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Evaluation of 3.5 Rule Changes.
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<blockquote data-quote="Psion" data-source="post: 3306700" data-attributes="member: 172"><p>In my opinion, <strong>power attack</strong> is not fine, and it is at the core of many exploits. I make it work like stength mod (though that only dampens, but not eliminates, most exploits.)</p><p></p><p>I don't like <strong>deflect arrows</strong>, either, but that's a simple fix.</p><p></p><p><strong>Buff spells</strong> I didn't like at first, but it seems to work okay in practice.</p><p></p><p>I think the removal of frontloading on most classes is good.</p><p></p><p><strong>Ranger </strong>combat styles is good, but doesn't go far enough. (Thank you Mearls for Wildscape!)</p><p></p><p><strong>Paladin mount</strong> is a horrible change from a flavor perspective AFAIAC, and is horribly justified (I don't think it's the job of the rules to be a bulwark against mean DMs.)</p><p></p><p><strong>Spell changes </strong>- at the time, the school changes and specialization changes were a big monkey wrench in my game. Now that I have moved on to a new campaign, it's not such a big deal. However, there are still two problems with it: <ol> <li data-xf-list-type="ol">The sorcerer is brutalized by splitting up spells like symbol.</li> <li data-xf-list-type="ol">Conjuration having both attack powers and teleportation just made conjuration the super-school instead of transmutation.</li> </ol><p></p><p>The nerfing of DC boosting was needed, but the changes went to far. In particular, <strong>spell focus</strong> nerfing was excessive.</p><p></p><p><strong>Special material DR</strong> proved to be much less of an issue than anticipated. The one that comes up most (and hoses you the most at low levels if you don't metagame it) is skeletal undead. I don't like <strong>DR x/magic</strong> because it's almost meaningless past low levels; I retain <strong>DR X/+Y</strong> in my game to keep it meaningful.</p><p></p><p><strong>Adamantine bypassing hardness</strong> is another munchkin dream loophole that I reverted to 3.0 on.</p><p></p><p><strong>Facing and reach</strong> changes always rubbed me the wrong way, especially considering creatures are oversized and already have a zone of control anyways.</p><p></p><p><strong>Cover and Concealment</strong> were better before. Before, they recognized the GMs imagination of the situation as the source of what was going on. 3.5's version makes the battlemat the authority.</p><p></p><p>Don't understand why the first level multiclassing rules were excised from the DMG.</p><p></p><p>The stock NPC tables in the DMG became <s>much less useful</s> <em>useless</em>.</p><p></p><p>Just a few that occur.</p></blockquote><p></p>
[QUOTE="Psion, post: 3306700, member: 172"] In my opinion, [B]power attack[/B] is not fine, and it is at the core of many exploits. I make it work like stength mod (though that only dampens, but not eliminates, most exploits.) I don't like [B]deflect arrows[/B], either, but that's a simple fix. [B]Buff spells[/B] I didn't like at first, but it seems to work okay in practice. I think the removal of frontloading on most classes is good. [B]Ranger [/B]combat styles is good, but doesn't go far enough. (Thank you Mearls for Wildscape!) [B]Paladin mount[/B] is a horrible change from a flavor perspective AFAIAC, and is horribly justified (I don't think it's the job of the rules to be a bulwark against mean DMs.) [B]Spell changes [/B]- at the time, the school changes and specialization changes were a big monkey wrench in my game. Now that I have moved on to a new campaign, it's not such a big deal. However, there are still two problems with it:[list=1] [*]The sorcerer is brutalized by splitting up spells like symbol. [*]Conjuration having both attack powers and teleportation just made conjuration the super-school instead of transmutation. [/list] The nerfing of DC boosting was needed, but the changes went to far. In particular, [b]spell focus[/b] nerfing was excessive. [b]Special material DR[/b] proved to be much less of an issue than anticipated. The one that comes up most (and hoses you the most at low levels if you don't metagame it) is skeletal undead. I don't like [b]DR x/magic[/b] because it's almost meaningless past low levels; I retain [b]DR X/+Y[/b] in my game to keep it meaningful. [b]Adamantine bypassing hardness[/b] is another munchkin dream loophole that I reverted to 3.0 on. [b]Facing and reach[/b] changes always rubbed me the wrong way, especially considering creatures are oversized and already have a zone of control anyways. [b]Cover and Concealment[/b] were better before. Before, they recognized the GMs imagination of the situation as the source of what was going on. 3.5's version makes the battlemat the authority. Don't understand why the first level multiclassing rules were excised from the DMG. The stock NPC tables in the DMG became [s]much less useful[/s] [i]useless[/i]. Just a few that occur. [/QUOTE]
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