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Ray of Enfeeblement question?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1414307" data-attributes="member: 3146"><p>My own take: Stick with 3.0 and take a few of the changes that you like.</p><p></p><p>For instance, if I had my way, this is what I'd do:</p><p></p><p>Classes:</p><p>3.5 for all of them except specialist wizards.</p><p>Rogue 3.0 has a more advantageous special ability progression though.</p><p>Fighter is slightly improved</p><p>Barbarian slightly improved</p><p>Bard is dramatically improved</p><p>Cleric is unchanged</p><p>Druid is dramatically improved</p><p>Paladin has some abilities delayed but is better overall.</p><p>Ranger is dramatically improved</p><p>Monk is dramatically improved</p><p>Sorceror is slightly improved</p><p>Specialist wizards were screwed up. I'd recommend sticking to 3.0 unless you adapt the 3.5 Necromancy spells (in which case, you should make Necromancy a two school or even a three banned school specialty).</p><p></p><p>Feats: Most of the new ones are good. Some of the reprints aren't. Spell Focus, etc. were unnecessarily nerfed. And power attack was beefed up a lot--possibly too far. Improved Trip, Sunder, and Imp Disarm all got a lot better (I'd use the 3.5 versions).</p><p></p><p>Skills: Most are unchanged but the combat feint bluff rules are an improvement and the jump rules are comprehensible without a calculator.</p><p></p><p>Rules: Grappling rules are actually spelled out in a comprehensible manner. I'd use 3.5 grappling in any 3.x campaign.</p><p></p><p>Spells:</p><p>I'd gladly use 3.5 Harm, Ray of Enfeeblement, Dimensional Lock, and the other new spells (touch of fatigue, ray of exhaustion, etc).</p><p>But I'll keep the other 3.0 spells (buffs, disintegrate, etc).</p><p></p><p>Scrying is a special case--the mechanic completely changed. Having a skill check favored high level casters who would rarely fail and favored wizards (who have enough skill points) over druids, etc. Having a will save (3.5) favors high level scrying targets (since their will save probably improves faster than the scrying DC). This makes scrying more effective at high levels in 3.0 and less effective at mid levels and the reverse true (more effective at mid levels, less effective at high levels) in 3.5</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1414307, member: 3146"] My own take: Stick with 3.0 and take a few of the changes that you like. For instance, if I had my way, this is what I'd do: Classes: 3.5 for all of them except specialist wizards. Rogue 3.0 has a more advantageous special ability progression though. Fighter is slightly improved Barbarian slightly improved Bard is dramatically improved Cleric is unchanged Druid is dramatically improved Paladin has some abilities delayed but is better overall. Ranger is dramatically improved Monk is dramatically improved Sorceror is slightly improved Specialist wizards were screwed up. I'd recommend sticking to 3.0 unless you adapt the 3.5 Necromancy spells (in which case, you should make Necromancy a two school or even a three banned school specialty). Feats: Most of the new ones are good. Some of the reprints aren't. Spell Focus, etc. were unnecessarily nerfed. And power attack was beefed up a lot--possibly too far. Improved Trip, Sunder, and Imp Disarm all got a lot better (I'd use the 3.5 versions). Skills: Most are unchanged but the combat feint bluff rules are an improvement and the jump rules are comprehensible without a calculator. Rules: Grappling rules are actually spelled out in a comprehensible manner. I'd use 3.5 grappling in any 3.x campaign. Spells: I'd gladly use 3.5 Harm, Ray of Enfeeblement, Dimensional Lock, and the other new spells (touch of fatigue, ray of exhaustion, etc). But I'll keep the other 3.0 spells (buffs, disintegrate, etc). Scrying is a special case--the mechanic completely changed. Having a skill check favored high level casters who would rarely fail and favored wizards (who have enough skill points) over druids, etc. Having a will save (3.5) favors high level scrying targets (since their will save probably improves faster than the scrying DC). This makes scrying more effective at high levels in 3.0 and less effective at mid levels and the reverse true (more effective at mid levels, less effective at high levels) in 3.5 [/QUOTE]
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