D&D 3E/3.5 Differences and similarities between 5th and 3.5

* Concentration is such a big deal now. Buff spells, a huge part of 3.5E, now require concentration - and that concentration can be broken by taking damage, becoming incapacitated, or by casting another spell that requires concentration. And that includes readying spells or taking longer than 1 action to cast a spell!

* The spell slot/prepared spell system takes the sorcerer and wizard, mashes them together, and gives something even more versatile.

Both of these points are great changes. Buffs were one of my major gripes about 3e. Allowing them, but making them non-staking and interruptible is a great fix. And the spellcasting versatility is awesome. I agree that it seems so obvious now, but we needed to learn from the past to get where we are now.
 

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Both of these points are great changes. Buffs were one of my major gripes about 3e. Allowing them, but making them non-staking and interruptible is a great fix. And the spellcasting versatility is awesome. I agree that it seems so obvious now, but we needed to learn from the past to get where we are now.

The spellcasting system alone is amazing. I did not know they were making this change. To me it is HUGE and a system seller as far as i'm concerned. It's simple, intuitive, and opens up all kinds of future options with other classes and spells.
 

To me probably the biggest notes are:

1) 1 hour short rest

2) 250 days to learn a language

3) 5 GB a day to craft things.


In other words, the message is "SLOW DOWN PARTY MEMBERS!"


One of the difficult narrative aspects for me has always been just how much a party of even middle levels can do in a day in previous editions. It gets to the point where a 10th level party can literally solve just about every major problem a city has in a day if they set their mind to it.

Even though the things above are mostly aesthetic, it reinforces the idea that things take time. You aren't going to win the day in a few hours, or gain ultimate power in a few weeks.
 


To me probably the biggest notes are:

1) 1 hour short rest

2) 250 days to learn a language

3) 5 GB a day to craft things.


In other words, the message is "SLOW DOWN PARTY MEMBERS!"


One of the difficult narrative aspects for me has always been just how much a party of even middle levels can do in a day in previous editions. It gets to the point where a 10th level party can literally solve just about every major problem a city has in a day if they set their mind to it.

Even though the things above are mostly aesthetic, it reinforces the idea that things take time. You aren't going to win the day in a few hours, or gain ultimate power in a few weeks.

1-20 in 1 month of game time (give or take a few days) has always been one of my big pet peeves with D&D.

Curious to see how these work in practice.
 

....
* The spell slot/prepared spell system takes the sorcerer and wizard, mashes them together, and gives something even more versatile.

Cheers!

And takes at will casting from the (3E) warlock. And includes some encounter based recourses, at least for some classes, as a nod to 4E.

Very much a best of system. Though I do wonder how that flexibility will play out in the long term.
 

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