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<blockquote data-quote="Yora" data-source="post: 9147463" data-attributes="member: 6670763"><p>One of the things people really seemed to have disliked about the original rules and that was greatly applauded as having been fixed in 3.5e was the number of "dead levels" for the different character classes.</p><p>In hindsight, after having spend a lot of time with B/X and AD&D retroclones, I very much disagree with that. I object to the very concept of "dead levels" being a thing. 3.5e wanted to make it so that all characters always get some new feature every time they gain a level instead of just improving their roll modifiers and hit points. Character builds and optimization existed before that, but I feel this change really put it into overdrive. I believe that characters getting more capable over time without significantly changing is actually a good thing. I feel that it is more conductive to getting into the mindset of playing a character in a story rather than playing a build in a combat simulator.</p><p>Characters not getting new special abilities at most levels is the main feature of the original rules that makes me even consider going through all the trouble of trying to fix all the other issues with the game, rather than just playing Pathfinder or 5th edition.</p><p></p><p>Another issue I remember quite well as coming up frequently as a controversial change is damage reduction. The original version was that you need a weapon of a specific +X enchantment to deal full damage, and without one the damage would be massively reduced. 3.5e changed it so that you can overcome many types of DR with weapons of specific special materials or alignment enchantments instead, and even if you didn't have the right weapon, there was often still a good chance that not all of your damage would be negated and at least some get through.</p><p>Unfortunately, I don't actually remember the arguments that were made for the original DR system being better. Only that I found them very convincing. Though I believe one of them was that the multiple different types of DR greatly increased the Magic Weapon Golf Bag issue, as with the original system, your new +2 weapon could completely replace your old +1 weapon.</p></blockquote><p></p>
[QUOTE="Yora, post: 9147463, member: 6670763"] One of the things people really seemed to have disliked about the original rules and that was greatly applauded as having been fixed in 3.5e was the number of "dead levels" for the different character classes. In hindsight, after having spend a lot of time with B/X and AD&D retroclones, I very much disagree with that. I object to the very concept of "dead levels" being a thing. 3.5e wanted to make it so that all characters always get some new feature every time they gain a level instead of just improving their roll modifiers and hit points. Character builds and optimization existed before that, but I feel this change really put it into overdrive. I believe that characters getting more capable over time without significantly changing is actually a good thing. I feel that it is more conductive to getting into the mindset of playing a character in a story rather than playing a build in a combat simulator. Characters not getting new special abilities at most levels is the main feature of the original rules that makes me even consider going through all the trouble of trying to fix all the other issues with the game, rather than just playing Pathfinder or 5th edition. Another issue I remember quite well as coming up frequently as a controversial change is damage reduction. The original version was that you need a weapon of a specific +X enchantment to deal full damage, and without one the damage would be massively reduced. 3.5e changed it so that you can overcome many types of DR with weapons of specific special materials or alignment enchantments instead, and even if you didn't have the right weapon, there was often still a good chance that not all of your damage would be negated and at least some get through. Unfortunately, I don't actually remember the arguments that were made for the original DR system being better. Only that I found them very convincing. Though I believe one of them was that the multiple different types of DR greatly increased the Magic Weapon Golf Bag issue, as with the original system, your new +2 weapon could completely replace your old +1 weapon. [/QUOTE]
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