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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3942445" data-attributes="member: 710"><p>When 3.5 came around, my group first created a few house rules incorporating 3.5 and 3.0 rules as we prefered them. Nowadays, we play purely 3.5, simply because we can look up everything we want to know in the books we bought. </p><p></p><p>Flaws of 3.5: </p><p></p><p>- Buff durations. I think the move to a fixed bonus was a good idea, but the change in the duration only served to promote the "Big Six" magical items concept, and also facilitate the 15 minute adventuring day, since the buffs were only useful for one (or maybe two) combats. This means spellcasters run out of spells even faster.</p><p></p><p>- Standing up provokes an AoO. Improved Trip as described in 3.5 is too strong with this, and tripping is slightly to effective as a whole (provided you can use it). It's now to easy to get an enemy into a "trip-lock", and this severely hampers humanoid foes. </p><p></p><p>- Splitting spells with multiple effects. I think this hurt the spontaneous casters with their limited spell selection too much. They were forced to use a few standard spells and couldn't really get creative with what they had.</p><p></p><p>- Swift and Immediate action spells: I like the basic idea and if I was currently playing a "normal" spellcaster, I'd use them too, but it just doesn't work that great in D&Ds Vancian magic system with limited spells per day. Spells slots go down to fast, and again, this serves a 15 minute adventuring day. The PHB II duskblade seems to take this into account and gave him a lot of spells per day.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3942445, member: 710"] When 3.5 came around, my group first created a few house rules incorporating 3.5 and 3.0 rules as we prefered them. Nowadays, we play purely 3.5, simply because we can look up everything we want to know in the books we bought. Flaws of 3.5: - Buff durations. I think the move to a fixed bonus was a good idea, but the change in the duration only served to promote the "Big Six" magical items concept, and also facilitate the 15 minute adventuring day, since the buffs were only useful for one (or maybe two) combats. This means spellcasters run out of spells even faster. - Standing up provokes an AoO. Improved Trip as described in 3.5 is too strong with this, and tripping is slightly to effective as a whole (provided you can use it). It's now to easy to get an enemy into a "trip-lock", and this severely hampers humanoid foes. - Splitting spells with multiple effects. I think this hurt the spontaneous casters with their limited spell selection too much. They were forced to use a few standard spells and couldn't really get creative with what they had. - Swift and Immediate action spells: I like the basic idea and if I was currently playing a "normal" spellcaster, I'd use them too, but it just doesn't work that great in D&Ds Vancian magic system with limited spells per day. Spells slots go down to fast, and again, this serves a 15 minute adventuring day. The PHB II duskblade seems to take this into account and gave him a lot of spells per day. [/QUOTE]
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