What have you kept from 3.0 in your 3.5 games ?

Spell Focus grants +2 DC (and we deny any knowlege of Greater Spell Focus)

Weapon Size (kill a Large critter and his Scimitar is your Falchion, no penalty)

Different take on Keen / Imp. Crit: if you have both, you get +1 to your Crit multiplier. Crit range does NOT improve beyond (the first) doubling.

Alienist.

-- N
 

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Nifft said:
Spell Focus grants +2 DC (and we deny any knowlege of Greater Spell Focus)

Weapon Size (kill a Large critter and his Scimitar is your Falchion, no penalty)

Different take on Keen / Imp. Crit: if you have both, you get +1 to your Crit multiplier. Crit range does NOT improve beyond (the first) doubling.

Alienist.

-- N
Hmm, for your crit rules, if you consider that 20/x2 has 1 crit point, 19-20/x2 and 20/x3 have 2 crit points, and 18-20/x2 and 20/x4 have 3 crit points, then taking the first of Keen improved crit effects everything equally (anything at 2 points goes to 4, 3 points goes to 6). But then for the second one, it helps weapons with a wider crit range more. So a Keen Improved Crit Rapier has 12 crit points, but a Keen Improved Crit Scythe has 8 crit points. They would both have 9 crit points with the normal method.

This isn't an indictment of your system, of course, just an observation.
 

Some spells that didn't get revised.

Some magical items/properties-the most popular being "Called" to put onto armor.

Basically stuff that didn't get revised, we're keeping.
 

TheAuldGrump said:
Base sizes - I hate the square monsters in 3.5. And I liked long and tall creatures.

"Long and tall creatures"?

Spell durations - I want some of those spells to be of strategic, not merely tactical purpose. (Invisibilty and buffs in particular)

The buff spells, I liked the older duration times.


Paladin mounts that aren't hanging out in hammer space. You've got a mount, deal with it.

Don't like "pokemounts"? :lol: I don't like the fact that by the time a pally gets one, it's totally useless in a party with a cleric with "Wind Walk"...
 

Kept:
Older version of identify
Standing up does not provoke AoO
Keen and improved crit stack

Compromise:
Power attack with 2-handed deals 1-1/2 times the damage, with light weapon does 1/2 damage. Halfway between 3.0's same for all and 3.5's double and none.
 

Rystil Arden said:
Hmm, for your crit rules, if you consider that 20/x2 has 1 crit point, 19-20/x2 and 20/x3 have 2 crit points, and 18-20/x2 and 20/x4 have 3 crit points, then taking the first of Keen improved crit effects everything equally (anything at 2 points goes to 4, 3 points goes to 6). But then for the second one, it helps weapons with a wider crit range more. So a Keen Improved Crit Rapier has 12 crit points, but a Keen Improved Crit Scythe has 8 crit points. They would both have 9 crit points with the normal method.

This is true.

However, I've noticed that higher IMMEDIATE damage is worth more than higher AVERAGE damage. So, for example, a 2-handed, 1d10, 20/x3 glaive is already very deadly when used right (in conjunction with power attack, cleave, etc.), while a 1-handed (probably finesse), 1d6, 18/x2 rapier just isn't going to have as many flat modifiers to multiply.

So, giving the finesse rapier guy a chance to roll 3d6 + (small x3) very often is IMHO balanced against allowing the beefy glaive guy a chance to roll 4d10 + (big x4).

Falchions and scimitars (used two-handed) may be broken. We haven't seen a lot of them in our campaign, so I don't have a good intuitive feel for their power level. Rapiers, bastard swords, maces, quarterstaves and daggers seem to be my group's weapon load-out of choice.

Anyway, enough of a hijack -- I'd be happy to discuss this in House Rules. :)

-- N
 

Most of what I kept is in compromise form.

As others have noted, Spell Focus is +2. I also allow GSF for another +2, but I don't allow Red Wizards or really any other class that boosts Save DCs higher than that.

Keen and Improved Critical stack, but Keen is a +2 enhancement. (On a similar note, Vorpal is a +2 enhancement that increases critical multiplier by one, and it stacks with a homebrew feat that does the same thing.)

I use the 10 min/level spell durations.

Haste grants an extra partial action, with a specific caveat that it cannot be used to cast another spell, manifest a power, use a spell-like ability, or any such thing.
 


I sort of skipped the 3.0 release and went straight to 3.5, but.... Darkness would be towards the top of my list, though I have not house ruled it yet....
 

Darkness.

Facing. My players LOVE being able to get BEHIND someone, and they're willing to be taking from behind themselves on occassion if that's what it takes for them to be able to do it to the enemy.

Long and tall.

Savage Species (subject to my approval)

Keen and Improved Crit

Non-Summoned Paladin Mount

I think that's all we kept... we definitely use the 3.5 weapon sizing rules, for instance. Quite an improvement, those are. I've been considering upping spell durations back to 3.0 level, but there really hasn't been the need so far.
 

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