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<blockquote data-quote="Mercule" data-source="post: 1159367" data-attributes="member: 5100"><p>We're just in the process of upgrading to 3.5. So far, I'm liking most of what I'm seeing.</p><p> </p><p>The thing that kills me most is when someone can actually complain about both the loss of "Fantasy Flavor" <u>and</u> the new DR rules in the same breath. Back in 1987 or so, I got tired of the fact that werewolves' weakness to silver never mattered, so I determined that resistance to everything but silver (etc.), meant just that.</p><p> </p><p>Yup. That means that for 10+ years I ran a game where werewolves took I <em>ZERO </em>damage from from a +5 Holy Avenger unless it was silver. Likewise for wolfweres and iron. And so on and so forth. Strangely enough, I never, ever, had any players with a "golf bag". In fact, that was one of my best received house rules. Why? Because it improved the mythic feel of the game. </p><p> </p><p>All that 3.5 does is save me from having to go through the books and evaluate all the monsters -- which I've been too lazy/busy to too. Heck, WotC did a more thorough job than I would have. The <em>holysilver</em> or whatever for pit fiends is such a great idea. If you think it makes the monster too tough for a 15th level party, just up the CR. Easy as pie.</p><p> </p><p>As far as creating magic items goes, I have had a long-standing guideline in my game that "anything an NPC can do, the PCs can too" (with obvious exceptions like deities). I don't care if the PCs ever create the items. I just think that any DM who denies the ability to his players' characters is playing dirty pool. It's basically saying, "Well, you guys are heroes and all, you just aren't <u>the</u> heroes." </p><p> </p><p>I <u>especially</u> like that PCs can create items that no one has ever heard of before. The PCs are the focus of the story. If everything they have is just a knock-off of someone else's stuff, that's pretty bland. Pretty unheroic. In fact, it's pretty un-fantastic.</p><p> </p><p>I'll also stick my head up and say that I like the revisions to most of the spells. I'm not entirely sure about all of them, but most are good. Why? because it better reflects fantasy works. In most fantasy, the casters are support. Gandolf went off and did his own thing. Merlin played more advisor to Arthur than artillery. Conan regularly chopped up mages. I don't have a <em>problem</em> with wizardly heroes -- Geb of Earthsea is awesome, as is Merlin in the Crystal Caves. I just want sword slingers to be able to do their thing without the casters being the only way to win.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1159367, member: 5100"] We're just in the process of upgrading to 3.5. So far, I'm liking most of what I'm seeing. The thing that kills me most is when someone can actually complain about both the loss of "Fantasy Flavor" [u]and[/u] the new DR rules in the same breath. Back in 1987 or so, I got tired of the fact that werewolves' weakness to silver never mattered, so I determined that resistance to everything but silver (etc.), meant just that. Yup. That means that for 10+ years I ran a game where werewolves took I [i]ZERO [/i]damage from from a +5 Holy Avenger unless it was silver. Likewise for wolfweres and iron. And so on and so forth. Strangely enough, I never, ever, had any players with a "golf bag". In fact, that was one of my best received house rules. Why? Because it improved the mythic feel of the game. All that 3.5 does is save me from having to go through the books and evaluate all the monsters -- which I've been too lazy/busy to too. Heck, WotC did a more thorough job than I would have. The [i]holysilver[/i] or whatever for pit fiends is such a great idea. If you think it makes the monster too tough for a 15th level party, just up the CR. Easy as pie. As far as creating magic items goes, I have had a long-standing guideline in my game that "anything an NPC can do, the PCs can too" (with obvious exceptions like deities). I don't care if the PCs ever create the items. I just think that any DM who denies the ability to his players' characters is playing dirty pool. It's basically saying, "Well, you guys are heroes and all, you just aren't [u]the[/u] heroes." I [u]especially[/u] like that PCs can create items that no one has ever heard of before. The PCs are the focus of the story. If everything they have is just a knock-off of someone else's stuff, that's pretty bland. Pretty unheroic. In fact, it's pretty un-fantastic. I'll also stick my head up and say that I like the revisions to most of the spells. I'm not entirely sure about all of them, but most are good. Why? because it better reflects fantasy works. In most fantasy, the casters are support. Gandolf went off and did his own thing. Merlin played more advisor to Arthur than artillery. Conan regularly chopped up mages. I don't have a [i]problem[/i] with wizardly heroes -- Geb of Earthsea is awesome, as is Merlin in the Crystal Caves. I just want sword slingers to be able to do their thing without the casters being the only way to win. [/QUOTE]
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