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<blockquote data-quote="Celebrim" data-source="post: 6766364" data-attributes="member: 4937"><p>If you are going to play 3e, stick with 3.0 and don't 'upgrade' to 3.5. There is a small amount of actual errata that is useful in 3.5 (haste/harm) but the majority of changes and additions make the game worse compared to core 3.0. And in particular, the bloat you have to trim in 3.0 is so much smaller, that you can pick and choose better what to allow at the table.</p><p></p><p>But I would advise sticking with 3e only if you have, like I have, a very extensive set of house rules for 3e that tweak it in the direction you prefer or conversely if you have never found a need for house rules or third party supplements and extensive rulebooks. If you don't have house rules and don't see why you'd need them, then in most cases I'd recommend going to 5e because of its better balance and generally less fiddly nature. There are attributes of the 5e rules that are a bit coarse grained for my taste, but all and all its a very tight system that will allow you to play D&D smoothly and with lots of excitement. </p><p></p><p>The biggest problem with going to 5e at this point is the lack of DM/player support compared to 3.X. You may find that spells you want in your campaign don't exist and will need to be invented or imported from prior editions. You may find that monsters you want likewise need conversion and documentation. If you want to depart from kick the door down trope dungeon crawling, you might find the rules support very thin. You'll probably find that your options in published campaigns are very limited. At this point, if you aren't willing to run an Underdark campaign were the PCs begin as captives of the Drow, I'd recommend you do it all yourself. None of that is likely to change any time soon. By comparison, 3.X offers basically all the 3.0 and 3.5 from numerous parties, and all Pathfinder material as easily minable ideas and rules blocks. So if you run vary nonstandard campaigns featuring lots of non-combat mini-games or unusual settings and you do it by relying heavily on published material rather than smithing what you need as you need it, you might find 3.0 works better.</p><p></p><p>Since you suggest you got by with the 3.0 base rules, I'm going to recommend that for you 5e is probably the way to go.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6766364, member: 4937"] If you are going to play 3e, stick with 3.0 and don't 'upgrade' to 3.5. There is a small amount of actual errata that is useful in 3.5 (haste/harm) but the majority of changes and additions make the game worse compared to core 3.0. And in particular, the bloat you have to trim in 3.0 is so much smaller, that you can pick and choose better what to allow at the table. But I would advise sticking with 3e only if you have, like I have, a very extensive set of house rules for 3e that tweak it in the direction you prefer or conversely if you have never found a need for house rules or third party supplements and extensive rulebooks. If you don't have house rules and don't see why you'd need them, then in most cases I'd recommend going to 5e because of its better balance and generally less fiddly nature. There are attributes of the 5e rules that are a bit coarse grained for my taste, but all and all its a very tight system that will allow you to play D&D smoothly and with lots of excitement. The biggest problem with going to 5e at this point is the lack of DM/player support compared to 3.X. You may find that spells you want in your campaign don't exist and will need to be invented or imported from prior editions. You may find that monsters you want likewise need conversion and documentation. If you want to depart from kick the door down trope dungeon crawling, you might find the rules support very thin. You'll probably find that your options in published campaigns are very limited. At this point, if you aren't willing to run an Underdark campaign were the PCs begin as captives of the Drow, I'd recommend you do it all yourself. None of that is likely to change any time soon. By comparison, 3.X offers basically all the 3.0 and 3.5 from numerous parties, and all Pathfinder material as easily minable ideas and rules blocks. So if you run vary nonstandard campaigns featuring lots of non-combat mini-games or unusual settings and you do it by relying heavily on published material rather than smithing what you need as you need it, you might find 3.0 works better. Since you suggest you got by with the 3.0 base rules, I'm going to recommend that for you 5e is probably the way to go. [/QUOTE]
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