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<blockquote data-quote="Psiblade" data-source="post: 1157455" data-attributes="member: 10872"><p>For me, the 3.5 changes were on the most part very well done. </p><p></p><p>Class changes were very well done to add flavor and balance. Bards are the best example of a change that added flavor and balance. Bards get more interesting and powerful songs as they level. Bards also gained the ability to use thier magical abilities in light armor which would be something a minstrel type would wear. In addition to Bards are now worth something in combat. Rangers now can fit the Robin Hood role so much better because of additional choices regarding skills and weapons. Paladins have grown stronger in thier fight againist evil with thier additional smites. Generalist wizards now seem to have reappeared. In 3.0, I did not meet a single wizard that was not specialized. Why? In 3.0, it is very easy to give up certain schools such as necromancy & conjuration. </p><p></p><p>Regarding spells, I do like like most of the changes. Haste, Harm, and the daily buff session of GMW, Bulls, Cat's, etc in 3.0 had to be dealt with. The stacking of GWW on bow and arrows in 3.0 made for super cleric archers. The moving of the teleport / dimension door line into conjuration makes more sense especially for dimension teleports IMHO than transmutation. How can you turn into light and teleport across the planes? Does light naturally cross planar boundries? Necromanic spells such ray of enfeeblement (now worth something) and waves of exhaustion / fatigue fit a litery Necromancer very well. </p><p></p><p></p><p>-Psiblade</p></blockquote><p></p>
[QUOTE="Psiblade, post: 1157455, member: 10872"] For me, the 3.5 changes were on the most part very well done. Class changes were very well done to add flavor and balance. Bards are the best example of a change that added flavor and balance. Bards get more interesting and powerful songs as they level. Bards also gained the ability to use thier magical abilities in light armor which would be something a minstrel type would wear. In addition to Bards are now worth something in combat. Rangers now can fit the Robin Hood role so much better because of additional choices regarding skills and weapons. Paladins have grown stronger in thier fight againist evil with thier additional smites. Generalist wizards now seem to have reappeared. In 3.0, I did not meet a single wizard that was not specialized. Why? In 3.0, it is very easy to give up certain schools such as necromancy & conjuration. Regarding spells, I do like like most of the changes. Haste, Harm, and the daily buff session of GMW, Bulls, Cat's, etc in 3.0 had to be dealt with. The stacking of GWW on bow and arrows in 3.0 made for super cleric archers. The moving of the teleport / dimension door line into conjuration makes more sense especially for dimension teleports IMHO than transmutation. How can you turn into light and teleport across the planes? Does light naturally cross planar boundries? Necromanic spells such ray of enfeeblement (now worth something) and waves of exhaustion / fatigue fit a litery Necromancer very well. -Psiblade [/QUOTE]
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