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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="Mr. Kaze" data-source="post: 1779352" data-attributes="member: 8848"><p>I've grumbled about it before, I'll grumble about it again.</p><p></p><p>Spell Resistance: No.</p><p></p><p>While the general concept behind this is probably something along the lines of "I've just conjured something that is real and is no longer magical but is actually here and therefore SR doesn't apply because it's really here and stuff", that line of reasoning means that the persistent force effect that has to pound through all of that real armor, Spiritual Weapon, is just as not-all-here as a lightning bolt, which is substantially less-all-here than the ranged touch attacks of Acid Arrow or Crystal Shard (Psionics -- power points are closer to a fantasy mechanic than spell slots <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) or the "just point and wait" Cloudkill.</p><p></p><p>While I can't complain much about Acid Arrow -- despite it leading to some mind numbingly dull and uncinematic suggestions involving trapping golems and using the sorceror to plink them to death with Acid Arrow -- it would seem to me that the Duergar would've used Cloudkill against the Drow (all of the Drow) a long time ago. And using augmented Crystal Shards against a golem just deserves the kind of punishment that a DM who can see it coming would return for it.</p><p></p><p>Really, it's a <em>crystal shard</em> that's real enough to not get stuck on spell resistance -- why the heck isn't it getting stuck on that adamantine full plate and tower shield the fighter is hiding behind, hrm? How is it putting holes in that adamantine golem of mine, hrm? If it were a straight ranged attack, then we could talk about it -- but it's a ranged touch, meaning that it's circumventing all standard armor slots that stop real things (like real crystal shards) from carving up what's inside.</p><p></p><p>The thing that made SR valueable in 3.0 was that it worked against virtually everything. The thing that can make SR valueable in 3.5 is that the PCs don't expect it and therefore don't spend precious slots on SR-avoiding spells. But that's not the case, is it? From Drow to Duergar to Illithid (iirc), with most of the demons, devils and other outsiders in between, SR is a staple of monsters with a CR greater than 8 -- so why would any caster looking at high-level play seriously consider burning a pair of feats to help with Spell Penetration checks when they don't have to go making them at all?</p><p></p><p>AFAIC, binding the golems' Spell Immunity to SR was dang foolish -- especially if the actual spell Spell Immunity really does mean "Spell Immunity".</p><p></p><p>::Kaze (notes that <em>City of the Spider Queen</em> is like a guided tour of all of the things that got nerfed or otherwise "rebalanced" for 3.5e which makes it pretty difficult to DM to the players' expectations)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 1779352, member: 8848"] I've grumbled about it before, I'll grumble about it again. Spell Resistance: No. While the general concept behind this is probably something along the lines of "I've just conjured something that is real and is no longer magical but is actually here and therefore SR doesn't apply because it's really here and stuff", that line of reasoning means that the persistent force effect that has to pound through all of that real armor, Spiritual Weapon, is just as not-all-here as a lightning bolt, which is substantially less-all-here than the ranged touch attacks of Acid Arrow or Crystal Shard (Psionics -- power points are closer to a fantasy mechanic than spell slots :p ) or the "just point and wait" Cloudkill. While I can't complain much about Acid Arrow -- despite it leading to some mind numbingly dull and uncinematic suggestions involving trapping golems and using the sorceror to plink them to death with Acid Arrow -- it would seem to me that the Duergar would've used Cloudkill against the Drow (all of the Drow) a long time ago. And using augmented Crystal Shards against a golem just deserves the kind of punishment that a DM who can see it coming would return for it. Really, it's a [i]crystal shard[/i] that's real enough to not get stuck on spell resistance -- why the heck isn't it getting stuck on that adamantine full plate and tower shield the fighter is hiding behind, hrm? How is it putting holes in that adamantine golem of mine, hrm? If it were a straight ranged attack, then we could talk about it -- but it's a ranged touch, meaning that it's circumventing all standard armor slots that stop real things (like real crystal shards) from carving up what's inside. The thing that made SR valueable in 3.0 was that it worked against virtually everything. The thing that can make SR valueable in 3.5 is that the PCs don't expect it and therefore don't spend precious slots on SR-avoiding spells. But that's not the case, is it? From Drow to Duergar to Illithid (iirc), with most of the demons, devils and other outsiders in between, SR is a staple of monsters with a CR greater than 8 -- so why would any caster looking at high-level play seriously consider burning a pair of feats to help with Spell Penetration checks when they don't have to go making them at all? AFAIC, binding the golems' Spell Immunity to SR was dang foolish -- especially if the actual spell Spell Immunity really does mean "Spell Immunity". ::Kaze (notes that [i]City of the Spider Queen[/i] is like a guided tour of all of the things that got nerfed or otherwise "rebalanced" for 3.5e which makes it pretty difficult to DM to the players' expectations) [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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