Hi all,
I used to be a huge 3.5e player, before moving on to other editions and other games. Soon I'm going to be running some 3.5e games again (Eberron: Shadows of the Last War, Whispers of the Vampires Blade and Grasp of the Emerald Claw, plus I plan on running Red Hand of Doom for some new players).
I don't really have the time to convert these games to 5e which is mostly what we've been playing lately. Red Hand of Doom was also this very delicate difficulty balance that made everything absolutely grueling and helped lend an epic feel to the adventure. So I plan on going back to 3.5 to run them as printed.
The time we last played Red Hand of Doom, there were a tonne of splats available. As my players are relatively new I was going to restrict access to the core rules. This however leads me to my question...
Are there any splats that you would consider "essential" for fixing any issues in the 3.5 core rules? I've mostly forgot what problems 3.5 even has.
I'm thinking splats that might fix issues like mid-to-high level monk power or other problems. What about universally accepted house rule fixes?
Also I'm wondering about the opposite side of things... Are there any splats (prestige classes, feats, spells, races) that I should be extremely wary of allowing? My players are mostly RPing non-power games but I might still need to avoud them accidentally falling through some power loopholes.
I'm not particularly concerned about things that are a little over-powered or strong, but those few rare things that in your experience completely broke down the game.
I used to be a huge 3.5e player, before moving on to other editions and other games. Soon I'm going to be running some 3.5e games again (Eberron: Shadows of the Last War, Whispers of the Vampires Blade and Grasp of the Emerald Claw, plus I plan on running Red Hand of Doom for some new players).
I don't really have the time to convert these games to 5e which is mostly what we've been playing lately. Red Hand of Doom was also this very delicate difficulty balance that made everything absolutely grueling and helped lend an epic feel to the adventure. So I plan on going back to 3.5 to run them as printed.
The time we last played Red Hand of Doom, there were a tonne of splats available. As my players are relatively new I was going to restrict access to the core rules. This however leads me to my question...
Are there any splats that you would consider "essential" for fixing any issues in the 3.5 core rules? I've mostly forgot what problems 3.5 even has.
I'm thinking splats that might fix issues like mid-to-high level monk power or other problems. What about universally accepted house rule fixes?
Also I'm wondering about the opposite side of things... Are there any splats (prestige classes, feats, spells, races) that I should be extremely wary of allowing? My players are mostly RPing non-power games but I might still need to avoud them accidentally falling through some power loopholes.
I'm not particularly concerned about things that are a little over-powered or strong, but those few rare things that in your experience completely broke down the game.