billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
My question is: Should I bother to switch to 3.5? If so, how will I handle the overwhelming task of taking an epic party whose average level was 42nd, and re-making them in 3.5 format?!? Or, are there any well-known hybrids out there? (i.e., Keep the core 3.0 rules, and just adopt these 12 feats, these 9 spells, and these 18 items, etc. from the 3.5 system as add-ons)
The reason I am considering switch at all is because of the seemingly broken 3.0 ed epic combat system. Most of the fighter-types (everyone is multi-classed, no one is "straight fighter") end up with a total, adjusted attack bonus of around +50 or so when it's all said and done (feats, magic items, et.al.) Many of the monsters they fight have AC 65+, which means that their first attack with each hand (if they dual wield) hits about 25% of the time, and then all of their subsequent attacks pretty much miss unless they roll a 20. And there seems to be no way to bridge this gulf. So the fighter types call max power attack, and pray for lucky die rolls.
It seems to me, that epic-level fighters at some point need about 10 more points of Base Attack Bonus in order to be able to compete with the insane monster Armor Classes they keep encountering.
Does 3.5 have the same problem? I have heard that some people can concoct builds that hit AC 90 no sweat, which is MIND BOGGLING to me. AC 65 seems insurmountable, much less a 90! But my thought was, perhaps 3.5 has found a way to bridge that gap between AC and Attack Bonus? Or are the players making such claims playing with house rules and/or mis-interpreting the rules as written?
Does 3.5 have the same problem? Yes. Lots of games do when there are lots of choices PCs can make in their development over a long playing time. Players diverge, little by little, from a common power level and from the game's baseline expectations and it's up to the GM to chart a course to work for their player group. By the time you're a dozen levels in, there are pretty significant differences that can cause problems.
Since your players' PCs aren't heavily optimized and there seems to be no real will to re-optimize, it's up to you to pick or craft the right opponents for them to fight. If the fighter types are having trouble hitting even with their first attacks, cut down the monster's AC and/or hit points to the point you think you've got a better challenge for them. If the monsters are hitting too often and hard, cut down their attack bonuses (usually by trimming strength back several points).
As far as whether it's worthwhile to shift to 3.5, it is for some things but not for others. While I appreciated the simulationist goal behind weapon sizing in 3.5, it's more of a pain in the ass than a valuable addition to the game. Rangers and bards get some very nice improvements. Several spells that were fairly broken in 3.0 got nice fixes. On the other hand, the 3.5 change is a poster boy for unnecessary "project creep". Tons of spells got changes for no really good reason. It's a mixed bag. On the other hand, it's highly compatible. So you can fairly easily make a few changes to a 3.0 game, allow in some 3.5 materials, and have a hybrid game.