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D&D Older Editions
What do you ban? (3.5)
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<blockquote data-quote="Sorrowdusk" data-source="post: 5425344" data-attributes="member: 96342"><p>I'm not gonna bring up Edition VS Edition or anything, but what it all really comes down to is what floats your boat, and lets you set sail for adventure.</p><p> </p><p>Thing that suprised me most actually is the spell nerf, not adding the spell level in the calculation. For low level spells it doesnt matter as much, but the higher the spell the more it shows more. It feels odd to me that a higher level spell is more dangerous, but isnt any harder to resist. A 1st level spell and a 9nth level spell are vastly different, but neither of them has any better chance (save agaisnt SR). It makes the save DC primarily a function of the casting primary stat. It DOES also mean that all spells have equal chances though-which actually is interesting. I think it would encourage IC knowledge of the opponent, to make sure you're targeting their weakest save whatever it may be. Depending on how often spells with Saves succeed, people may use them or forgo them for non-save spells as the effectiveness of both Effect (probably the most dangerous kind of spell) and Direct Damage (those with saves for 1/2) work.</p><p> </p><p>The thing I will concur with you on druids is the <em>theme</em>. </p><p>Barbarians? </p><p>Wizards of a sort? </p><p>Divine mages? </p><p>Warriors?</p><p> </p><p>Basically every class could concievable fit into any RL cultures mythology OR a fictional ones. Even Knight could be intepreted as a kind of Samurai in the proper setting. Druid feels more distinct in flavor as a base class-it would almost thematically work better as a PRC for Ranger unless you were just in the right kind of setting.</p><p> </p><p>One last thing I've brought up before-you hear people talk about "builds", you've heard people talk about "What should I do we're up against our DMs 'Unstoppable' homebrew whatever".</p><p> </p><p>Basically, any builds or answers you see on the net presume both</p><p>1. That everyone allows the same content (feats, spells, classes, PRCs)</p><p>2. That there are no Houserules, or modifications to any of this content.</p><p> </p><p>Tables can play SO wildly differently, unless you're of the mind "anything goes if you can bring the book" any talk of builds or tactics is basically only hypothetical. Thats not a weakness of the game, as its a strength. No matter how long you've been playing, you cant guarentee that this knowledge will necessarily contribute to your success-you've got to pay attention and you've got to think about what you are allowed to work with.</p><p> </p><p>(EDIT: double post, meant to edit the addition in)</p></blockquote><p></p>
[QUOTE="Sorrowdusk, post: 5425344, member: 96342"] I'm not gonna bring up Edition VS Edition or anything, but what it all really comes down to is what floats your boat, and lets you set sail for adventure. Thing that suprised me most actually is the spell nerf, not adding the spell level in the calculation. For low level spells it doesnt matter as much, but the higher the spell the more it shows more. It feels odd to me that a higher level spell is more dangerous, but isnt any harder to resist. A 1st level spell and a 9nth level spell are vastly different, but neither of them has any better chance (save agaisnt SR). It makes the save DC primarily a function of the casting primary stat. It DOES also mean that all spells have equal chances though-which actually is interesting. I think it would encourage IC knowledge of the opponent, to make sure you're targeting their weakest save whatever it may be. Depending on how often spells with Saves succeed, people may use them or forgo them for non-save spells as the effectiveness of both Effect (probably the most dangerous kind of spell) and Direct Damage (those with saves for 1/2) work. The thing I will concur with you on druids is the [I]theme[/I]. Barbarians? Wizards of a sort? Divine mages? Warriors? Basically every class could concievable fit into any RL cultures mythology OR a fictional ones. Even Knight could be intepreted as a kind of Samurai in the proper setting. Druid feels more distinct in flavor as a base class-it would almost thematically work better as a PRC for Ranger unless you were just in the right kind of setting. One last thing I've brought up before-you hear people talk about "builds", you've heard people talk about "What should I do we're up against our DMs 'Unstoppable' homebrew whatever". Basically, any builds or answers you see on the net presume both 1. That everyone allows the same content (feats, spells, classes, PRCs) 2. That there are no Houserules, or modifications to any of this content. Tables can play SO wildly differently, unless you're of the mind "anything goes if you can bring the book" any talk of builds or tactics is basically only hypothetical. Thats not a weakness of the game, as its a strength. No matter how long you've been playing, you cant guarentee that this knowledge will necessarily contribute to your success-you've got to pay attention and you've got to think about what you are allowed to work with. (EDIT: double post, meant to edit the addition in) [/QUOTE]
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