Going Back to 3.0

I've been playing 3.5 since it was released, but I think my ideal situation would have been

3.5 classes (some much needed fixes in there)

3.0 everything else (I liked the spells, and particularly metamagic, much MUCH better in 3.0. It was actually usable and used by us in those days)
 

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I was just looking through my copy of Book of Hallowed Might and I hd forgotten how much I liked the book in general and the redesigned classes. I wonder if I can still score a copy of Eldricht Might and Rougish Luck* and build a 3.Monte campaign?

*I have Book of Iron Might, but I am not convinced it is playable -- and neither Iron heroes nor Bo9S impressed me much.
 

I run a combination of 3.0 and 3.5 (using the SRD and a few supplements). I liked several of the 3.5 changes especially the nerfs to the buff spells (although I would have preferred 1 round/level). However, I wasn't going to rebuy the 3.5 books for the changes.
 

After trying 3.5 for a while, I went back to 3.0; mainly because my established game was 3.0 and I did not want to convert to 3.5. There are always some things that characters lose in a conversion which prompts no end of complaining from players. I just don't want to deal with it.

I also felt like I had some level of mastery over 3.0 that I never really got with 3.5. I never felt the need to change 3.0. I did not like all the changes in 3.5, i.e. weapon sizes and creature spaces. 3.5 is probably a clearer system, and I do like Die Hard as well as the dwarven movement rates; but it did not justify a switch for me.

Besides, Omega World and Judge Dredd are made for 3.0. I really liked those games and want to preserve them for future use if possible.
 

I prefer the 3.0 weapon size rules and and have adopted Monte Cook's "Magic +x weapons trump special materials" rule for DR.

I think I'm going to use cover/concealment as well from 3.0; I don't like 3.5's face rules either, so might revert with those too.
 


This is my take on the 3.0/3.5 split.

3.5 is a tighter rule-set, but it began a drift toward "innovation" over "tradition". 3.0 was VERY firmly in "new system, nostalgia included" syndrome from Greyhawk in Core to the Great Wheel in MotP, etc.

3.0 had 16 base classes (11 PH, 2 psionic, 3 oriental) but dozen's of PrCs. 3.5 seemed to reverse this trend

3.0 wasn't entirely balanced and some combos were OBVIOUSLY better than others, just like 1e/2e, etc. When things were good, they were GOOD (Haste, Harm, Gspell Focus) and when they sucked, they sucked (Bard, Ranger.) 3.0 had not taken into consideration the extent of changes the new multi-classing system and feats would have. Thus, there were some real wonky elements and some downright broken.

3.0 never strayed too far from the core. Almost all 3.0 books only ever referenced the Core Rules (and the FRCS, if a Realms book) but rarely did they mention anything outside the core without reprinting it (hello long list of feats in Deities & Demigods).

3.0, after its initial release, didn't rock the boat with many new rules (beyond the psionic system Epic, and Divine Rank). No warlock invocations, no knights challenge, no powerful build, no Swift/Immediate Action sidebars, etc. The three mentioned 3.0 additions (psionics, epic, divine rank) were also very easy to ignore, whereas swift/immediate actions are not (if you use things beyond the core.)

This created a feeling of a system which seemed more contained, but allowed power-levels to fluxuate wildly. It felt truer to the D&D of yore, but failed in its attempt to "level the playing field" like it had wanted to. 3.5 did a better overall job of balancing the core (overbalancing it in places) and moving the game in a new direction (for good or ill).
 

There is good and bad in the changes between 3 and 3.5 - the changes to Ranger and Bard are wonderful, people now play them past 2nd level. The changes to Damage Resistance are hotly argued, but I like them, a lot. Weapon sizes are another that used to get argued about a lot, but I like them, a little. :p The changes to Harm, Haste, and Heal were all necessary.

Durations for Buff spells and the square base sizes, regardless of the creature, bother me a good deal. They went too far, spells that used to be strategic have become tactical.

So, I am one of those folks playing 3.25....

The Auld Grump
 

Plane Sailing said:
I've been playing 3.5 since it was released, but I think my ideal situation would have been

3.5 classes (some much needed fixes in there)

3.0 everything else (I liked the spells, and particularly metamagic, much MUCH better in 3.0. It was actually usable and used by us in those days)
that is how we do it. we never got the 3.5 core i just updated the classes with the srd and we went from there works very well for us .
 

So, I have BoEM2, BoHM and BoIM -- what else do I need for 3.monte? Is BoEM useful to have beyond understanding the few feats and spells referenced from BoEM2? Is BoRL worthwhile for rounding out the whole thing? Are there other 3.0 products from Malhavok that add to the game?
 

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