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Which 3.5 changes are you NOT using?
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<blockquote data-quote="Cbas10" data-source="post: 1255346" data-attributes="member: 6459"><p>I actually really like most of the changes in 3.5 rules. There are a few exceptions, however:</p><p></p><p><strong>Paladin's Mount:</strong> Why it was changed to an insta-pop summoned creature, I don't know. In keeping with formatting and simplicity, I just have the Paladin use the rules as presented for Blackguard mounts in the DMG.</p><p></p><p><strong>Keen-Improved Critical:</strong> I understand why multiple magical effects should not stack, but magical effects should stack with a character's mundane understanding of knowing how to hit more precisely.</p><p></p><p><strong>Profession Skill:</strong> Honestly, I had not noticed who had or had not gotten access to this as a class-skill. Every character should be able to have a profession and do it as well as any other character. Otherwise you end up with concepts like, "What do I do for a living? Well, I kill stuff and grab treasure." *yawn*</p><p></p><p>It is relatively common for me to have players who are either new to the game or are involved in other games on other nights. For that reason, I have found that using a bunch of house rules (or rules that are found in books no longer available) to be far more of a hassle than it is worth. I tell my players, "read the book and know that those are the rules of the game; let me spend my time creating cool stories instead of compiling and distributing a host of rules that might as well be another rules suppliment."</p><p></p><p>As much as many of you have expressed a dislike for certain new rules, I really think they work well. </p><p></p><p><strong>The "buff spells"</strong> are now easier and quicker to use; now it is fast and easy to just add +2 to all appropriate rolls. As for the duration; I think it is more appropriate. Before, those little 2nd level spells acted pretty much as "daily magic items." Now, they fit more appropriately in line with other spells of Second Level. +4 Strength all day? Well, metamagic it to 6th level to make it persistent or spend a few XP to make the item. Fair trade to me.</p><p></p><p><strong>Weapon Sizing </strong>is great! Admittedly it adds an element of realism that is found in few other places in the game, but it makes so much sense. A medium-sized dagger is balanced for the hand of a medium-sized person. For a smaller person to use a dagger in the same way, the handle will have to be a bit thinner to accomodate his smaller hands. Go find a toy sword made for your 9 year old kid; sure it may be the same length as a short sword for you, but holding it is a bit awkward.</p><p></p><p>I LOVE <strong>the new Damage Reduction </strong>rules. No longer will the uber-fighter with the +6 bastard sword slice through every creature from legend and mythology. Who cares how magical those arrows are; they are still going to be slipping through that Skeleton's ribs a lot more than my warhammer. Sure, that cold iron sword works well for one type of fiend, but there are MANY kinds of fiends with varied weaknesses in the near-infinite mutiverse.</p><p></p><p>edit:</p><p>Forgot to add as my favorite additions:</p><p><strong>The new 5-10-5-10 Diagonal movement</strong> is something that was REALLY needed. It makes area effect spells (such as fireball) MUCH easier to rule on ("Do I get a bonus to my save if I am only partially in the area?" ...bleh); plus...come on, people...it is simple math and geometry. 5-10-5 is not exact, but very close.</p><p></p><p><strong>No more free feats just because you are holding a sentient sword!</strong> I could elaborate, but it would just turn into an insulting rant.</p><p></p><p>and more stuff disliked in 3.5:</p><p><strong>Sudden {metamagic} Feats</strong> Huh? I thought we already had that feat; Quicken Spell, Silent Spell, etc etc.</p><p></p><p><strong>Monster Class Levels</strong> were actually from 3.0's Savage Species, but I still cannot stand them. There are SOME cases where I think they might work, but not many; mostly it seems like powergamer Hell. I DO like the level system for a few things such as Lycanthrope templates and other templates that might be gained in-game; only over time would a character develop and master his new abilities. I might also go for an occasional "immature" creature just entering the game as a beginning-level 1st level character; however, it does not make sense that such a creature could just "spontaneously" mature over the course of a few levels. They should be stuck at that AGE until a certain period of time goes by; then they would mature as they grow and develop - just like any other person or animal.</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1255346, member: 6459"] I actually really like most of the changes in 3.5 rules. There are a few exceptions, however: [B]Paladin's Mount:[/B] Why it was changed to an insta-pop summoned creature, I don't know. In keeping with formatting and simplicity, I just have the Paladin use the rules as presented for Blackguard mounts in the DMG. [B]Keen-Improved Critical:[/B] I understand why multiple magical effects should not stack, but magical effects should stack with a character's mundane understanding of knowing how to hit more precisely. [B]Profession Skill:[/B] Honestly, I had not noticed who had or had not gotten access to this as a class-skill. Every character should be able to have a profession and do it as well as any other character. Otherwise you end up with concepts like, "What do I do for a living? Well, I kill stuff and grab treasure." *yawn* It is relatively common for me to have players who are either new to the game or are involved in other games on other nights. For that reason, I have found that using a bunch of house rules (or rules that are found in books no longer available) to be far more of a hassle than it is worth. I tell my players, "read the book and know that those are the rules of the game; let me spend my time creating cool stories instead of compiling and distributing a host of rules that might as well be another rules suppliment." As much as many of you have expressed a dislike for certain new rules, I really think they work well. [B]The "buff spells"[/B] are now easier and quicker to use; now it is fast and easy to just add +2 to all appropriate rolls. As for the duration; I think it is more appropriate. Before, those little 2nd level spells acted pretty much as "daily magic items." Now, they fit more appropriately in line with other spells of Second Level. +4 Strength all day? Well, metamagic it to 6th level to make it persistent or spend a few XP to make the item. Fair trade to me. [B]Weapon Sizing [/B]is great! Admittedly it adds an element of realism that is found in few other places in the game, but it makes so much sense. A medium-sized dagger is balanced for the hand of a medium-sized person. For a smaller person to use a dagger in the same way, the handle will have to be a bit thinner to accomodate his smaller hands. Go find a toy sword made for your 9 year old kid; sure it may be the same length as a short sword for you, but holding it is a bit awkward. I LOVE [B]the new Damage Reduction [/B]rules. No longer will the uber-fighter with the +6 bastard sword slice through every creature from legend and mythology. Who cares how magical those arrows are; they are still going to be slipping through that Skeleton's ribs a lot more than my warhammer. Sure, that cold iron sword works well for one type of fiend, but there are MANY kinds of fiends with varied weaknesses in the near-infinite mutiverse. edit: Forgot to add as my favorite additions: [B]The new 5-10-5-10 Diagonal movement[/B] is something that was REALLY needed. It makes area effect spells (such as fireball) MUCH easier to rule on ("Do I get a bonus to my save if I am only partially in the area?" ...bleh); plus...come on, people...it is simple math and geometry. 5-10-5 is not exact, but very close. [B]No more free feats just because you are holding a sentient sword![/B] I could elaborate, but it would just turn into an insulting rant. and more stuff disliked in 3.5: [B]Sudden {metamagic} Feats[/B] Huh? I thought we already had that feat; Quicken Spell, Silent Spell, etc etc. [B]Monster Class Levels[/B] were actually from 3.0's Savage Species, but I still cannot stand them. There are SOME cases where I think they might work, but not many; mostly it seems like powergamer Hell. I DO like the level system for a few things such as Lycanthrope templates and other templates that might be gained in-game; only over time would a character develop and master his new abilities. I might also go for an occasional "immature" creature just entering the game as a beginning-level 1st level character; however, it does not make sense that such a creature could just "spontaneously" mature over the course of a few levels. They should be stuck at that AGE until a certain period of time goes by; then they would mature as they grow and develop - just like any other person or animal. [/QUOTE]
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