Your PC/NPC in 3.0 vs. 3.5

Is your 3.0 PC/NPC just as good as your 3.5?

  • My 3.0 PC/NPCs are WEAKER than the same in 3.5

    Votes: 33 39.3%
  • My 3.0 PC/NPCs are EQUAL to the same in 3.5

    Votes: 28 33.3%
  • My 3.0 PC/NPCs are TOUGHER than the same in 3.5

    Votes: 23 27.4%

MarauderX

Explorer
I was looking at bringing in a few characters into 3.5 from 3.0 and was starting to get the opinion that 3.5 characters end up being a little bit tougher or a little bit better than their 3.0 counterparts. Maybe it's just me... maybe it's time for a poll.
 

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You have access to the books and conversion material? Or are we stating this as an impression from what has been leaked?


Regardless, I think you need more options.

Some characters are going to look a lot better in 3.5 than they did in 3.0, from what we've seen so far -- druids, bards, monks, and barbarians will probably be better off than they were before. Sorcerers will probably look a tad bit better, as well.

Some characters won't see much of a change at all -- clerics and fighters will probably see little change from what we've seen so far.

Some characters (or more specifically, certain build-types of characters) will be probably be weaker -- spellcasters in general are going to see a hit in some areas, a boost in others, so it's hard to judge without the entire revision.

Finally, some characters will be different animals all together -- the ranger and, to some extent the paladin, will have very different abilities, hit points, and skills. Trying to compare will be very difficult, because overall much of these characters will change.
 

Oooh...close race so far. After my vote each of the three categories had 4 votes apiece....

I voted equal, mostly because I haven't seen a whole lot of info about rogues, and that's what I'm playing at the moment. So I assume that there aren't many changes. Anybody seen any significant changes to the rogue?
 

I play a monk in my current campaign and the changes to flurry and weapon finesse will make my PC a much greater presence in battle.
 

Xeoble said:
I play a monk in my current campaign and the changes to flurry and weapon finesse will make my PC a much greater presence in battle.

Yeah, monk is what I started looking at for the changes. Granted, I don't know what all of them are yet, but most of the applied ones seem to again make the PCs a tad more powerful. Then again, it's all relative as to how much the opposition(critters) has been upgraded as well.
 

My current character in Hong's game gains slightly with the rules change (Power Attack becomes useful).

In the game I'm running, most of the PCs will be slightly weakened (buff durations, haste, archmage spell power, keen-IC stacking).

Geoff.
 

On balance, about the same, maybe a tad more powerful overall.

* My 6th-level human monk is more powerful, since he can now attack foes with DR/magic without going for the dagger +1 (which actually causes about half the damage), and since the change to the Weapon Finesse feat gives him a +2 to hit in melee with the said dagger +1. I'm also swapping the never-works Stunning Miss, er, Fist for Improved Grapple. The new class skills gives him more options.

* My 8th-level human necromancer is more changed. He loses another school (evocation), which deprives him of lightning bolt. Using negative energy burst just isn't as effective. The change to Spell Focus/Greater Spell Focus hurts him. The reduced durations of fly and invisibility hurt his two most-used non-necromancy spells. However, he has a better spell selection, especially animate dead. Now if I can only do something about the group templar ...

* My 1st-level ogre barbarian is mostly unchanged, though the Power Attack change gives him a boost. BTW, can someone with the 3.5 MM tell me what the ogre's BAB is? Savage Species has two different numbers in two different places.

* My 4th-level human enchanter is weakened more than the necromancer due to his low level and the Spell Focus change. However, the most damaging spell he will lose is light, and like the necromancer, his spell selection will be much better. (I'm not one for the usual spell selection; I'm content without fireball, magic missile and cat's grace.)
 

Re

What else can you answer but weaker if you are playing a caster? LOL. Intentionally weaker.

My melees will be a little stronger, especially my Paladin and two-hander wielders.
 

My Monk1/Ranger7 will lose out on his evasion ability which saved his life once, although he'll get it back at Rgr9 I guess. He will gain a more interesting array of wilderness abilities and skills (more skill points) which more than make up. I think his sword of speed will have its power reigned in though.

My Sorcerer 6 will lose out on spell focus(enchantment), and several of the multi-function spells which she had planned to take later on will no longer be possible (eyebite, symbol, shades). Mind you, the DM will let me trade "combustion" from FR for the new "Scorching Ray" which will be better in the long run.

On balance, a minor help at the moment (we'll have to see the details when the books arrive.)

Cheers
 

Geoff Watson said:
My current character in Hong's game gains slightly with the rules change (Power Attack becomes useful).

See, you should have just stuck with barb for 8 levels.

In the game I'm running, most of the PCs will be slightly weakened (buff durations, haste, archmage spell power, keen-IC stacking).

Please say you're not going to use the new 25,000 gp true res. :p

My archer will be a bit weaker (+4 arrows don't stack any more with the +5 bow, boots of S&S now move at 40' instead of 60', bracers of archery got nerfed) but overall not a massive difference. I rarely used haste anyway, and and don't have Improved Crit or keen. The big difference will probably be the DR rules, since I'll have to shell out for silver/adamantine/cold iron arrows. Unless you let me rewrite my PrC, that is. ;)
 

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