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D&D Older Editions, OSR, & D&D Variants
I like 3.5!
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<blockquote data-quote="Destil" data-source="post: 987748" data-attributes="member: 1980"><p>I'm about 50/50 for/against the changes. Maybe more like 60/40 even. Since this is clearly a thread for praise (or sarcasm...) I'll list what I like.</p><p></p><p>Standard / Move actions: It's so much cleaner than the old standard / move-equivalent / partial system. Same goes for the cleaner rules presentation in general, like AoOs and [hopefully] grappling.</p><p></p><p>The 'Big 3 Hs': Heal I never had any serious problem with, and I'd have been happy with a simple half save for Harm... but these three are much better off as a whole in the revision. Haste is no longer game breaking, is much closer to the original spell from older editions and is more party friendly. What's not to like?</p><p></p><p>Spell Schools: Transmutation looks much less bloated now. Very nice. The big three [Conj, Trans, Evoc] look roughly equal in power & utility and Necromancy finally makes it to full second rate status. If anything the original 3E school specialization rules are <strong>very</strong> well balanced now [as long as you consider Nec as equal to Ench, Illus & Abj].</p><p></p><p>Class changes:</p><p>Monks get much better unarmed BAB rules, a more reasonable Ki strike and flurry is good in it's own way compared to two weapon fighting. </p><p>Rangers get options and unique abilities.</p><p>Druids get some small changes and the big one: spontaneous summon nature's ally spells.</p><p>Bards are no longer one level wonders for the PCs who just dump lots of ranks into perform and have a nicer spell selection, even it it's a little less combat focused.</p><p>Paladins get more smites and a warhorse who's not a liability all too often. Though I really wish the new mount [or the old one, I'm not picky] was a variant in the DMG. Would have done a world of good, since this is largely a campaign style change.</p><p></p><p>All in all the classes all look a more balanced and laid out in a very good way [with features for almost every nonspellcasting class all the way to 20th]. This is by far the second best change.</p><p></p><p>The new tower shield: Yes! +4 AC. This is a TANKS shield, not some wimpy shield basher's off-hand weapon. A shame it's the same as a 2 point expertise with the attack penalty, but the cover option makes up for it in spades.</p><p></p><p>Square Facing: No more weird situations where a long creature needs to turn in a fight and it disrupts half the battle grid!</p><p></p><p>DR: DR XX/[magic] feels like one step forward, two steps back... but otherwise the new system works so much nicer for both challenging players, staying true to folklore on creatures like werewolves and being more interesting in general.</p><p></p><p>Concealment Simplification: 20% or 50%. It was so rare to use anything else, anyway, this is almost a non issue, since a DM can just re-introduce the old numbers when he needs them. Keeping it to two makes things much cleaner throughout the rules.</p><p></p><p>Magic Item prices: Armor with things like resistance & skill bonuses no longer has an exponential cost. [+XXX GP now, was +X bonus equivalence] From the looks of things it's treated as a simple 'unslotted' item. A huge improvement. Now if they just made is that rings have a universal [or very good unique] 'ability affinity' so there's some point to anything other than craft wondrous.</p><p></p><p><strong>The new monster stat blocks:</strong> This is THE change. Having Grapple Bonus & Attack/Full Attack listed is the single best change in these books. Not seeing init broken down is also great [added insult to incontinence when you're trying to figure a purple worm's grapple bonus in the middle of the fight]. Save DCs for spell like abilities likewise saves a lot of cross reference. Consistent feats and skill points for monsters and a closer look at monsters that were converted without serious changes or considerations from 2E [and therefore sucked] is the icing on the cake.</p><p></p><p>There's much more, really. These were the ones I could think of off the top of my head.</p><p></p><p>PS : Okay, some subtle rants in there... sorry.</p><p>EDIT: Spelling.</p></blockquote><p></p>
[QUOTE="Destil, post: 987748, member: 1980"] I'm about 50/50 for/against the changes. Maybe more like 60/40 even. Since this is clearly a thread for praise (or sarcasm...) I'll list what I like. Standard / Move actions: It's so much cleaner than the old standard / move-equivalent / partial system. Same goes for the cleaner rules presentation in general, like AoOs and [hopefully] grappling. The 'Big 3 Hs': Heal I never had any serious problem with, and I'd have been happy with a simple half save for Harm... but these three are much better off as a whole in the revision. Haste is no longer game breaking, is much closer to the original spell from older editions and is more party friendly. What's not to like? Spell Schools: Transmutation looks much less bloated now. Very nice. The big three [Conj, Trans, Evoc] look roughly equal in power & utility and Necromancy finally makes it to full second rate status. If anything the original 3E school specialization rules are [b]very[/b] well balanced now [as long as you consider Nec as equal to Ench, Illus & Abj]. Class changes: Monks get much better unarmed BAB rules, a more reasonable Ki strike and flurry is good in it's own way compared to two weapon fighting. Rangers get options and unique abilities. Druids get some small changes and the big one: spontaneous summon nature's ally spells. Bards are no longer one level wonders for the PCs who just dump lots of ranks into perform and have a nicer spell selection, even it it's a little less combat focused. Paladins get more smites and a warhorse who's not a liability all too often. Though I really wish the new mount [or the old one, I'm not picky] was a variant in the DMG. Would have done a world of good, since this is largely a campaign style change. All in all the classes all look a more balanced and laid out in a very good way [with features for almost every nonspellcasting class all the way to 20th]. This is by far the second best change. The new tower shield: Yes! +4 AC. This is a TANKS shield, not some wimpy shield basher's off-hand weapon. A shame it's the same as a 2 point expertise with the attack penalty, but the cover option makes up for it in spades. Square Facing: No more weird situations where a long creature needs to turn in a fight and it disrupts half the battle grid! DR: DR XX/[magic] feels like one step forward, two steps back... but otherwise the new system works so much nicer for both challenging players, staying true to folklore on creatures like werewolves and being more interesting in general. Concealment Simplification: 20% or 50%. It was so rare to use anything else, anyway, this is almost a non issue, since a DM can just re-introduce the old numbers when he needs them. Keeping it to two makes things much cleaner throughout the rules. Magic Item prices: Armor with things like resistance & skill bonuses no longer has an exponential cost. [+XXX GP now, was +X bonus equivalence] From the looks of things it's treated as a simple 'unslotted' item. A huge improvement. Now if they just made is that rings have a universal [or very good unique] 'ability affinity' so there's some point to anything other than craft wondrous. [b]The new monster stat blocks:[/b] This is THE change. Having Grapple Bonus & Attack/Full Attack listed is the single best change in these books. Not seeing init broken down is also great [added insult to incontinence when you're trying to figure a purple worm's grapple bonus in the middle of the fight]. Save DCs for spell like abilities likewise saves a lot of cross reference. Consistent feats and skill points for monsters and a closer look at monsters that were converted without serious changes or considerations from 2E [and therefore sucked] is the icing on the cake. There's much more, really. These were the ones I could think of off the top of my head. PS : Okay, some subtle rants in there... sorry. EDIT: Spelling. [/QUOTE]
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