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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="Steverooo" data-source="post: 1779383" data-attributes="member: 9410"><p>I have to agree that the changes to Alchemy (or Craft (Alchemy), as it now stands) were a step down, instead of up. While I agree that Wizrads, Sorcerors, Clerics, and Druids should all be able to ID potions, I thought IDing by an Alchemist was also a good thing. Likewise, I agree that Non-Spellcasters should also be able to make acids, etc.</p><p></p><p>The changes to Tanglefoot Bags made them TOO weak, especially at higher levels. They quickly become obsolete, especially compared to <em>Web</em>, a first level spell.</p><p></p><p>Profession (Herbalist) 5+ should still grant the +2 Synergy Bonus to Heal checks.</p><p></p><p><em>Darkness</em>, cast in the dark, shouldn't produce light, nor should evil creatures be able to see through it when Darksight can't.</p><p></p><p>Weapon & Equipment weights/bulks are still badly out of whack.</p><p></p><p>Caster Levels for Rangers & Paladins should be Class Level - 3, instead of 1/2 CL, and the same for a Ranger's Animal Companion.</p><p></p><p>PCs should be able to acquire henchmen (or whatever you want to call them) without needing a Feat for it, even if there is a level requirement placed upon it. Generally, you can buy a dog or a warhorse, but most GMs won't let you buy much else, and acquiring a Pseudo-dragon or a "special mount" (such as a Griffon, Hippogriff, Pegasus, or Unicorn) is a no-no for pretty much any GM. It used to be that ANY PC could do this, at level 10+. Now you need a Feat!</p><p></p><p>Hide requiring Cover/Concealment. This hurts both the Rogue and the Ranger (as well as any PC who developed it Cross-Class). Combined with "no facing", this makes sneaking up in too many situations a useless skill.</p><p></p><p>Invisibility is STILL too powerful! It needs to be toned down to the point where, say, it gives the +20 to Hide, but beating the DC means that you know which square to attack, instead of having to beat the DC (at +20) BY 20! That is just too much!</p><p></p><p>Magic is STILL too much more powerful than skills. Spells still do too much more damage than weapons. It's all about the magic, and High-level Fighters or Rogues really aren't worth as much as Wizards and Clerics.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1779383, member: 9410"] I have to agree that the changes to Alchemy (or Craft (Alchemy), as it now stands) were a step down, instead of up. While I agree that Wizrads, Sorcerors, Clerics, and Druids should all be able to ID potions, I thought IDing by an Alchemist was also a good thing. Likewise, I agree that Non-Spellcasters should also be able to make acids, etc. The changes to Tanglefoot Bags made them TOO weak, especially at higher levels. They quickly become obsolete, especially compared to [I]Web[/I], a first level spell. Profession (Herbalist) 5+ should still grant the +2 Synergy Bonus to Heal checks. [I]Darkness[/I], cast in the dark, shouldn't produce light, nor should evil creatures be able to see through it when Darksight can't. Weapon & Equipment weights/bulks are still badly out of whack. Caster Levels for Rangers & Paladins should be Class Level - 3, instead of 1/2 CL, and the same for a Ranger's Animal Companion. PCs should be able to acquire henchmen (or whatever you want to call them) without needing a Feat for it, even if there is a level requirement placed upon it. Generally, you can buy a dog or a warhorse, but most GMs won't let you buy much else, and acquiring a Pseudo-dragon or a "special mount" (such as a Griffon, Hippogriff, Pegasus, or Unicorn) is a no-no for pretty much any GM. It used to be that ANY PC could do this, at level 10+. Now you need a Feat! Hide requiring Cover/Concealment. This hurts both the Rogue and the Ranger (as well as any PC who developed it Cross-Class). Combined with "no facing", this makes sneaking up in too many situations a useless skill. Invisibility is STILL too powerful! It needs to be toned down to the point where, say, it gives the +20 to Hide, but beating the DC means that you know which square to attack, instead of having to beat the DC (at +20) BY 20! That is just too much! Magic is STILL too much more powerful than skills. Spells still do too much more damage than weapons. It's all about the magic, and High-level Fighters or Rogues really aren't worth as much as Wizards and Clerics. [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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