D&D 3E/3.5 Finally switching to 3.5...

What are the most significant changes - the things I'm most likely to rule wrong if I'm stuck in 3.0 mentality?

I got caught out on the changes to Darkness the other day; the whole concept of "shadowy illumination" changes the way vision works as well as how the particular Darkness spells work.
 

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-Shapechange became a lot better, despite the 1 HD per caster level limit
-Polymorhping spells in general are still pretty frelled, and require constant DM attention, just like in 3.0
-Monsters gain feats and skills at the same rate as players, 1 feat per 3 levels, and x skill points +int mod per HD, no weird confusing mechanics to determine how many feats they have.
-Druids got a power up. Celrics are the same. Wizards got nerfed. Sorcerors are slightly better.
 

Big changes you'll notice:

1. There's lots of size changing in combat. What with the new versions of trip, the Improved Grapple feat, and new monk flexibility, there's more advantage to large size than ever and a first level spell that can give it to you. Later on, polymorph steals some of its thunder but that's that. With size changing comes squeezing rules for when creatures can't normally fit into an area.

2. There's a lot more necromancy than before. Ray of enfeeblement is now nearly as good as magic missile (IMO). They've added Blindness/Deafness to necromancy and a lot of exhaustion/fatigue effects. If someone in your party (or the DM) decides he likes this, there will be a lot of adjusting stats, encumberance, and attack values on the fly in combat.

3. Blasting things at range is a little harder to do. Haste doesn't give extra actions so you can't toss 2 spells/round without quicken and GMW on bows and arrows no longer stacks so archers aren't quite as nasty as they were in 3.0 As a result of all this, combats tend to last slightly longer than they did in 3.0

4. You WILL need to know the grapple and trip rules because people WILL use them.

5. Non-combat time scales are significantly shorter in 3.5 In 3.0, a lot of buffing was hours/level with some important stuff at ten minutes per level. This made the 30 minutes to 5+ hours time frame the ones adventurers were focussed on. In 3.5, most of the buffs are 1 min/level with some at 10 min/level. This means that, at mid-levels, the time frame adventurers focus on is 5 minutes-2+ hours. Being able to guess fairly precisely when danger may arrive and deal with it quickly is more important than it was in 3.0
 



Tumbling is different.
Some skills have been eradicated while the knowledge skills have been expanded upon.
As mentioned by many - spells are the biggest change: Renamed, eliminated, merged with others (i.e., Negative Energy Protection is now merged with Death Ward)
Whips are now ranged weapons.
Um....Darkness is all f^%&ed up
Refocus is gone - (Hooray!)
I'm sure I'll think of more later.
 

Ferox4 said:
Whips are now ranged weapons.

Wha..?

It is in the melee section of exotic weapons. It isnt a reanged weapon, although it does provoke aoo's as though you had used a ranged weapond. It is a 15' melee reach weapon that can be used to attack adjacent foes.
 

Scion said:
Wha..?

It is in the melee section of exotic weapons. It isnt a reanged weapon, although it does provoke aoo's as though you had used a ranged weapond. It is a 15' melee reach weapon that can be used to attack adjacent foes.

oops! - yes, I was incorrect. The AoOs thing was my source of confusion - sorry
 


lol - I was talking to one of my players after i posted originally and he took me to task as well. I was coming back to the boards to edit my post, but dammit, you busted me - lol

On a different note - I did not realize that Power attack had been changed. I don't like it myself - there's all ready too much damage dealt in 3.x, i won't be using the 3.5 amendment.
 

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