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D&D Older Editions, OSR, & D&D Variants
Spell/Rule Changes from 3.0 to 3.5 -- How did we survive 3.0?
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<blockquote data-quote="two" data-source="post: 1790517" data-attributes="member: 9002"><p>Er, no. Powergaming wise, 3.0 is the clear victor, period. 2 spells per round for spellcasters is such a great advantage it over-rides the "single-target" drawback, and remember, 3.0 haste "cost" no time to cast. You cast it, then cast another spell immediately that round. 3.0 haste gets better as you get more powerful (2 9th level spells a round? sure, sign me up!).</p><p></p><p>I can't begin to tell you how often this scenario played out in 3.0:</p><p></p><p>Wizard round 1: haste, confusion</p><p>Wizard round 2: confusion, glitterdust</p><p></p><p>After 2 rounds, bad guys have to make too many high DC save-or-be-screwed spells to be effective. (substitute any other save-or-be-screwed spell here). Or just an obscene combo like Evard's and a cloud spell.</p><p></p><p>Or:</p><p></p><p>Wizard round 1: haste, fireball</p><p>Wizard round 2: fireball, fireball</p><p></p><p>3.0 haste was all about spellcasters. If you don't have any in your group, 3.5 haste will be better. But then, who is casting 3.5 haste?</p><p></p><p>Seriously, 3.5 haste has nowhere near the same ability to simply END battles due to a failed save (which must be made one after another after another). It just don't. I've lived it, played it, learned to love it (3.5 haste).</p><p></p><p>Only exceptions as I said before, are parties without casters. Even 3.0 bard using 3.0 haste was a force to be reckoned with! (cast a spell, ready an action to interrupt the enemy spellcaster, then repeat).</p></blockquote><p></p>
[QUOTE="two, post: 1790517, member: 9002"] Er, no. Powergaming wise, 3.0 is the clear victor, period. 2 spells per round for spellcasters is such a great advantage it over-rides the "single-target" drawback, and remember, 3.0 haste "cost" no time to cast. You cast it, then cast another spell immediately that round. 3.0 haste gets better as you get more powerful (2 9th level spells a round? sure, sign me up!). I can't begin to tell you how often this scenario played out in 3.0: Wizard round 1: haste, confusion Wizard round 2: confusion, glitterdust After 2 rounds, bad guys have to make too many high DC save-or-be-screwed spells to be effective. (substitute any other save-or-be-screwed spell here). Or just an obscene combo like Evard's and a cloud spell. Or: Wizard round 1: haste, fireball Wizard round 2: fireball, fireball 3.0 haste was all about spellcasters. If you don't have any in your group, 3.5 haste will be better. But then, who is casting 3.5 haste? Seriously, 3.5 haste has nowhere near the same ability to simply END battles due to a failed save (which must be made one after another after another). It just don't. I've lived it, played it, learned to love it (3.5 haste). Only exceptions as I said before, are parties without casters. Even 3.0 bard using 3.0 haste was a force to be reckoned with! (cast a spell, ready an action to interrupt the enemy spellcaster, then repeat). [/QUOTE]
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Spell/Rule Changes from 3.0 to 3.5 -- How did we survive 3.0?
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