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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I miss 3.5 edition
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<blockquote data-quote="Celebrim" data-source="post: 9872210" data-attributes="member: 4937"><p>Druid in 3.0 is a lot less broken than in 3.5. "Natural Spell" and the ever-enhancing animal companion are the two big reasons for that. I don't even use Druid in my 3.0e homebrew, preferring a homebrew variant of the Green Ronin shaman, but it's not hard to keep Druid under control.</p><p></p><p>Cleric is a lot less broken in 3.0 than in 3.5. The big problem with the cleric as written is you automatically know every divine spell ever published. That means every published spell is a class feature. The best way to control this and get Cleric down to tier 2 is simply give them a limited spell list of known spells and then just avoid so many of the broken spells that solve every problem. I actually also reduced the Cleric's spell progression by giving them levels where the only spells of a given level they could cast was per day were one of the domain spells, "0+D". This brings Cleric down to low tier 2 on its own.</p><p></p><p>Generally speaking, you can control a lot of the problems by not adding spell level to the saving throw DC. This is double dipping and breaks the model established by 1e whereas characters leveled up, the consequences of a failed saving throw tended to increase and so the chances of passing a save had to tend to increase as well. This very much nerfs the 3e problem of spellcasters having full battlefield control and control of the action economy.</p><p></p><p>I have a lot of other minor tweaks to balance to bring the low tier classes like fighter up to higher tier, but I have found that through 11th level or so, it's possible to have a lot of parity, where out of the box the game starts breaking down as early as 7th.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9872210, member: 4937"] Druid in 3.0 is a lot less broken than in 3.5. "Natural Spell" and the ever-enhancing animal companion are the two big reasons for that. I don't even use Druid in my 3.0e homebrew, preferring a homebrew variant of the Green Ronin shaman, but it's not hard to keep Druid under control. Cleric is a lot less broken in 3.0 than in 3.5. The big problem with the cleric as written is you automatically know every divine spell ever published. That means every published spell is a class feature. The best way to control this and get Cleric down to tier 2 is simply give them a limited spell list of known spells and then just avoid so many of the broken spells that solve every problem. I actually also reduced the Cleric's spell progression by giving them levels where the only spells of a given level they could cast was per day were one of the domain spells, "0+D". This brings Cleric down to low tier 2 on its own. Generally speaking, you can control a lot of the problems by not adding spell level to the saving throw DC. This is double dipping and breaks the model established by 1e whereas characters leveled up, the consequences of a failed saving throw tended to increase and so the chances of passing a save had to tend to increase as well. This very much nerfs the 3e problem of spellcasters having full battlefield control and control of the action economy. I have a lot of other minor tweaks to balance to bring the low tier classes like fighter up to higher tier, but I have found that through 11th level or so, it's possible to have a lot of parity, where out of the box the game starts breaking down as early as 7th. [/QUOTE]
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I miss 3.5 edition
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