Evaluation of 3.5 Rule Changes.

Buff spells.

I never liked the shorter durations of the buff spells, just because it leads to more bookkeeping; but then, for that reason I've never really liked them. A temporary stat-change can be a big pain in the bum; shorter durations just exacerbate it.
 

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satori01 said:
Has anyone seen a player choose to take Exotic Weapon Prof Bastard Sword? If you want to deal damage as a meleeist you have to take Power Attack and use a Two Handed Weapon.

Yes, I have. In my last game, the ranger was built around bastard sword/shield bash as a two-weapon fighting technique. Don't ask me why he chose those two, but it seemed to work.

And I must disagree with your second sentence. For the bulk of that game, we had the ranger, a paladin with a greatsword, and a rogue who was focused on ranged attacks. The paladin didn't have Power Attack, but she and the ranger were about on a level, as far as I can remember (we last played in November '05). I brought up the whole concept of a floating shield to the paladin, and she was pretty much just, "Meh. No thanks." Boggles the mind that there's someone out there who doesn't run the game for the numbers. :)

The rogue was the real headache. The player has such luck with the d20 as I've never seen before. Even playing other games (like Heroscape, most recently) she rarely rolls below 10 or 11. Once she had the thundering ability applied to her longbow, she started dealing all kinds of sonic damage. Not a fight went by but she didn't crit on someone. It would have been worse if I'd remembered to keep up on the whole deafness side effect.

TWK
 

satori01 said:
Power Attack: The 2 for 1 damage return for Power Attacking with a two handed weapon I think is the single biggest, and probably detrimental change to the 3.x rule set. The payoff is just too extreme. Most of the broken, almost absurd damage dealing monstrosities we see posted on the net, all rely on that 2:1 return with Power Attack.

Completely in agreement! Also note that 3.5 Power Attack set a nasty trend of further doublings in numerous other abilities that just compound the problem (Leap Attack, Uncanny Blow, etc.).

satori01 said:
On the positive side, the 10 minute buff duration for the core group of stat buffs, really did not have that disastrous of an impact. At around 10 level most people will have equipment that adds Enhancement bonuses to their primary stats anyway, so the spells fall into disfavor eventually.

The changes to bull's strength, etc. were good ones overall. I got tired of seeing every high level caster using extended, empowered versions of these spells as opposed to purchasing magic items. For the same reason, I still dislike the spells mage armor, magic vestment, and greater magic weapon. I dislike making magic items less important.
 

frankthedm said:
In 3.0 those who cranked thier dex to finesse two weapon fight would sacrifice their extra 'to hit' for power attack into thier improved crit, keen kukris. Wotc was going to make PA 1.5 with a two handed weapon, but then decided "Math is hard." and made it a simple doubling.

IMHO two handed weapons already benefit those with high STR FAR too much. The Increase in weapon damage die in the 2E-3E was a good idea. but making it Str bonus and a half was the first nail in the coffin of the sword and board style. Treating the wielder as if 2 points of STR higher for damage would have been fine{+1 damage], maybe treating the wielder as if 4 points of STR higher for damage would have workable {+2 damage]. But the way it works currently, those with obscene STR get overly rewarded.

Power attack is supposed to be an entry level feat, like dodge. PA is fine as 1 for 1. 2 for 1 with a two handed weapon is strong enough where the feat chain should be Cleave, Great Cleave then Power attack [Bab+4].

It helps non-casters. Non-casters needed help. Anything that helps end caster dominance is a good thing.

The big issue is that other styles didnt improve similarly. 1:1 just makes sword and board the only "viable" style, since its not worth losing a chunk of AC for a few more points of damage. Hvae a shield block feat that lets you counter an attack with an opposed roll, move TWF into something useful for non rogues, and we're set.
 
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ehren37 said:
It helps non-casters. Non-casters needed help. Anything that helps end caster dominance is a good thing.

Yea, and while we're at it, we need to make caster's able to kill stuff in one hit at 1st level just like fighters too!

Sorry, but I don't buy that argument. There is a paradigm shift in the strength of casters and non-casters between low and high levels. It has been a part of the game since the game began. To wish for anything else is to wish for a system that is not D&D.
 

I'll echo many of the sentiments of earlier posters. Most of the changes have been welcome additions or haven't caused problems.

I do find the improved Power Attack a bit overpowered. I also dislike the "no stacking of improved threat ranges" rule. Combine these two rules, and I see far more greataxes and far fewer greatswords.

I really dislike the "darkness that isn't dark".

The new DR system is mostly great, but I still find that DR/magic is nearly useless without factoring in a plus value.
 


ehren37 said:
It helps non-casters. Non-casters needed help. Anything that helps end caster dominance is a good thing.

The big issue is that other styles didnt improve similarly. 1:1 just makes sword and board the only "viable" style, since its not worth losing a chunk of AC for a few more points of damage. Hvae a shield block feat that lets you counter an attack with an opposed roll, move TWF into something useful for non rogues, and we're set.

Supplements to the rescue!

PHB2
Shield Specialisation - +1 AC with shield
Shield Ward - shield bonus to touch attacks
Agile Shield Fighter - TWF for shields (-2/-2 penalties, per light weapon)

Heroes of Battle
Block Arrow - Deflect Arrows for shields
Shield Wall - +2 AC with shield when next to other shield user

Cheers!
 

I've no real issues with core 3.5 at this point -- it fixed most of the issues I had with 3.0, and while there are always things that could be improved, most of those carried over unchanged from 3.0.

Supplements in 3.5, now ...
 


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