Varianor Abroad said:
Now, to step back a moment, what happens if you replace "homogeneity" in the above with "consistency"?
You don't need to be homogeneous to be consistent.
Several spells were changed by the revision because of some problems.
Harm had a problem that whatever powerful the target, it was always reduced to a few hit points. The only thing that could save it was spell resistance (or some protection from spells/items). High AC only delayed the problem because the cleric could make touch attacks over and over. The real "bug" is in the rule that touch spells don't discharge if you miss, but let's not engage in a discussion about that. The problem that WotC wanted to get rid of was simply "Harm is not less dangerous for more powerful foes (SR aside)". A simple saving throw would have made more powerful foes more resistant to Harm, problem solved.
Instead, making Harm a damage-dealer very simply took away what was special about Harm. Harm isn't Harm anymore in 3.5, it's just another damage-dealer, with minor differences with others.
Save or die spells have a similar problem: they "bypass hit points". Someone believes that this shouldn't happen, but I don't see why, since other spells bypass the saving throw, and others bypass SR.
Too many save-or-die spells in the game is boring, but too many damage-dealer is just as boring.
Varianor Abroad said:
D&D 3.5 has amazing consistency of the rules. (A few corner cases excepted.) Far more than in previous editions. I no longer have to write down my bizarre rulings and remember them because the rules are so clear.
I never had to do that in 3.0 either. Honestly I have a hard time believing that your players stopped being suspicious because of the 3.5 revision, but if you say so...
Varianor Abroad said:
I think that a lot of good has come out of the consistency. Look at the explosion of options for the players. Look at the gazillions of sourcebooks available.
Let's not discuss this, because to me it's a gazillion of useless additions with a few interesting exceptions, but also I would have expected just the same "explosion" if there had never been a revision.
Varianor Abroad said:
Drastically reducing save or dies would IMO improve the game as long as the remainder were really special. And struck more fear into the hearts of my players.
My mileage is different, changing those spells had made our game less attractive, and in fact after less than a year we dropped 3.5 and went back to 3.0.