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So how many of you made the switch?
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<blockquote data-quote="Kalshane" data-source="post: 3133128" data-attributes="member: 9505"><p>Anhar pretty much sums up how I feel about the changes between additions. I switched as soon as 3.5 came out, reading the various conversion articles and updates before deciding to buy the 3.5 PHB. Upon reading it, I bought the remaining books and switched my campaign over. As Alceste said, my number of House rules dropped significantly with the switch.</p><p></p><p>The only switches I didn't make was the weapon size rules (since I had a short-sword wielding gnome rogue I didn't want to convert his magic weapon into something else on him) though I've used them in later campaigns.</p><p></p><p>I was particularly impressed with the changes to the monk, and the existing monk in the campaign instantly became a much more useful member of the party. The dual-wielding paladin picked up a free feat with the removal of Ambidexterity. Though we didn't have a bard or a ranger, I liked the changes for both classes as well. It made them both more useful and attractive choices for players in later games and I was able to ditch the custom ranger I had developed for my games.</p><p></p><p>I actually like the reasoning behind the "pokemount" if not the execution, because paladin mounts always seemed like more a liability than a bonus in our games. </p><p></p><p>What I did instead was give the mount the ability to disappear and re-appear as dramatically appropriate. So paladins in my game don't "summon" their mounts, they just happen to be there when they need them, if it's appropriate. The party is ready to ride out in the morning and the mount is there, saddled and ready next to the other horses. The paladin gets separated from the party and is lost in the wilderness, he stumbles across his mount munching grass in the next clearing. A gargoyle snatches up a child and flies away, the paladin's mount trots around the corner, ready to give pursuit. It doesn't matter if the paladin left his mount outside of the last dungeon or in a stable three towns away because the party arrived via teleport, he's conviniently there when his master needs him. On the other hand, if the paladin is dueling someone on the castle wall and the mount would be helpful, it doesn't show up because mounted charges on the ramparts aren't really appropriate outside of Helm's Deep (and even there they're kind of silly.)</p></blockquote><p></p>
[QUOTE="Kalshane, post: 3133128, member: 9505"] Anhar pretty much sums up how I feel about the changes between additions. I switched as soon as 3.5 came out, reading the various conversion articles and updates before deciding to buy the 3.5 PHB. Upon reading it, I bought the remaining books and switched my campaign over. As Alceste said, my number of House rules dropped significantly with the switch. The only switches I didn't make was the weapon size rules (since I had a short-sword wielding gnome rogue I didn't want to convert his magic weapon into something else on him) though I've used them in later campaigns. I was particularly impressed with the changes to the monk, and the existing monk in the campaign instantly became a much more useful member of the party. The dual-wielding paladin picked up a free feat with the removal of Ambidexterity. Though we didn't have a bard or a ranger, I liked the changes for both classes as well. It made them both more useful and attractive choices for players in later games and I was able to ditch the custom ranger I had developed for my games. I actually like the reasoning behind the "pokemount" if not the execution, because paladin mounts always seemed like more a liability than a bonus in our games. What I did instead was give the mount the ability to disappear and re-appear as dramatically appropriate. So paladins in my game don't "summon" their mounts, they just happen to be there when they need them, if it's appropriate. The party is ready to ride out in the morning and the mount is there, saddled and ready next to the other horses. The paladin gets separated from the party and is lost in the wilderness, he stumbles across his mount munching grass in the next clearing. A gargoyle snatches up a child and flies away, the paladin's mount trots around the corner, ready to give pursuit. It doesn't matter if the paladin left his mount outside of the last dungeon or in a stable three towns away because the party arrived via teleport, he's conviniently there when his master needs him. On the other hand, if the paladin is dueling someone on the castle wall and the mount would be helpful, it doesn't show up because mounted charges on the ramparts aren't really appropriate outside of Helm's Deep (and even there they're kind of silly.) [/QUOTE]
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So how many of you made the switch?
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