equivalent), was the way regional feats were handled. In 3.0, a regional feat basically meant you had to come from the place or have two ranks of the appropriate Knowledge skill. Player's Guide changes this, so you can only take one regional feat, and if you do you have to do it at first level. However, it also ramps up the power level of these feats. For example, IIRC 3.0 Militia gave you proficiency in two specific weapons, whereas the 3.5 version instead gives you proficiency with all martial weapons. Another difference in the way regions are handled is that classes have nothing to do with regions anymore, but the bonus equipment will of course be more or less useful depending on your class - few wizards will have any use for the masterwork longsword, masterwork heavy mace, or masterwork banded mail you get for being from Cormyr, for example. They also removed the race regions, and instead made each region different based on race (a Waterdhavian elf can learn Cosmopolitan, Smooth Talk, or Twin Sword Style, and gets either a MW rapier/dagger, or a 20-charge [i]wand of magic missile[/i]; a Waterdhavian human can learn Artist, Cosmopolitan, Education, Mercantile Background, Silver Palm, Smooth Talk, or Twin Sword Style and gets a MW longsword/rapier/shortsword or any two 2nd-level scrolls). [/QUOTE]
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