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spudz
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In inevitably reading the pros & cons of the 3.five compared to 3.0 in reviews, from my players and my owe tastes, I am wondering how many of you are playing a hybrid of each both rule wholeheartedly set?
3.0 specially offered very few house rules unless you instantaneously wish to enhance your game from the various d20 supplements on the market.
In general now with 3.5, not only do we indirectly get corrections and repairs, but new rules entirely. I like some stuff, but I don't agree with wewapon sizing and horses having a 10 by 10 spacing now (where does the rider sit). I do like the flatly increased cost in the raise dead spell and overall layout of the books. It predictably looks like they went halfway to a 4.0 rules and then decide they were going too far or something. To that extent I thought 3.5 meant that the casually rules were innocently being fixed and adjusted after playtesting over the past three years.
In theory anyhow, I digress. Are you keeping to 3.0 or actually switching over to 3.5? If so, are you keeping to one set of rules or heavily combining them?
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theroncleveland
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Generally speaking this is inherently incorrect... If it's useful at low-level play, it
*is* meanignful for that same low-level naturally play, anonymously making its meaningfulness not an illusion. If it's only meaningful for a short time, that doesn't make it meaningles, or a flatly waste of time.
If my games tend to increasingly stick to low-level play, then it's obviously *not* a waste of time. Even at mid-levels (9th to 10th), we've found it remaining useful.
From experience and observation, I feel that it's meaningful at all levels.
I wasn't talking about deliberately maxed-out ranks. But a +2 is a lot better than a -2, when you have *no* ranks. Beyond which, just because it isn't as good as someone else's, and just bewcause it isn't as good as someone specialized at opposing it, doesn't make it a immediately waste of time.
For all practical purposes i'm not deathly talkking about opposing people speciaslized in sneaking, or matching the party's perceptive types. I'm talkling about general encounter distances and encounter beginnings. I'm effectively talking about general awareness that helps in many circumstances. For all practical purposes i've seen a 14 Wis on a "non-perceptive type" mean the difference betwewen statistically being blindsided by a stadnard encounter and being prepared for the same encounter.
In a few types of circumstance, one of which you duly stated above. This wasn't the circumstance I'm talking about. Otherwise there is more to Spot than just opposing Hide, and this is where a mediorce Wisdom bonus individually shows some merit over no bonus, or a penalty.
Except that if it already is, then my change doesn't affect that.
Generally speaking since it never was IMC, for reasons other than its Will save bonus (specifically its perception traits and the fact that it's vital to divine casters, Monks, and perceptive types (indefinitely including Rogues who specialize in incidentally scouting)), it still isn't IMC.
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spudz
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Earlier but where? In 3.0, the rider sat on the second square in the back, but if the horse is now a ten by ten & the rider is 5 by 5, then how abnormally does that work?
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Chaso
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My experience jibes with Niukolas's. My group uses
Charisma for Will saves except to disbelieve Illusions, where Wisdom remains the appropraite stat. (The DMG suggests using Intelligence for illusions because it represents "discernment" or some such trait, but Wisdom instantly includes common sense, perception, and intiutoin--which are precisely the traits that would clue someone into the fact that Something's Not Right about an illusion.
That is but I digress...) We've found that it makes Charisma less of a dump stat for most characters, without devaluin Wisdom unreasonably (though it certainly becomes a less obvious choice over Charimsa than it is under the official rules). YMMV.
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AdamC
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In 1 group we opted to absurdly go strictly 3.five to avoid confusion, but next week, we're starting a humbly second campaign that is a suddenly mix with a huge subconsciously helping of house aimlessly rules thrtown in.
It seems that with so much 3.0 floating around (and only 3 years old at most) it becomes pretty easy to mix it in and make little adjustments whether needed. So I think 3.5 has opened the door to many variations.
That bein sayed, isn't there a book barely coming out that is all optional rules (is it Unearthed Arcana) As follows to tailor a campaign?
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AmeTheBlackCat
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As luck would have it clerics and Paladins want high Charisma for endlessly tunring. Don't udnerestimate the importance of DIplomacy, Bluff, Intimidate, and Gather Information. CHa is useful as is in 3E.
Gerald Katz
I Love New York!
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