What changes from 3.0 to 3.5 should *not* have been made?

wilder_jw said:
(3.0 haste only provided one extra attack, BTW. Its use on melee or missile combatants wasn't the problem.)

Minor correction: 3.0 haste, not infrequently, let you move and still get a full attack. For melee combatants at high levels this is quite a bit more powerful than giving a single extra attack.
 

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wilder_jw said:
Well, if you don't agree that 3.0 haste was broken, there's no point in continuing the discussion. If you do agree that 3.0 haste was broken, how would you have fixed it without "mangling" it?

Of course, I have no actual knowledge of the effect, having never played a game that used it.
I'm one of those Non-Gaming gamers--I'd like to, but I don't have time.

If I was going to change it from 3.0 to 3.5, I would have given it, say 1d6 subdual damage per round, a Fort save or take 1 Con damage at the end of the duration, and a hefty material component of 250 gp, maybe of a specific substance.
THAT would be fixing it. Giving additional costs to the spell, NOT changing the whole effect of the spell.

If it 3.0 haste was THAT HORRIBLY OVERPOWERED it would have been houseruled somewhat similar to the above on a massive, universal scale.
AFAIK this wasn't done. Was it?

Was it really so bad? Really? Because I don't see cause for changing the whole effect. I can see how it might be a problem and merit my treatment.

And all those people who said they would still take Haste, even if it was a 9th level spell are dense. Take Time Stop instead. Time Stop lets you examine the ambush (which high-level attacks are mostly) and decide what to do--attack retreat, etc.
 
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Haste

VirgilCaine said:
Of course, I have no actual knowledge of the effect, having never played a game that used it.
I'm one of those Non-Gaming gamers--I'd like to, but I don't have time.
As a regular gamer (I gave up TV)
If I was going to change it from 3.0 to 3.5, I would have given it, say 1d6 subdual damage per round, a Fort save or take 1 Con damage at the end of the duration, and a hefty material component of 250 gp, maybe of a specific substance.
THAT would be fixing it. Giving additional costs to the spell, NOT changing the whole effect of the spell.
The damage you suggest is fixable with a low level clerical spell or two. The money is little object to players (who wouldn't pay 250 gp to defeat a CR 7 bunch of monsters).
If it 3.0 haste was THAT HORRIBLY OVERPOWERED it would have been houseruled somewhat similar to the above on a massive, universal scale.
AFAIK this wasn't done. Was it?
It is hard to get the worms back into the can. Once players have enjoyed a priviledge, especially one so "officially" sanctioned and enshrined in the rules, it is very hard to back them away from it. I am sure many DMs are affected by player pressure (much like the pressure you are using in this debate). The day I read on WOTC's site about the upcoming revision to haste, I used this to "house rule" haste in my campaign.

It was a spell that every single character who had it in their spell list would select, every day, several times if possible. No character who could cast it would not take, except that they had some item that reproduced its effect, or another caster they could rely on to do the same. Once my group "discovered" it, it became the standard modus operandi. IMO, when a spell does this, the spell is overbalanced.

Also, for a while (until I quit DMing that campaign), the Wizard would seriously overshadow the other characters because he would routinely haste himself, destroy the opposition, repeat, until he needed to recharge his spells. Then he could teleport home, and repeat in the morning. He even boasted that he did not really need the party.

Was it really so bad? Really? Because I don't see cause for changing the whole effect. I can see how it might be a problem and merit my treatment.
The core problem is allowing a back door where spell-casters can cast two spells per round. Look at the other mechanism and compare the cost.
1. A feat (Quicken Spell).
2. A spell slot 4 levels higher than the lower of the two they plan to cast /each round they cast two spells/.
3. A limitation on the level of the extra spell of 4 less than their highest spell slot.
4. Knowing in advance which spell they would like to quicken.

With your treatment it is hard to balance against the power granted.

And all those people who said they would still take Haste, even if it was a 9th level spell are dense. Take Time Stop instead. Time Stop lets you examine the ambush (which high-level attacks are mostly) and decide what to do--attack retreat, etc.

Haste in 3.0 would allow two spells per round 18 times for an 18th level wizard. The high level wizard in our campaign /always/ took haste, and /always/ cast it.

Try playing once in a while. You will see.
 

billd91 said:
While we may disagree on whether a ranger should have spells, I certainly agree with you that I can't really understand JRRNeiklot's beef with the revised ranger. It seems to me that he just wants to play a fighter with tracking skills, for the most part.

A fighter with tracking skills, who's good with animals, but not just a woodsman. He's a protector of the weak and downtrodden, also a scholar, shown by dabbling a bit in spells. He's Arragorn, but could be Daniel Boone just as well, if you don't want spells. He is NOT Robin Hood.

Anyways, I've had this argument a dozen times, and you're right, on this board, I'm in the minority, but so what? The majority of American's seem to like Survivor and Friends, but they both make me puke. Being a majority doesn't necessarily make one right. Every ranger since 1e has gotten a little bit farther from its roots, and imo, that's a bad thing.
 
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dimonic said:
The damage you suggest is fixable with a low level clerical spell or two. The money is little object to players (who wouldn't pay 250 gp to defeat a CR 7 bunch of monsters).
I never knew that Cure spells cured subdual also...hmmmmm [Checks SRD] ...and it does.
At any rate, I DIDN'T JUST SAY MONEY!
I said a MATERIAL COMPONENT! Material Components -=- Money!

It is hard to get the worms back into the can. Once players have enjoyed a priviledge, especially one so "officially" sanctioned and enshrined in the rules, it is very hard to back them away from it. I am sure many DMs are affected by player pressure (much like the pressure you are using in this debate). The day I read on WOTC's site about the upcoming revision to haste, I used this to "house rule" haste in my campaign.
It obviously isn't so "obviosly overpowered" as some people [not on this thread, just in general] have probably said, if, upon immediately getting 3.0, it wasn't house-ruled in the vast majority of cases by experienced 2e GMs. It wasn't, so therefore,

It was a spell that every single character who had it in their spell list would select, every day, several times if possible. No character who could cast it would not take, except that they had some item that reproduced its effect, or another caster they could rely on to do the same. Once my group "discovered" it, it became the standard modus operandi. IMO, when a spell does this, the spell is overbalanced.
Okay, then I'll fix this for my campaign. Keep the same effect, but load on side effects.

Also, for a while (until I quit DMing that campaign), the Wizard would seriously overshadow the other characters because he would routinely haste himself, destroy the opposition, repeat, until he needed to recharge his spells. Then he could teleport home, and repeat in the morning. He even boasted that he did not really need the party.
Even better, Haste the Rogue and the Fighter so the Wizard can carefully meter his spell usage, as he should be doing. Besides, just because the Wizard can cast it doesn't mean the others can't get Potion or Boots or whatever or Haste also.

The core problem is allowing a back door where spell-casters can cast two spells per round. Look at the other mechanism and compare the cost.
1. A feat (Quicken Spell).
2. A spell slot 4 levels higher than the lower of the two they plan to cast /each round they cast two spells/.
3. A limitation on the level of the extra spell of 4 less than their highest spell slot.
4. Knowing in advance which spell they would like to quicken.

With your treatment it is hard to balance against the power granted.

I never said it was a final version. Something like that. Ability damage, subdual damage, hefty material components. Anyway.

Haste in 3.0 would allow two spells per round 18 times for an 18th level wizard. The high level wizard in our campaign /always/ took haste, and /always/ cast it.

Try playing once in a while. You will see.

I was comparing taking Haste and taking Time Stop. I'm not saying I wouldn't take Haste AT ALL, but I would take Time Stop FIRST because it allows for analysis of the situation. It's allows for a more appropriate response to the given threat.
Time Stop is a more appropriate spell AT THAT LEVEL OF PLAY.
 
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VirgilCaine said:
Time Stop is a more appropriate spell AT THAT LEVEL OF PLAY.

Personally, I have no problem conceding this point. Yes, 3.0 haste, as broken as it was, is, in fact, less powerful than the ninth-level spell time stop.

There ya go.


Jeff
 


I don't like;
Double Power Attack: I see the need to counter the (effectively) double PA of the two weapon guy, but coupled with the change for no PA on light weapons, I think it's not needed.

Gnome as Bard: the typical rogue-illusionist isn't a bard, but now it's nearly impossible. Arcane trickster needs enough levels already, let alone another rogue level.

AoO on Standing from Prone: It worked well as a feat track from Dragon, but automatically? It's just too much.


Stuff I like (that others complain about);
Weapon Sizing; it's great, and broadens the Small weapons immensely. If you have to house rule something constantly (creating small versions) then perhaps the system doesn't work?

Paladin's Mount: I was a little on the fence at first, but like it now. When you get the ability, the mount lasts 10 hours, that's a day of riding, so what's the harm?

Buff Spells: I inititally houseruled it to 10min per level, but in the latest game I decided to try it as stock (1min/level) and see how it goes. Hard to say without having played it yet.
 

Vocenoctum said:
Paladin's Mount: I was a little on the fence at first, but like it now. When you get the ability, the mount lasts 10 hours, that's a day of riding, so what's the harm?

The problem is that IMC paladins are knights with loyal steeds, not conjurers. It is completely inappropriate for them to conjure a mount.

As for haste, I took off the bonus to AC. That's enough for me.
 

I still use my 3.0e houserule for haste -

1 target, get +4 hit, +4 Reflex ST, +4 AC, double movement.

Slow works in reverse... -4 to hit, AC and Ref ST, half movement.

I still like this conceptually and mechanically.

Cheers
 

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