[Rave] Happy with 3.5e core rulebooks.

Dark Jezter

First Post
Hopefully this thread will be a nice switch from the rants about 3.5e that have been popping up lately. :)

Earlier today, all three of my 3.5e books arrived from Amazon.com. Since then, I've been looking through all three of them and so far I'm very happy with my decision to purchase them

I'll start off with the Player's Manual. I'm very happy with the class balance changes. Bards are no longer as weak as they once were, there is now a reason to stick with the barbarian class past level 5, and reasons to stick with the ranger class past level 1. I also love the new combat chapter. I don't know how they did it, but WOTC managed to make the combat chapter shorter, simpler, and more informative than it was previously. There are loads of cool new feats, and seldom-used skills have been combined with more commonly used ones. Oh, and the sorcerer in my campaign has taken a great interest in the new spells that have been added. :D

Now, on to the Dungeon Master's Guide. This is personally my favorite of the new books, because it's practically bursting with new stuff. The DMG now contains information on the Planes, Epic Level Characters, prestige classes, visual aids, rules for underwater combat, suggestions for wilderness-based campaigns, suggestions for urban-based campaigns, and more information magical items. Heck, it even has some cool new illustrations. I personally like the illustrations of Krusk wading through the swamp (page 85), the demonic armies battling (page 160), the Blackguard (page 182), the Thaumaturgist (page 196), and the illustration of what elven chain looks like (page 220). The only things I didn't particularly care for in this book is that prestige classes can now incur expirience penalties for multiclassing (but I'll just house rule that one out), and the fact that they stuck with that awful illustration for the Arcane Archer. Other than that, though, I'm very happy with the new DMG.

The Monster Manual is now better than ever. Skeletons and Zombies are now templates, so if you've ever wanted to send a skeleton monk at your PCs, you can now. The grappling rating for monsters is now included in their stat blocks, which should save a bit of hassle for DMs when they're planning encounters. Many of the nastier critters now have round-by-round rules for what they're most likely to do in combat, and each monster entry comes with a short paragraph that a DM can use to describe the monster to the players. Also, some of the new artwork in this book is absolutely fantastic. The succubus and the nymph are suitably sexy, the drow is dangerous-looking, the githyanki looks alien and dangerous (as well it should), the half-fiend looks scary, and the vampires are cooler looking than ever (the vampire spawn still looks stupid, though). I was also pleased to see that a few of the tougher good-aligned outsiders are now known as angels instead of just celestials. I never understood why it was okay for evil-aligned outsiders to be referred to as Demons and Devils, but there was some sort of taboo against referring to good-aligned outsiders as Angels in D&D books. Now, that problem dosen't exist anymore.

All in all, I'm happy with these three books. I wasn't expecting a completely new edition of D&D, just a fine-tuning of the rules I've been using for the last few years. I've already adapted my characters and NPCs to 3.5e, and it took surprisingly little time. Can't wait until next week when me and my friends will be testing them out for the first time.

Now I've had my little rave about the 3.5e books, I want to hear from other people who were similarly satisfied with the revised rulebooks. Anti-WOTC people and Monte Cook sycophants please go somewhere else. ;)
 
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Amen. I won't pretend to be happy with absolutely everything in the new books (I doubt anyone could like everything, anymore than anyone loved every last detail of any edition), but the positives far outweight the negatives.

So far as I'm concerned, 3.5 is D&D.
 

I agree. The PHB combat chapter is MUCH better, and the revisions made to feats, skills, and spells are great. I'm not too crazy about the new weapon size rules, so I'll stick with 3E on those. Pokepaladins are prety dumb too, but overall the PHB is much improved.

The DMG is also MUCH better than before, with better organization, new material, and great advice for non-dungeon settings.

The MM is what truly kicks butt though. I was tired of demons and devils geting the shaft in power compared to celestials since 1E, and the 3.5 infernals are truly worthy of fear and respect. The standardization of skills and feats for monsters was also sorely needed. I do with they had made ALL undead templates, but that is what 4E is for, right? :D
 
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The only things I didn't particularly care for in this book is that prestige classes can now incur expirience penalties for multiclassing (but I'll just house rule that one out)

They don't. It's already been stated that it was an omission.
 


I agree with everything you posted. I think that these are the strengths of 3.5 and are justifications for it. I would like to point out a couple more items:

Class abilities in the PHB are now actually classified as Ex or Su in the ability descriptions. They weren't in 3.0, and in many cases this caused some degree of confusion.

Attacks of opportunity are clarified and generally make sense. I don't think that the actual rules changed, but the explanation of the way they work is much more clear now. Huzzah!

Trips. It used to be that if you made a trip attack and missed, the opponent had the opportunity to try and trip you. OK, how lame is that? I mean if someone tries to trip you and fails, your only immediate recourse is to try to trip them back? Huh? Now they provoke an attack of opportunity. To me this makes much, much more sense.

The DMG includes epic level progression. Sure, you don't get all the extras that you would when using the Epic Level Handbook, but at least now the core rules have rules for progression beyond 20th.

Spell clarifications. OMG, there are so many of these. So many spells that used to make up corner-case scenarios no longer do now that added explanation has been added.

Overall clarifications. I'm sure some people here are aware that at WotC I am the main support guy for RPGs. When people have a question about a rule, sometimes they email us. I get the question, then I check over the rulebooks and give an answer. Am I right 100% of the time? Well, no. But I do try, and I do take some of the more difficult ones to R&D. During the final days of 3.0, if I found something that was vague in the 3.0 PHB, I could get an answer on the intent of the rule by checking the 3.5 books. The ability to do that with so many items was the main thing that won me over to the new revision.

Then there's the advanced monsters in the Monster Manual. This is such an excellent idea (I believe Liber Bestarius was the first to actually do this in a book). Adding the 'how to build a monster' article to the end of the MM was also a great move.

So what don't I like? My biggest gripes about the new revision is the Mystic Theurge and the fact that they didn't nerf Spring Attack. I personally find the Mystic Theurge a little overpowered, and not overly inspiring as a prestige class idea. It is the power gamer/caster's dream class. Spring Attack, in my opinion, has always been just plain old broke.
 

mouseferatu said:
Amen. I won't pretend to be happy with absolutely everything in the new books (I doubt anyone could like everything, anymore than anyone loved every last detail of any edition), but the positives far outweight the negatives.

So far as I'm concerned, 3.5 is D&D.

Amen
 

Eeyup! 3.5 rulz...

I give my official "me too" to this post.

I am very impressed with what I've read so far. I've gone thru the entire PHB except the spells. Thats going to take awhile. I'm working on the MM and the DMG now.

The MM is just incredible. The layout is so much better, the stat blocks are very well done.

Just can't rave enough!

Using 3.5 to houserule 3.0? Pfft!*hand* Not gonna happen.
 

Agreed on almost all points.

The best thing was having a friend flip through them today who was somewhat uncomfortable with the whole 3e rules system (especially combat & the skills sections) and on multiple occasions shouted a "Yes! they finally changed..." to the changes and tweaks. Good stuff. I'm looking forward to playing it and glad that I got the books as soon as I did. No gripes here as of yet.

Baraendur - I have similar issues with Spring Attack. Why do you think it is broken and what is a good fix?
 

I notice they did alter spring attack a bit, saying you must move both before and after the attack. I'm not sure what kind of game effect that will have, though - in most situations you ought to be able to do that, although I can think of some where it would expose you to extra attacks of opportunity.

Still, by the time you've got it, you're about ready for multiple attacks, and giving those up can hurt.

J
 

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