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General Tabletop Discussion
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Evaluation of 3.5 Rule Changes.
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<blockquote data-quote="Henry" data-source="post: 3302255" data-attributes="member: 158"><p>In the 3 and a half years since 3.5 was released (we've only been on it for 3 years ourselves) it's been pretty good to our group.</p><p></p><p>Power attack: contrary to the original poster's experiences, it drew a return to two-handed weapons to our group. Power attack was affecting two-weapon wielders better than it was affecting the two-hander people, and the changes reversed that. I would say that people who think that power-attack and two-handedness are the only way to go, are missing something truly important, which is the 2-to-9 point AC increase from a shield! (If you add in Player's handbook 2, that's more like a 4 to 11 point increase!) That's a pretty serious trade off, in the face of sword-and-board.</p><p></p><p>Haste: I think their recognizing the importance of multiple actions in combat was a good thing, and one serious balancing factor in making 3.5 less off-kilter as time has gone on.</p><p></p><p>Save DC's: Reigning in save DC numbers was a very good thing, from what I've seen: In the olden days, watching a 3.0 sorcerer or wizard getting Save DCs of the high 30's to low 40's BY TENTH LEVEL when all the supplements were counted was a truly diheartening thing for anyone who was not immune. Heck, even spell resistance was almost useless, as most of the bonuses that boosted save DC also boosted caster level as well.</p><p></p><p>there were some things I took issue with (darkness spells was one which annoyed me, and one I didn't see any problems with way back when, as well as "keen crit" stackings) but all in all the changes were good for our games.</p></blockquote><p></p>
[QUOTE="Henry, post: 3302255, member: 158"] In the 3 and a half years since 3.5 was released (we've only been on it for 3 years ourselves) it's been pretty good to our group. Power attack: contrary to the original poster's experiences, it drew a return to two-handed weapons to our group. Power attack was affecting two-weapon wielders better than it was affecting the two-hander people, and the changes reversed that. I would say that people who think that power-attack and two-handedness are the only way to go, are missing something truly important, which is the 2-to-9 point AC increase from a shield! (If you add in Player's handbook 2, that's more like a 4 to 11 point increase!) That's a pretty serious trade off, in the face of sword-and-board. Haste: I think their recognizing the importance of multiple actions in combat was a good thing, and one serious balancing factor in making 3.5 less off-kilter as time has gone on. Save DC's: Reigning in save DC numbers was a very good thing, from what I've seen: In the olden days, watching a 3.0 sorcerer or wizard getting Save DCs of the high 30's to low 40's BY TENTH LEVEL when all the supplements were counted was a truly diheartening thing for anyone who was not immune. Heck, even spell resistance was almost useless, as most of the bonuses that boosted save DC also boosted caster level as well. there were some things I took issue with (darkness spells was one which annoyed me, and one I didn't see any problems with way back when, as well as "keen crit" stackings) but all in all the changes were good for our games. [/QUOTE]
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