D&D 3E/3.5 The indispensable 3.5

fjw70

Adventurer
Inspired by the similar thread on 4e:

NO FLAMING OR TROLLING!

With that out of the way, nobody's going to get everything they want in a compromise, gestalt edition like 5e. Therefore, I'm asking 3.5 enthusiasts what they feel are the key, essential elements of that edition that ought to be ported to 5e, at least in some form. Why do you pick those elements? And, if you have familiarity with previous editions as well, what problems do those elements solve? I look forward to your responses.
 

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Templates!

I LOVE templates, for PCs, NPCs, just so much creativity. Now, honestly using the 4e monster-builder system I can create just about anything anyway, but I love templates as a guideline, especially for their use in PC building.
 

Luckily, most of my favorite innovations from 3rd edition got kept into 4th, and thanks to the OGL have become commonplace in many other games.

1) Unified mechanic. d20 + bonus vs. DC. No more save charts and THAC0.
2) No race/class limits. PCs are extraordinary and needn't fit in with racial stereotypes.
3) No racial level limits. Any race is viable in any level campaign.
4) Human racial bonuses. With 2 and 3 removed, humans could be given benefits to balance other races.
5) No class ability score requirements. You can play what you want. Players aren't rewarded for powerful ability scores with even more powerful classes.

EDIT: This is assuming 3.X, and not just 3.5, true.
 


THE BIG ONE:
Time, not the 'Encounter', as the fundamental unit of combat, for establishing things like durations, recharging powers, resting, etc. This results in better realism and a softer, less jarring line between exploration and combat.

OTHERS:
Vancian Casting and Spell Lists
Flavor, rather than roles and power sources, driving a class's features.
Character Modularity including Feats
 



Multiclassing: Yeah, it's all kinds of broken, I guess, but the core idea is both simple and elegant. Patch the tears and it's heaven on toast.
I agree, but a good patch requires a shift of assumptions. Specifically that 1st level PCs are apprentices, rather than green-but-skilled professionals. That way, the devs don't feel obligated to front-load classes like they did in 3.x. Unfortunately, I don't think D&D is ever likely to return(?) to this paradigm.
 

I agree, but a good patch requires a shift of assumptions. Specifically that 1st level PCs are apprentices, rather than green-but-skilled professionals. That way, the devs don't feel obligated to front-load classes like they did in 3.x. Unfortunately, I don't think D&D is ever likely to return(?) to this paradigm.

Well, hasn't there been a lot of talk about less frontloading in 5e?
 

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