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

Really, 5E is something of a unification of what came before. There are a few new mechanics (advantage) and flatter math, but it's mostly pulling together the most functional elements of all the prior editions and filing the edges until they fit together.

That is why your friend sees 3.5 in 5E -- it's in there. Honestly, I see more of 1E, but that's what I'm looking for. When 3E and 4E were released, one of the big conversation topics was whether they "felt like D&D". I have yet to hear anyone ask that of 5E. Even to people who want to continue with an earlier edition, there's really no question that this is D&D. The conversation is around the same sort of things as if this was an errata or x.5 edition. And that, right there, means that Wizards did right. It's not going to be perfect, but it's a keeper.

And that is what they claimed they were shooting for from the beginning.
I really had my doubts, it was an ambitious goal, but judging from what i see in the
Basic rules, i really think they did it. And on a group by group basis, a few sprinkled
house rules and you've got *exactly* the kind of game you want. It's not perfect, but
I see so much that i like....love.
 

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Investigating the differences in spell casting between the editions brought up a couple of interesting points:

* 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.

Cheers!
 

* Concentration is such a big deal now.

Yeah, I keep overlooking what a big deal Concentration is, but really I think its going to be up there in my top five reasons to play 5e over any other. It is going to massively cut down on bookkeeping and speed up the game, as well as significantly limiting caster dominance.
 

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

Good point. I used to see the 5e preparation system as intermediate between true vancian preparation and the 3e Sorcerer's spontaneous casting. By the mechanics, it is in fact between the two, but when considered together with the large amount of known spells, then (as you say) it's like being a 3e Sorcerer with a known spell list adjustable by the day. Plus, as a Wizard you can always cast your Rituals even when they are not among the prepared spells.
 

Yeah, I keep overlooking what a big deal Concentration is, but really I think its going to be up there in my top five reasons to play 5e over any other. It is going to massively cut down on bookkeeping and speed up the game, as well as significantly limiting caster dominance.

Well, concentration is going to limit you allies, because the caster cannot buff anyone multiple times. So you can't have your CoDzilla running around, but at the same time the Fighter and the Rogue aren't going to be able to ask for more than one buff from each caster ally.

But then, IMXP buffing an ally is done for special occasions, while self-buffing is done all the time in 3e, because players want to protect their own PC as much as possible.

Generally speaking, I don't think the main reason for preventing this is to nullify the multi-buff playstyle itself, but rather to avoid the nightmare of keeping track of stacking bonuses/conditions and their different durations which comes as a consequence.
 


Good point. I used to see the 5e preparation system as intermediate between true vancian preparation and the 3e Sorcerer's spontaneous casting. By the mechanics, it is in fact between the two, but when considered together with the large amount of known spells, then (as you say) it's like being a 3e Sorcerer with a known spell list adjustable by the day. Plus, as a Wizard you can always cast your Rituals even when they are not among the prepared spells.


Do we know yet what a Sorcerer gets that a Wizard does not that makes it a viable class on its own?
 

If I recall correctly, the Sorcerer is to get a pool of points that can be used to modify spell effects on the fly, at the time of casting.

Pending the arrival of the PHB, all I can do is imagine the consequences. I imagine there might be capabilities to Enlarge an attack spell, change its element from Fire to Cold, and add a push or a slide of hit targets in one direction or another. Maybe impose conditions. We'll know in about a month.
 


I think the most significant change from 3 to 5 is the integration of some of the workday changes that went into 4 and a de-emphasis on magic items and complexity. Also, hopefully it is easier to design encounters for. But this is also Basic, some of the fiddly stuff might be back as options.
 

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