D&D 3E/3.5 Using 3.5 supplements with 3.0 - Issues?

Melkor

Explorer
Hi folks,

Looking to play some 3.0 while waiting for the D&DNext playtest, and was curious - What issues might I have using 3.5 supplements with the 3.0 rules set?

Thanks!
 

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You can generally mix 3.x as long as you're careful with rule overlaps.
3.5 changed/fixed a lot of issues in 3.0, so some of the things you might want to bring into 3.0 either won't work the same, or your DM will allow them to work differently than their 3.0 counterpart.

It can get confusing to have multiple rulesets on the table.
 

There are some changes. The biggest thing I can think of off the top of my head is DR. They went away from the DR/+1/+2/+3 to DR/Magic/Adamantine/ColdIron/Good etc. Also, weapon sizing and handedness changed slightly, but not much. As far as PCs go, some classes changed a lot (like Monks and Rangers) and some didnt change at all (like Fighters and Wizards).

Generally, if you don't mind making small changes to streamline it, it works. If you have to play absolutely by the book with no openness to interpretation, you will probably run into a few "Divide by Cucumber" errors.
 

You can generally mix 3.x as long as you're careful with rule overlaps.
3.5 changed/fixed a lot of issues in 3.0, so some of the things you might want to bring into 3.0 either won't work the same, or your DM will allow them to work differently than their 3.0 counterpart.

It can get confusing to have multiple rulesets on the table.
I second this. While they're mostly comparable, be sure to read your way thru whichever pieces you use. It should be smooth for the most part. Talk it over with all those playing in advance that there may be moments when you'll need to pause the game and figure out the little details.
 

Most things are very compatible and interchangeable but there are some specific differences that can trip you up a little.

Classes, spells, and magic items have different details.

Skill lists changed.

Getting up from prone provokes an AoO in 3.5 and not in 3.0.

They changed mummies and made them different CRs so using a 3.5 MM mummy in a 3.0 module will be off challenge wise.

Monsters use different formula for generating skill points and feats and they took away ooze size bonus hp and added them onto constructs.
 

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; youmay 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
 


Another thing to note is spell durations. Pretty much every decent buff was slashed from 1 hour or 1 day/level to 1 round/level. Great for monsters, not so much for PCs. ;)

Also, "darkness" is now "dimness; basically concealment in shadowy illumination".
 

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