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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="Jeff Wilder" data-source="post: 1783307" data-attributes="member: 5122"><p>I took a look at it today, intending to try to remember, but I'm really not sure how well I succeeded. I had about 15 seconds to look it over on my way out the door. It's <em>something</em> like:</p><p></p><p>(1) 6th level: +10' to movement.</p><p>(2) 11th level: +4 bonus to Constitution, Dexterity, or Wisdom once per day, for a few minutes' duration.</p><p>(3) 13th level: <em>Neutralize poison</em> or <em>remove disease</em>, once per day.</p><p>(4) 16th level: <em>Freedom of movement</em>, once per day.</p><p></p><p>The clear intent is to mimic one or two of the most oft-chosen spells at each spell-break. Aside from the fact that giving the ranger supernatural and spell-like abilities kinda defeats the whole idea of a non-mystical ranger, there are other mildly odd things about the way they did it.</p><p></p><p>First, only the first power (+10' to movement) is achieved when the ranger would normally have gotten a new spell-level (1st). The others lag one level behind. (E.g., the buff-power is achieved at 11th level, but a ranger with spells would get a 2nd-level spell at 10th level.)</p><p></p><p>Second, there's no obvious balance for (a) the lack of flexibility that the ranger would have with spells, or (b) the additional spells of each level a ranger would have gotten.</p><p></p><p>The inobvious balance lies in a few areas: (a) the movement increase is EX, so not subject to whole bunch of limitations <em>longstrider</em> might be; it's also always-on, (b) the buffing (and possibly the <em>freedom of movement</em>, I can't remember) is SU, and thus doesn't provoke AoOs in use, (c) the other abilities are spell-like, and thus don't require components, (d) none of the abilities require the ranger to have a good Wisdom.</p><p></p><p>I don't think that the balance is <em>quite</em> right, but it's close enough.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 1783307, member: 5122"] I took a look at it today, intending to try to remember, but I'm really not sure how well I succeeded. I had about 15 seconds to look it over on my way out the door. It's [i]something[/i] like: (1) 6th level: +10' to movement. (2) 11th level: +4 bonus to Constitution, Dexterity, or Wisdom once per day, for a few minutes' duration. (3) 13th level: [i]Neutralize poison[/i] or [i]remove disease[/i], once per day. (4) 16th level: [i]Freedom of movement[/i], once per day. The clear intent is to mimic one or two of the most oft-chosen spells at each spell-break. Aside from the fact that giving the ranger supernatural and spell-like abilities kinda defeats the whole idea of a non-mystical ranger, there are other mildly odd things about the way they did it. First, only the first power (+10' to movement) is achieved when the ranger would normally have gotten a new spell-level (1st). The others lag one level behind. (E.g., the buff-power is achieved at 11th level, but a ranger with spells would get a 2nd-level spell at 10th level.) Second, there's no obvious balance for (a) the lack of flexibility that the ranger would have with spells, or (b) the additional spells of each level a ranger would have gotten. The inobvious balance lies in a few areas: (a) the movement increase is EX, so not subject to whole bunch of limitations [i]longstrider[/i] might be; it's also always-on, (b) the buffing (and possibly the [i]freedom of movement[/i], I can't remember) is SU, and thus doesn't provoke AoOs in use, (c) the other abilities are spell-like, and thus don't require components, (d) none of the abilities require the ranger to have a good Wisdom. I don't think that the balance is [i]quite[/i] right, but it's close enough. [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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