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What changes from 3.0 to 3.5 should *not* have been made?
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<blockquote data-quote="Carpe DM" data-source="post: 1794949" data-attributes="member: 677"><p>I suppose posting in a thread this contentious borders on the Quixotic, but I can't resist.</p><p></p><p>The biggest problem I have with 3.5 was the Paladin nerf. The class is dependent on force multipliers to make the pathetic smite useful. The following abilities were all nerfed, and acting in conjunction, reduced the utility of the Paladin far more than any other class:</p><p></p><p>1. Crit stacking nerf (force multipliers for smites now much rarer);</p><p></p><p>2. Holy Sword nerf; (they left Hunter's Mercy intact, of course);</p><p></p><p>3. Divine Might nerf;</p><p></p><p>4. Lances errata'ed (ok, fine, they're pathetic 2-handed weapons that do 1d8 damage, but we'll treat them as having none of the benefits of being 2-handed, of course);</p><p></p><p>5. Turning nerf (paladins now couldn't turn yogurt);</p><p></p><p>6. Spellcasting nerf (the change in spell durations didn't hurt clerics; they destroyed spell utility for paladins because of the 1/2 caster requirement);</p><p></p><p>Those are just a few of the problems. Paladins received summon mount in return, which I think a lot of people have pointed out was a pretty poor exchange.</p><p></p><p>Flavor-text aside, I do think the paladin mount ability permits paladins to focus a lot more on their mounts, since they can get them deep down in the dungeons on occasion (otherwise, as in many campaigns I've observed, the Paladin gets to use her horse once every other month or so).</p><p></p><p>But it's no exchange for the across-the-board nerfing of a class that was already so far behind clerics as to be laughable.</p><p></p><p>best,</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Carpe DM, post: 1794949, member: 677"] I suppose posting in a thread this contentious borders on the Quixotic, but I can't resist. The biggest problem I have with 3.5 was the Paladin nerf. The class is dependent on force multipliers to make the pathetic smite useful. The following abilities were all nerfed, and acting in conjunction, reduced the utility of the Paladin far more than any other class: 1. Crit stacking nerf (force multipliers for smites now much rarer); 2. Holy Sword nerf; (they left Hunter's Mercy intact, of course); 3. Divine Might nerf; 4. Lances errata'ed (ok, fine, they're pathetic 2-handed weapons that do 1d8 damage, but we'll treat them as having none of the benefits of being 2-handed, of course); 5. Turning nerf (paladins now couldn't turn yogurt); 6. Spellcasting nerf (the change in spell durations didn't hurt clerics; they destroyed spell utility for paladins because of the 1/2 caster requirement); Those are just a few of the problems. Paladins received summon mount in return, which I think a lot of people have pointed out was a pretty poor exchange. Flavor-text aside, I do think the paladin mount ability permits paladins to focus a lot more on their mounts, since they can get them deep down in the dungeons on occasion (otherwise, as in many campaigns I've observed, the Paladin gets to use her horse once every other month or so). But it's no exchange for the across-the-board nerfing of a class that was already so far behind clerics as to be laughable. best, Carpe [/QUOTE]
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What changes from 3.0 to 3.5 should *not* have been made?
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