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Thread: What did 3.0 do better?
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2019-03-21, 01:52 PM (ISO 8601)
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Re: What did 3.0 do better?
Slaadi Chaotic Variations
Alienist
Monk - with the unusual "extra attack every 3 levels" BAB (without suffering to-hit penalty from the Flurry of Blows)
Several "weapon specialist" PrC were all rolled into Exotic Weapon Master (which is just dumb! )
Minor Servitor was removed in favor of Awaken Construct (according to Spell Compendium)
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2019-03-22, 03:34 PM (ISO 8601)
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- Nov 2010
Re: What did 3.0 do better?
It had Ravenloft.
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2019-03-22, 06:56 PM (ISO 8601)
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Re: What did 3.0 do better?
Not really, they could've relied on houserules for that. You had 11 examples in the DMG, I'm sure most groups could've figured it out on their own. Besides which, the actual abilities gained in 1/2 levels weren't really that complicated, so even if they did "have to" include the 1/2 level, it would've been really easy. A section at the end of each new book's selection of base classes (possibly a section regarding all alternate rules that might've interacted differently with the classes presented) wouldn't have been all that much work. That said, I think the 1/2 levels were kind of replaced with the Gestalt concept. I get that isn't the exact same thing as multiclassing, but Gestalt seems to be the idea of the first level multiclass extended out to all 20 levels.
I mean, EWM isn't great, but were those PrCs any better? Genuine question, I'm not sure what classes you're referring to.Last edited by Luccan; 2019-03-22 at 06:58 PM.
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2019-03-22, 07:41 PM (ISO 8601)
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- May 2018
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Re: What did 3.0 do better?
Something else:
Gnomes were Favoured Class: Illusionist
+++++++++++
I understand the reasoning behind DR change was that they wanted to avoid the "you must be this tall to attack the monster syndrome", because it relied upon you having a +X weapon at certain levels and DR then was not just different typed but also larger
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2019-03-22, 07:46 PM (ISO 8601)
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- May 2018
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Re: What did 3.0 do better?
So THF got boosted, Archery was nerfed
Sword and board got made worse by comparison with TWF, especially as Power Attack was supposed to be a way past DR
TWF was technically boosted because it didn't require two feets anymore, but not otherwise changed
++++++++++++
What was the reasoning behind the changes to buff durations I forget?
Because it turned from "everybody can be buffed"
to
"Only worth buffing yourself via DMM or other way of getting cheap persist"
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2019-03-22, 07:47 PM (ISO 8601)
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Re: What did 3.0 do better?
On closer inspection, there is one that matter - Weapon Master (Sword and Fist; nonpsionic variant of this one); it gives crit chance stacking (with possible increased damage multiplier), maximizes weapon damage, and Whirlwind as a standard action
As you can see - nothing alike to Exotic Weapon Master (Masters of the Wild)Last edited by ShurikVch; 2019-03-22 at 07:49 PM.
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2019-03-22, 08:01 PM (ISO 8601)
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- Mar 2019
Re: What did 3.0 do better?
Because basically, all NPCs (and PCs) had to have multiple stat blocks. Half a dozen stat boosters, plus other long duration spells that radically altered how the game was played, and even if you wanted certain items. All just a Dispel away from vanishing. As hard as it is to believe, in 3.0 casters won /harder/ than in 3.5.
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2019-03-22, 09:34 PM (ISO 8601)
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Re: What did 3.0 do better?
Is that the way it worked?
I would have thought being able for example to cast Bulls Strength twice on your melee guys would and have it last for hours would be better for melee
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2019-03-23, 07:45 AM (ISO 8601)
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- Feb 2014
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Re: What did 3.0 do better?
I liked how 3e handled weapon sizes. It made decent sense to me and made it less difficult to arm differently-sized characters.
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2019-03-23, 08:05 AM (ISO 8601)
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- Mar 2019
Re: What did 3.0 do better?
Oh, to some extent it did. But then the BBEG was still carrying a buff stack for Caster Level Hours (as well as various party members). And the enhancement bonus was random. Ultimately, less problematic than the faster rising DCs on save or dies and the haste meaning casters cast twice a round. (Round 1 was always haste, since you then got a partial action to cast whatever else you were casting anyway).
Back on topic, Ninjas. Ninjas were better in 3.0. (See Ninja of the Crescent Moon and Ninja Spy). And so were a few other PrCs. Notably, I miss the Lasher and the 3.0 elemental savant.
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2019-03-23, 11:10 AM (ISO 8601)
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Re: What did 3.0 do better?
Both Master of the Chain and Weapon Master are quite good, to the point that I port them into 3.5 regularly.
Really, almost all martial PRCs I make use of are either Barbarian PRCs (Frenzied Berserker, Bear Warrior, Runescarred Berserker, Fist of the Forests, etc.) or 3.0 (Weapon Master, Deepwood Sniper, Disciple of Dispater, Master of the Chain, Order of the Bow Initiate, Peerless Archer, etc.). 3.5 has like...Dervish far as non-terrible warrior PRCs go (though admittedly many of the 3.0 PRCs have somewhat ridiculous feat requirements). And even Dervish is kinda non-spectacular (if certainly not terrible). Most of them are just straight-up worse than multiclassing between base classes.
Lots of caster PRCs too. Alienist, Elemental Savant, etc. are certainly up there. Really, most of the PRC updates to 3.5 failed. Even Arcane Archer, which is mostly **** in both editions aside from Imbue Arrow, lost its single reason to exist with the arrow bonus no longer stacking with the weapon bonus (not that Greater Magic Weapon wouldn't be better either way).Last edited by Eldariel; 2019-03-23 at 11:11 AM.
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2019-03-23, 03:40 PM (ISO 8601)
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- May 2018
Re: What did 3.0 do better?
I would have to agree with other posters that magic buffs were handled better in 3.0. Persistent spell having an adjustment of +4 was better than 3.5's +6 with divine metamagic. Although hard to track down now, the game creators stated the change to +6 was to avoid divine power from being made persistent, but a few splat books later it was back on the table at even earlier levels. It that was really the case, it seems making a change to divine power so it could not be made persistent would have been a better move (Like divine agility, although I know occular spell gets around that as well for another +2).
The 1d4+1 stat spells were also quite a bit more useful. The only "abuse" was after the Sage ruled that you could apply the same metamagic feat to a spell more than once in 3.0. Before that a Maximized, Empowered Bull's Strength could only add a +7 which was marginally better than a +6 item at the cost of 7th level spell. Even with the campaign specific old style Dweomerkeeper, the spell level only fell to level 5. Also the unnecessary ruling on stacking of metamagic invalidated the epic feat Intensify spell which is a +7 for maximize and double, since it could already be performed with maximize and 2 empowers (feats were prereq's too for intensify spell). Although I do miss the days of apply extend several times to a spell.
So in the end, the nerf bat was swung several times against buffs and then completely invalidated and regressed with Divine metamagic.
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2019-03-23, 05:00 PM (ISO 8601)
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2019-03-23, 11:18 PM (ISO 8601)
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2019-03-24, 03:01 AM (ISO 8601)
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2019-03-24, 03:26 AM (ISO 8601)
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Re: What did 3.0 do better?
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2019-03-24, 11:49 AM (ISO 8601)
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Re: What did 3.0 do better?
The Tempest PrC.
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2019-03-24, 01:42 PM (ISO 8601)
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2019-03-26, 09:54 AM (ISO 8601)
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Re: What did 3.0 do better?
I'm trying to work out why one would think the 3,0 Ranger was better
I wasn't here then but I remember ENWorld had a veritable cottage industry of Ranger fixes.
3.0 Ranger had d10 to be sure but also:
Very front loaded (you got virtual ambidexterity and TWF at level 1) and then not much else
No class features other than Favoured Enemy
Favoured enemy scaled in the order you got them, so if for example you picked goblins at 1st level to be useful at low level you'd end up with +10 against them at 20th level, or the other way around - pick potent opponents for the later game you'd never see at low levels
And you couldn't take your own race as Favoured Enemy
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2019-03-26, 11:12 AM (ISO 8601)
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Re: What did 3.0 do better?
Druids weren't nearly as overpowered in 3.0. Animal friendship as a spell meant that if animal companions were all that good (and they weren't, remember that 3.0 dinosaurs are not animals), then nothing stopped almost everyone from getting access. No one bothered much, because the companions weren't all that good.
And no Natural spell meant that being a bear was a choice, not a no-brainer.
Basically, a 3.5 Druid is three characters at once, a spell-caster, a melee character, and another melee character.
The 3.0 Druid is one really powerful character with a minor pet not even as useful as a familiar most of the time.Last edited by Doug Lampert; 2019-03-26 at 12:16 PM.