Let's keep in mind the question!
What issues might I have using 3.5 supplements with the 3.0 rules set?
Melkor is going to use the 3.0
ruleset, if I suppose right that he has the 3 corebooks he's going to use the 3.0 versions of at least the following:
- combat rules
- skills
- feats
- spells
- monsters
If you then use 3.5 adventures and supplements, these are some of the things you may encounter, and my proposal on how to handle them.
Adventures
- fully-statted NPCs:
use them as they are, and don't worry if they have a spell one level higher/lower than it's normal in 3.0, just assume that the character found a way to learn that spell earlier/later; don't worry about whether they total number of skills points, ranks or feats are perfect for 3.0 because you'll most likely not use all of them anyway. However "as they are" means of course to use the 3.0
version of each spell, skill and feat. In summary:
use the 3.5 supplement's stat blocks + use the 3.0 corebooks mechanical descriptions.
- fully-statted Monsters: same with NPCs, but there can be some additional trickiness... DR is one of them, because it's possible that the 3.5 supplement contains monsters with DR/cold iron or similar which are non-existant in 3.0 and it may mean that your PCs have never found such equipment; you
may or
may not replace such DR with a DR/+N depending how you feel (if you do replace it, just take a look at your PCs current equipment to avoid making the monster too weak or too powerful)
- un-statted NPCs: if you have to stat them yourself (e.g. the adventure just says class+race+alignment...), just use your 3.0 corebooks
- un-statted monster: obviously, use their versions in your own 3.0 MM; eventually
just check from the SRD online if the CR has changed significantly in which case you may want to consider some ad-hoc adjustments or to replace the monster with another one
Splatbooks
Most of the times you can just the material as-is, without worrying too much beforehand.
- new feats and spells: it might happen that they don't balance well with existing 3.0 feats because of some update to them (e.g. some 3.0 spell got nerfed and now there's a higher level 3.5 spell doing the same as before), but the worst that can happen is some slightly overpowered/underpowered option for the PC. My suggestion is just add the 3.5 material to your game as-is, and if you notice such problem fix it later, but don't worry before it happens
- new prestige classes: there might be problems with requirements, but absolutely don't even bother unless a PC wants to take that class, then check such class carefully; if something doesn't seem to work well, make you ad-hoc change to keep the minimum entry level the same and preserve overall balance (your own judgement); expect that PrCl meant for Rangers and Bards may have more requirements than in 3.0
- new monsters: just use them as-is, except perhaps DR