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General Tabletop Discussion
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="Saeviomagy" data-source="post: 1790712" data-attributes="member: 5890"><p>Because at low levels it essentially is a save-or-die spell for multiple opponents.</p><p></p><p>You move twice as fast with spider climb as you do with levitate. It lasts 10 times as long. Enhancements to your speed usually apply to it.</p><p></p><p>Taking ranks in jump was made a(n even more) futile exercise.</p><p></p><p>I think most people realise this is a simple screwup. Most people realise that the spell description is supposing an original "lighted" condition within the area. Personally I like the fact that people with darkvision can still see a LITTLE in a darkness spell.</p><p></p><p>Stacking them WAS getting a bit too good.</p><p></p><p>If you want them all day, buy the items. It's that simple. They're still good for a short small boost to attributes. To me, they're still worthwhile.</p><p></p><p>Buh? Shot on the run didn't change. Manyshot did.</p><p></p><p>Personally I think "move from cover, full attack, move to full cover" was a bit too good.</p><p></p><p>Eh. Never took them before. Don't take em now.</p><p></p><p>I don't really see how they got any less useful. I don't see much of a point to the change, but it's hardly a bad thing.</p><p></p><p>Because otherwise the "move 10 feet to provoke an AoO so I can grapple/cast unhampered/whatever" trick works every time. The big bennie given to tripping was that standing up provokes an AoO (which makes sense to me).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1790712, member: 5890"] Because at low levels it essentially is a save-or-die spell for multiple opponents. You move twice as fast with spider climb as you do with levitate. It lasts 10 times as long. Enhancements to your speed usually apply to it. Taking ranks in jump was made a(n even more) futile exercise. I think most people realise this is a simple screwup. Most people realise that the spell description is supposing an original "lighted" condition within the area. Personally I like the fact that people with darkvision can still see a LITTLE in a darkness spell. Stacking them WAS getting a bit too good. If you want them all day, buy the items. It's that simple. They're still good for a short small boost to attributes. To me, they're still worthwhile. Buh? Shot on the run didn't change. Manyshot did. Personally I think "move from cover, full attack, move to full cover" was a bit too good. Eh. Never took them before. Don't take em now. I don't really see how they got any less useful. I don't see much of a point to the change, but it's hardly a bad thing. Because otherwise the "move 10 feet to provoke an AoO so I can grapple/cast unhampered/whatever" trick works every time. The big bennie given to tripping was that standing up provokes an AoO (which makes sense to me). [/QUOTE]
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Spell/Rule Changes from 3.0 to 3.5 -- How did we survive 3.0?
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