D&D 3E/3.5 Finally switching to 3.5...

MerakSpielman

First Post
OK, it looks like I'm going to in the near future being making the switch from 3.0 to 3.5, mainly because I can't reasonably expect new players to find out-of-print books.

I got me the 3.5 PH, and it looks pretty spiffy. I know the gist of the new rules and changes from browsing discussions here, but I've never been in a situation where I acutally have to use them during a session.

What are the most significant changes - the things I'm most likely to rule wrong if I'm stuck in 3.0 mentality?
 

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MerakSpielman said:
What are the most significant changes - the things I'm most likely to rule wrong if I'm stuck in 3.0 mentality?

Wrong? What is this "wrong" you speak of? Call it as you see it, and if the players say you're wrong, let them look it up and either follow the book or change the rule.

Some rules that have caused me problems in the past:

  • Effect duration: It seems sometimes as if almost everything changed. Druid Wild Shape, for instance, now has a duration when it never had one before.
  • Small changes to feats: It's odd, but they're there and so small and non-recorded that things that you thought you knew are now different. Power Attack is just the best example
 

Two biggest problems with 3.5 conversion:

Names and Spells. Many feats changed names slightly as did some spells. It can get confusing at first...

Spells are a major headache right at the beggining. Spellcasters MUST read every spell. Especially before casting them. Small changes and description might be very relevant. We basically are learning about the different spells (and in fact several other changes) during gaming sessions. Whenever you see some change you just stand up... read the change... sit down. Everyone learned this way in our group.

We basically played and learned as we went most of the minor changes... doesn't make a BIG difference 3.0 to 3.5.
 

I think Rashak is dead on. While there are lots of minor things, I have noticed the major issue being the general principle that experienced players must read every spell, and carefully. So many small things have changed that decisions on spells that are ingrained from 3E can be wrong, wrong, wrong.
Other than that, I found the process easy and fun, actually.
Still getting players making wrong calls on their spells, though.
 

Ya, I've found that most changes that need reading are spells and their new durations. Expect any sorcerers who convert to 3.5 to spend some time re-doing their spell lists. Some spells, like the Power Words, are not even the same level anymore.

It's not that big a deal though, I like 3.5 a lot and I hope you do as well.
 

As stated, some spells are going to be the big things you find yourself falling back on. Rangers not getting TWF at first level is another. Weapon sizes and magic item prices and powers.
 

There is also a free pdf.. somewhere on wotc: D&D v.3.5 Accessory Update

The purpose of this booklet is not to provide a comprehensive list of everything that has changed with the 3.5 revision. The changes are too large in number and varied in scope to be able to provide an all-inclusive inventory. Instead, what we want to do is to show you a broad picture of what has changed and to provide you with support for updating our most popular product.​
Do you need to make these changes? No.​
This booklet is for players and Dungeon Masters who value rules precision and need to know what’s changed so that they can continue to enjoy their 3rd Edition products. You might choose to make notations in your existing books, photocopy and cut up this booklet to add bookmarklike inserts to your books, or simply use this booklet simultaneously with your books. We provide a brief, general overview of the core books and detailed revision notes for​
Deities and Demigods, Epic Level Handbook, Fiend Folio, Manual of the Planes, and Monster Manual II.
Mike​

 

Some of the ones that have caused us confusion:

Differences in adamantine between 3.0 and 3.5.
Shocking Grasp is *way* better in 3.5.
Damage Reduction is quite a bit different.
Identify works differently in 3.5 (to the player's advantage).
 

- Trip and Disarm are easier with the Imp. feats.
- Haste, Heal, Harm, Disintegrate, Identify, Sleep, Shield, Fly, stat buff spells all have major changes.
- Power Attack has significant changes
- Standing up from prone draws an AoO.
- Multiple AoOs on a single foe.
- no more multiple metamagics
- ranger, bard, and monk have major changes

And not to echo some of the other major changes already mentioned. We are still finding spells that changed from 3.0 to 3.5. I just found out a month ago that Identify is only a hour to cast now!
 

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