Moving from D&D 3.0 to 3.5, what should I know?


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Ranger is now worth taking for more than one level.

A lot of spell durations were diminished. (I am keeping a bunch of 3.0 durations - I think that they went a little overboard, some spells should be strategic as well as tactical.)

The Auld Grump
 


Pants said:
Harm can no longer reduce a 500 hp dragon to single HP's without a save. :)

Though they forgot to mention that folks who fail their saves still have at least one HP left... Been a fair amount of arguing about that on these boards. (The FAQ mentions it though.)

The Auld Grump
 


I didn't like the fact that some entries for the abilities (energy drain, damage reduction, etc.)weren't bulleted like they were in the 3.0 DMG, plus some of the organization threw me off a bit. Still, it's pretty decent.
 


To qote Yoda, you must Unlearn what you have Learned. :)

Be aware that miniature changes are RIFE throughout the books. The best possible thing is to read cover to cover again, because you'll find yourself taking for granted lots of little things, like:

--The swimming weight penalty is different
--Weapon size rules are different
--Druids have new rules for companions
--Class skills are different
--skill names are different

The list goes on and on.
 

They adjusted most of the classes so there are few, if any, "dead" levels (Levels where you get nothing beyond HD, BAB, Saves, Skills), and by far the most tweeked class is the ranger, but most of the others were touched.

Generaly, my feeling is that the power level of non-spell casters and non-spellcasting abilities was bumped up a bit (more class abilities, many feats reworked, more feats, skills tweeked, etc.), and most pure spell casters got a bit hosed due to changed in many of the spells (new dice caps, duration reductions, changed spell mechanics, etc).

Overall, I think that it just works a bit better, but it is definately different. Not quite a tue 4Ed, but getting close.
 

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