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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="Psion" data-source="post: 1779810" data-attributes="member: 172"><p>Good point. However, I am not always concerned when an *option* is inferior. Hopefully players will recognize when their resources are best spent, frex, if an axe fighter might be better off taking improved crit where a sword fighter would be better off with weapon specialization.</p><p></p><p>Further, with some rules variants, this might be a desirable counterbalance. For example, if you give options during a threat, or assign the possibilities of impairment when a crit is rolled (like in <em>Torn Assunder</em>, the value of a wider threat range is greater.</p><p></p><p></p><p></p><p>I'd just as soon do away with the 2-for-1 altogether, as it makes it too easy to generate large numbers. Frex, in my 3.0 game, overcoming hardness came up at several junctures; 2-for-1 power attack is the simple solution to that. Likewise, 2-for-1 combat expertise seems like it would be the key to extreme ACs that bog combat down to fighters continually missing one another. IOW, they are mathematially fair, but can create situational problems.</p><p></p><p>(Not that I have a real good alternate solution to the two-weapon thing, I just don't like *this* one.)</p></blockquote><p></p>
[QUOTE="Psion, post: 1779810, member: 172"] Good point. However, I am not always concerned when an *option* is inferior. Hopefully players will recognize when their resources are best spent, frex, if an axe fighter might be better off taking improved crit where a sword fighter would be better off with weapon specialization. Further, with some rules variants, this might be a desirable counterbalance. For example, if you give options during a threat, or assign the possibilities of impairment when a crit is rolled (like in [i]Torn Assunder[/i], the value of a wider threat range is greater. I'd just as soon do away with the 2-for-1 altogether, as it makes it too easy to generate large numbers. Frex, in my 3.0 game, overcoming hardness came up at several junctures; 2-for-1 power attack is the simple solution to that. Likewise, 2-for-1 combat expertise seems like it would be the key to extreme ACs that bog combat down to fighters continually missing one another. IOW, they are mathematially fair, but can create situational problems. (Not that I have a real good alternate solution to the two-weapon thing, I just don't like *this* one.) [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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