Explaining 3.5 to a 2nd Edition Veteran

ThirdWizard said:
lol that one's sure to make them gawk

"A 5th level wizard is balanced to be as powerful as a 5th level fighter."
"Suuuure, HAHAHAHA!"
"No... really... and they have the same xp table."
"HAHA, you're crackin' me up, man."
"Guys! They're good at low levels and not overpowered at high levels!"
"Alright, man, the joke's starting to get old, we get it already. Now, where's the wizard xp table?"

I'm sure this would make sense to someone who's played 2E.

Seriously, from what I understand, the differences are so vast that it's better to just tell them to forget everything they know, and go from the ground up. The thing they'll probably struggle with (I know I did when I was first learning D&D) is the myraid tactical combat options. Grappling in particular is something I took years to learn (thankfully I did before Skip posted his house rules in a Rules of the Game article!).
 

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If you have access to the Dragon magazines that came out when 3e premiered, there's an article by Monte Cook that explains the fundamentals of the d20 system.

To do just about anything, roll a d20, add a stat modifier, then add ranks or base attack bonus, then any miscellaneous modifiers. Almost everything is resolved this way. For those checks that have nothing to do with your stats, percentiles are used.

The baseline of those d20 checks are +0. A stereotypical commoner has +0 in everything. What's his attack roll? +0. What's his reflex save? +0 What's his spot check? +0. After rereading this article, I used this idea when running Deadlands d20. As a minor encounter, the brother of a bad guy that the party killed last week called out the sharpshooter for a duel. He's just an unremarkable unskilled teenager whose just trying to avenge his brother, so all of his stats were 10 and everything else was +0. So when they drew I just rolled the d20 and used what came up for his inititave, then his attack. He had a armor class of 10.
 


Crothian said:
Tell them to forget everything they think they know about D&D, then start from scratch. ;)

Indeed -- 3e is so different from earlier versions of D&D, you may as well them to expunge what they know.

If they ever played Rolemaster before, then they will have a much easier time with d20.
 

Spider said:
How would you explain 3.5 to such a person?

it is a different game. approach it as something new. unlearn all you ever learned prior. it will only spoil your fun or cause problems otherwise.



What are the most fundamental changes that a player would need to be aware of?


d02 ain't D&D.

it only has the name.
 


Gentlegamer said:
Tell them to forget the name DUNGEONS & DRAGONS. It is d20 Fantasy now.

Ah no it's still Dungeons & Dragons. just not the Dungeons & Dragons your daddy knew ;)

The Xp table for levelling is a big change. Grappling will surprise them (since it is actually worthwhile to do now, at least for things your size). Saving Throws (again much simpler and more intuitive - most people I've introduced the game to have really liked them). Base Attack Bonus (BAB + Ability Mod + Magic + feats/misc + 1d20, get better than the target's Armour Class to hit it). Damage Reduction is something that should be explained so they don't automatically run away froma werewolf if they are caught without silver weapons (might still be a good idea but there are ways to to damage such an opponent anyways)..
 

Attached is a document made 4 years ago by our very own member Psion for his group. It is a conversion decription from 2E to 3E; with a little modification, it should be usable to you to bring the two players up to speed on 3.5! It's very thorough and was compiled by him and a slew of other forum members helping him out.
 

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Crothian said:
Tell them to forget everything they think they know about D&D, then start from scratch. ;)

That's my advice. Especially since it's been so long, don't make them struggle to remember, just tell them it's a new game, don't worry about 2e. If anything, translating 2e into 3e is harder than just learning 3e from scratch.

I also work with new characters to help them learn play before the group is sat down to game. I have super generic pre-rolled character (DM's Lil Helper) that I let the new player use. That char is a fighter/cleric/rogue 2/2/2, so I can have the new player go through a duel (combat/feats) go through a verbal exchange and pick-pocket (skills/DC) and cast entangle (spellcasting). That pretty much covers game mechanics...or gets their feet wet.
 

I'd probably just play a couple of side games with them before letting them into the campaign. Have them come from small villages so everything is 'new' to them.

There are many changes ranging from differences in spells and core classes, to skill points vs nonweapon proficiencies.

I remember when I first started palyign 3E I had a hell of a time pitting the characters against the correct level of opposition (but then again, Creature Collection deserves some of the accolaids there), and some general questions on how Attacks of Opportunity worked.

Of course, it'll also be a good time to explain to them any house rules you may have.

Having an extra copy of the PHB, say the Mongoose Pocket Handbook or something, would also be a good idea so that they could study it at their leisure.
 

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