D&D 3E/3.5 Using [3.0] in [3.5] without a change.

Melkor

Explorer
So I have done a lot of bitching and moaning about backwards compatibility of 3.5 with 3.0. I've spent a good 5 or so hours working on Oriental Adventures conversions (I'm not even half way through the book), and now I am considering running a group through a Necromancer Games module.

My question is - If I don't spend the time converting things over from 3.0 to 3.5, and I run them 'as is', what problems could I run into in the middle of my game sessions ? (I would be dropping in 3.5 monsters to replace 3.0 versions, using 3.5 spells, feats, etc.....I would be referencing the 3.5 Core books for everything, I just wouldn't be recreating NPCs, or making any major changes).

What kind of catastrophy could I inflict upon myself and my gaming group by using 3.0 stuff as is with 3.5 ?
 
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Melkor

Explorer
MeepoTheMighty said:
Honestly, not much. It's not like your party will stop and check how many skill points the monster they're fighting has in Intuit Direction.

That's pretty much what I was thinking - I'm just wondering If I will have any issues with high level NPCs that might be much more powerful (if they are rangers or bards).

I'm sure there are also some other differences that might seriously affect play (possible some magic item changes) ?
 

Voadam

Legend
Melkor said:
That's pretty much what I was thinking - I'm just wondering If I will have any issues with high level NPCs that might be much more powerful (if they are rangers or bards).

I'm sure there are also some other differences that might seriously affect play (possible some magic item changes) ?

Some monsters changed their HD and CR, high end demons in particular. but also littler things like mummies. In particular check for CR changes of the stock monsters to see if they are now a tougher challenge.

Check for NPC spell caster tactics, no more all day buffing and no 2 spell haste. Some may have the all day buffs built into their stat blocks.

Monsters can generally work as either 3.0 or 3.5 and still be fine against 3.5 characters. The most significant difference will be whether they need +2 swords or cold iron ones and whether multiple shocking arrows in a round can overcome energy resistance.
 


Remathilis

Legend
You should be just dandy, but a quick checklist to check over...

Barbarians: Watch for rage improvements and Trap Sense modifiers. Note them in the margin and your find them. Also be aware of power attack.
Bards: Add +2 maxed out skills (default to Perform Type and Sense Motive) and check for bard song improvements. If they have Mage Armor, give them a chain shirt (or St. Leather armor, either way a +4 or +3 AC) and watch for illegal spells (Keen Edge, GMW)
Clerics: Watch for buff spells. Remember Know: Religion +2 Synergy to Turn Undead
Druids: Watch for illegal spells, keep only one Animal Follower.
Fighter: No changes.
Monk: High level monks (lvls 11 on) might have different unarmed dmg. Monks shouldn't have more than 2 atks at lvls 1-7, 3 at 8th-10th, 4 at 11-14, 5 at 15th, 6 at 16-20.
Rangers: -1 hp per HD, add a few new skills, double all FE bonus's, and give them max ranks in 2 skills as needed.
Rogues: Watch for 3rd lvl rogues and 6th level rogues, the levels of UCD changed.
Sorcerers: No changes
Wizards: Give those specialists with 1 lost school another, those with 3 one back. More importantly, just tinker with spells readied and watch for buffs/haste.

Ignore feats/skills for the most part, and only use the above as needed. Mostly, just check to see if thier tactics used are still viable. If not, change them so that they are, it shouldn't take much time to do so.
 

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