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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="dimonic" data-source="post: 1784343" data-attributes="member: 10666"><p><strong>Haste</strong></p><p></p><p></p><p>As a regular gamer (I gave up TV)</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p>1. A feat (Quicken Spell).</p><p>2. A spell slot 4 levels higher than the lower of the two they plan to cast /each round they cast two spells/.</p><p>3. A limitation on the level of the extra spell of 4 less than their highest spell slot.</p><p>4. Knowing in advance which spell they would like to quicken.</p><p></p><p>With your treatment it is hard to balance against the power granted.</p><p></p><p></p><p></p><p>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.</p><p></p><p>Try playing once in a while. You will see.</p></blockquote><p></p>
[QUOTE="dimonic, post: 1784343, member: 10666"] [b]Haste[/b] As a regular gamer (I gave up TV) 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). 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. 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. 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. [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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