Evaluation of 3.5 Rule Changes.

airwalkrr said:
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.

Personally, I like a game where everyone gets a shake at all levels, as opposed to catering to pathetic nerd revenge fantasies where the weak guy has "supreme ultimate power". (insert Bwu-ha-ha)

The whole sidelining of fighters and rogues at mid levels was one of the worst designs about 1st edition. It doesnt surprise me that many of the "melee is overpowered!" gripes here come from the bitter grognard club. After all, its not enough that casters got to reign supreme out of combat in the form of utility magic, they also needed to dominate in combat as well. Cant have no equality in D&D! Heavens forbid a fighter should be outdamaging a caster! Because, you know... he does so much else. Why should it remain through the editions? Because some guy 30 years ago thought it was a good idea. Sorry, I dont buy into the idea that the best design was someone's initial messy rules fumblings.

Ideally, everyone's contribution should be roughly equal at all levels of play. If the group doesnt play past 4th level, how is the wizard's theoretical late game edge worthwhile if it never comes to pass? If you start in the teens, why play a fighter? Its kind of like choosing to play the guy with a broken leg during a superbowl RPG. "That's how its always been!" is a pretty bad reason for not correcting something.

And your low level caster induced reaming? Check color spray and get back to me.
 
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(Psi)SeveredHead said:
I like most of the changes, but not the Power Attack change.

I don't know why Darkness bothers people; it's so stupid a change I assumed everyone ignored it.

While I wish the spell's name had changed I think the spell itself now is a lot cleaner. Everyone in the area's speed drops by half (due to poor illumination), and then suffer a 20% miss chance. Great Spell to use with heavy meleers, as it prevents your tanks from getting beat up too much while you throw your spells. It also is an antirogue spell.

With the old one, you had to determine what a player could and couldn't see, roll to see if they targetted the right square an enemy was in, roll 50% miss, it was a headache.
 

frankthedm said:
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.

yes, I would to order a side of facts with that conjecture...
 
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(Psi)SeveredHead said:
I like most of the changes, but not the Power Attack change.

I don't know why Darkness bothers people; it's so stupid a change I assumed everyone ignored it.

I like the change to Darkness as a 1st level spell. What I don't like is there isn't a Deeper Darkness spell at 3rd or 4th level that actually gives full darkness.

Cheers!
 

But it's like the TWF chain: you use lots of feats and still don't get parity. The wielder of a 2H weapon only needs one feat - Power Attack. And, if you allow Animated Shields, both the 2H weapon and 2WF styles are superior to sword-and-board. And heaven forfend Animated Shields of Bashing.

I do like the Shield Expertise feat that someone invented in my sword-and-board thread that got lost in the crash last year: +2 AC for every -1 BAB (c/f Combat Expertise)
 

MerricB said:
Supplements to the rescue!
PHB2
Shield Ward - shield bonus to touch attacks
That belongs in the ruleset, not as an optional feat. That wooded shield should be getting in the way of the scorching ray whether you like it or not. :]
 

Animated Shields are a big mistake. Regardless of whatever you do to two-handed weapons or power attack, a greatsword + animated shield always beats every other style.

Cheers!
 


Quartz said:
But it's like the TWF chain: you use lots of feats and still don't get parity. The wielder of a 2H weapon only needs one feat - Power Attack.
Even if one claims 'combatants need it at high levels', that does not change the 3.5 power attack is too potent for an entry level feat. Sitting at the +4 BAB end of a Cleave, then great cleave, then Powerattack tree feels about right to me for 2 for 1.
 

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