Which 3.5 changes are you NOT using?

Lets see top of my head:

1. The Pokemount
2. Power word spells as enchantments
3. Holy word
4. Teleportation as conjuration....what the hell
5. New Wizard Specialization rules
6. Weapon Sizes
7. Adamantium ignores 20 hardness
8. DR/Adamantium
9. Stone Skin is DR 10/-
10. Buff spells are 10 min/level
11. The default Sorcerer
12. Gave Rogue HIPS as an advanced option (those things past level 10 they get)
13. Included cosmopolitan feat cause they were too stupid to do it for us.
14. Gave Bard back a few spells they removed needlessly. GMW anyone?
15. No "EX" for the Druid...why?
16. Removed Pal and Monk class restrictions. 3.5 is obviously all about options.
17. Removed Half-Elf diplomacy bonus, Dwarven/Gnomish weapon familiarity, Dwarven stability bonus.
18. Using the old Intelligent weapon abilities
19. Straight 5 foot movement not 10-5-10 through diagonals.
20. Standing up from prone grants a AOO is gone too. Infinite trips are bad. What people cant roll to their feet?

Edit:
21. Completely forgot about the improved crit and keen non stacking. Definitely not going to use that.
 
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francisca said:
Weapon sizes, unless I see something else here that says, "hey, these are actually pretty cool."
Hey, these are actually pretty cool! :)

Our list so far:

- all-or-nothing cover
- Craft(Alchemy)


I get the impression that while 3.0 was probably the least house-ruled D&D version, 3.5 will see the reintroduction of lots of houserules, if only in the guise of old 3.0 rules that the group decides to stick to. Not exactly an improvement for the game overall, IMHO...
 

I am also going to try them lock stock and barrel. I love house rules, but I think for once, I will see where this takes me. It will at least save me a lot of time creating house rule documents.

I will add alternate classes from Kalamar, WoT & other systems.
 

Valiantheart said:
Lets see top of my head:

12. Gave Rogue HIPS as an advanced option (those things past level 10 they get)
13. Included cosmopolitan feat cause they were too stupid to do it for us.
17. Removed Half-Elf diplomacy bonus,

Completely forgot about those. Likewise, here.

I _am_ using dwarven stability, though.
 


KnowTheToe said:

I will add alternate classes from Kalamar, WoT & other systems.

I am curious as to how you will resolve the class defense bonuses in WoT with their D&D counter parts (who all need a defense bonus IMO)?
 

I wonder, after all this time, has any of this changed? Have more 3.5 rules found their way into games, or is it still the mix listed above?

Due to my school obligations of the past year and a half, I have had no time for gaming, so I haven't had the chance to do 3.5, though I have the books (I always have all the books).

I think this probably works to my advantage - though I did play alot of 3.0 from the time it came out to when I stopped gaming altogether, it has been long enough that the rules, while generally known, are a bit fuzzy in the details in my head - so when I do have time, I can pick up the 3.5 books and read and learn those rules and it will be like I never had to "convert" - almost like starting from scratch just with 3.5 rules.

So after more moons, how is 3.5 working out then?
 

Altalazar said:
I wonder, after all this time, has any of this changed? Have more 3.5 rules found their way into games, or is it still the mix listed above?

I don't use the new
Weapon Size rules
Pokemount
and Darkness

I don't see Darkness mentioned above but I would think its being House Ruled by a fair number of people.
 

Altalazar said:
I wonder, after all this time, has any of this changed? Have more 3.5 rules found their way into games, or is it still the mix listed above?

My group didn't even bother buying the new books. The lack of enthusiasm to replace what already works for the most part has done nothing to encourage me to adopt 3.5.

  • Still afraid the 3.5 paladin is a no-go. Since this thread came up, I scanned in Green Ronin's Holy Warrior to put in my house rules in so it will be available to all my players.
  • I am softening on the new spell arrangement, but not to the point I am actually going to use it. I am considering moving all teleportation spells to conjuration. Everything else stays.
  • I have softened a bit on the DR, but have decided to have my cake and eat it too. In short, I love blunt/slashing/piercing and "and" effects of DR, but I think that collapsing all "+" weapons to magic was totally senseless. That being the case, I keep "+" DRs as they existed previously. So now I have creatures that have DR x/+2 or silver, etc.
    Also, in an attempt to ward off golfbags, I am adapting some histrocially significant materials in my campaign that fulfill multiple requirements. Frex, a mithril blade is good and silver; a black iron blade is cold iron and evil.

Everything else is pretty much as I resolved initially. Still mostly 3.0 spells except the obvious offenders. Still no square facings. Still no parsing symbol up into a dozen spells. Still no automatic deflect arrows. Still no nerfing of SF/GSF. Still using 3.0 cover and concealment (WHY did they change it!? Argh!) etc.
 
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Valiantheart said:
4. Teleportation as conjuration....what the hell

As opposed to Transmutation, the school that deals with reshaping matter? Conjuration at least has the link with summoning things through the astral plane to your location. It makes more sense to me in Conjuration.
 

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