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3.0E vs. 3.5E
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Post Posted: Wed Feb 17, 2010 6:49 am 
 

I read somewhere in some retailer literature that the change between 3.0E and 3.5E D&D was predominantly driven by a need to change product numbering at WoTC because if ordering quantities and some internal system they had at the time.

Are there fundamental differences between 3.0E and 3.5E, and what are they? Presumably, if there are, 3.0E is well and truely redundant as far as a games system is concerned.


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Post Posted: Wed Feb 17, 2010 7:47 am 
 

Actually this could be quite an interesting thread.  I know bugger all about 3.0/3.5 but I heard that 3.5 was an improvement and tidied up many of the playability loopholes and also eliminated rule-quirks that were readily munchkinable.


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Post Posted: Wed Feb 17, 2010 7:54 am 
 

red_bus wrote:Actually this could be quite an interesting thread.  I know bugger all about 3.0/3.5 but I heard that 3.5 was an improvement and tidied up many of the playability loopholes and also eliminated rule-quirks that were readily munchkinable.

This is what I have heard also. I didn't switch from 2nd Ed until 3.5, so I never played 3.0 myself.

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Post Posted: Wed Feb 17, 2010 8:44 am 
 

Gus Landt wrote:I didn't switch from 2nd Ed until 3.5, so I never played 3.0 myself.

I've never left Basic/Expert and 1E. Didn't do OCE, Mentzer, 2E or andything beyond, although I have bought and sold them. Never even read them. ATM I'm presuming 3.0 is completely worthless, while there seems to be value in 3.5E over and above RRP.


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Post Posted: Wed Feb 17, 2010 9:11 am 
 

mbassoc2003 wrote:I've never left Basic/Expert and 1E. Didn't do OCE, Mentzer, 2E or andything beyond, although I have bought and sold them. Never even read them. ATM I'm presuming 3.0 is completely worthless, while there seems to be value in 3.5E over and above RRP.


Pretty much same here. Played Basic/Expert then skipped into RC (the best rpg book in the D&D line) and 1E. Played 2e very, very little. Bought the 3.0 books for reading material and absolutely was disgusted by the product.
So in a nutshell, I would love to get more info on 3.0, 3.5 and 4.0 and what the differences and similarities are.


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Post Posted: Wed Feb 17, 2010 9:54 am 
 

red_bus wrote:Actually this could be quite an interesting thread.  I know bugger all about 3.0/3.5 but I heard that 3.5 was an improvement and tidied up many of the playability loopholes and also eliminated rule-quirks that were readily munchkinable.


As an active player and collector of 3.5 (and some 3.0), here are some of the much improved differences that 3.5 fixed:

Polymorph Self - The 3.0 version allowed you to poly into Planatars and Solars. You didn't get their inherent spellcasting ability but you still got a lot more bang for your buck for a 4th level spell. The 3.5 version now allows you to polymorph into a creature based on your hit dice (caster level).

Haste - I think (because I'm at work and don't have it in front of me...) that haste in 3.0 allowed you to cast an extra spell (or an extra Quickened spell). Also the bonuses for haste were pretty big (+4 bonus to your armor class, etc.). 3.5 toned it down to where it should have been (+1 bonus to AC, 1 extra attack per round, etc.).

They removed a handful of prestige classes when converting from 3.0 to 3.5 (Weaponsmaster I think from the original Complete Warrior...), and modified or toned down a few prestige classes (Fatespinner). But nothing too drastic.

These are the two glaring spells that needed to be fixed when 3.0 first came out. If I remember anything else, I'll post it here.

But for the most part, the mechanics stayed the same


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Post Posted: Wed Feb 17, 2010 11:20 am 
 

For the most part I was pleased with the rule changes from 3.0 to 3.5.  The only one I can recall disliking was the change of gnomes' favored class from illusionist to bard.  The ranger was heavily modified.  They were lowered from d10 to d8 hit dice, they were given more skill points, & the class abilities were staggered over more levels because a lot of people were 'level dipping' 1 level of ranger for the free two-weapon fighting feat.  Bards also got more skill points.  The cost of raise dead, true resurrection, etc. was increased & some other spells had their durations cut.  I don't recall exactly, I think the stat boosters (Bull's Strength, Cat's Grace, etc.) & summoning spells.  Almost all the monsters were changed to advance like PCs, where they got a set number of skill points per hit die, which resulted in most monsters getting more skill points.  Those are all that I can think of off the top of my head.

If you're really curious you can download the 3.0 -> 3.5 conversion document here.

4e was changed far more drastically.  It's based around 3 types of powers, useable daily, once per encounter, and once per day.  I play in one 4e play-by-post game, but I'm not really a fan of the system so I don't have a lot of expertise with it.

  

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Post Posted: Wed Feb 17, 2010 11:28 am 
 

Personally, I don't quite see what was wrong with Basic/Expert. Surely the quality of the DM is what makes a game good or bad. Not adherence to a stack for 20+ hardback rulebooks. Both EGG and RJK have said as much, and I would tend to believe them. They know more about how to run a good game than I ever will.

On a similar note, I'd be willing to bet only a miniscule percentage of WoTC staff know anything about running or playing a good RPG. They may know how to flog horses, sell games in the market place, procure products and services, bean count, illustrate, distribute, hold games shows, shovel sh!t, whatever. But I'd be willing to bet only one or two in every hundred know what a good RPG experience is, and only a fraction of those able to do it themselves.


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Post Posted: Wed Feb 17, 2010 11:38 am 
 

I know the 3.0 cleric could be a bad ass with barkskin, bull's strength, etc type spells, which when they were high enough could exceed any barbarian/fighter for damage dealt a round.  Course in 3.5 those spells had durations lowered like Rob said.

I think I've played every edition now save for newer ones: 4th, Pathfinder and only the Mentzer Basic/Expert box sets not the earlier ones.

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Post Posted: Wed Feb 17, 2010 11:52 am 
 

red_bus wrote:Actually this could be quite an interesting thread.  I know bugger all about 3.0/3.5 but I heard that 3.5 was an improvement and tidied up many of the playability loopholes and also eliminated rule-quirks that were readily munchkinable.


Yup.   That's pretty much it.


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Post Posted: Wed Feb 17, 2010 11:55 am 
 

Harm / Heal was another nerfed spell.  3.0 Harm was a direct port of 2e - reduces target to 1d4 hps.  Clerics would be able to take out a dragon with hundreds of hps in 2 rds.  Round 1 - Harm.  Round 2 - Cause Light Wounds.  In 3.5 damage inflicted/healed was 10 points per level capped at 100 I believe and it couldn't take a creature below 1 hp.

Damage Reduction went through a big overhaul.  It went from a large amount of damage ignored but that could be overcome with 1 specific item (usually a weapon of +x).  3.5 introduced lower damage ignored but added a second layer of resistance such as Magic AND Silver or Bludgonening & Good.  It was dubbed the golf club approach because folks were carrying magical silver swords, holy cold wrought maces and adamantine acid arrows for example.

Things that made spells harder to resist (by increasing the Difficulty of the saves) were also nerfed.  As in previous editions, 3.0 spell casters significantly outpaced non-casters at higher levels.  (I am sure some will disagree with high level spellcasters being mighty in the earlier editions).

  

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Post Posted: Wed Feb 17, 2010 1:06 pm 
 

rob4 wrote: The ranger was heavily modified.  They were lowered from d10 to d8 hit dice, they were given more skill points, & the class abilities were staggered over more levels because a lot of people were 'level dipping' 1 level of ranger for the free two-weapon fighting feat.


I don't know what term everyone else uses, but my own group calls this a "rape and run,"  as in:

"So you're doing a rape and run on the ranger class?"

"Yup."

3.5 fixed a number of munchkin-isms in the 3.0 rules.  

All 3.0 ever did was provide a new version of AD&D with a working skill system and all the old gamer arguments settled in minute detail.

3.5 also added to monster stats and standardized things like space and reach.

The two rule sets are just...similar...enough to mess you up in small ways if you are using both versions.

While the 3.0 rulebooks might be lower value, the 3.0 modules are useable pretty much as written.

A gnoll from OD&D could rush into a 3.5 fight and swing his great sword just as well as a gnoll from any other edition.  The engine is the same.


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Post Posted: Wed Feb 17, 2010 1:39 pm 
 

I'm looking forward to receiving the Rules Compendium, as then I will have a better understanding of 3.5 and what stats, abbreviations etc mean so that hopefully I can switch some 3.5 mods back into 1st AD&D.

I think I might enjoy doing that   :lol:

Currently looking to tone down some 2nd Ed to (true) 1st, as I'm not liking the Cavalier and Barbarian etc that UA started to bring in. If I were still playing in a proper group, I think I might allow those but with house rules.  :)


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Post Posted: Wed Feb 17, 2010 1:41 pm 
 

3.0 was developed with a totally new, video-gameish approach in order to make money and attract the kiddies. Excellent business strategy in theory, but they neglected to factor in the lack of cash at that age, and requiring kids to buy hundreds of dollars worth of books is a bad business model.


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Post Posted: Wed Feb 17, 2010 2:05 pm 
 

I don't really see 1.0/2.0/3.0/3.5 being that different from each other.  They all use the same engine but simply fine tune over each other.  Did it really make sense that thieves all had the same base thieving ability scores at the same level?  2.0 fixed this by allowing players to allocate and specialize their thief in different skills.  That's a fine-tuning of the 1.0 rules, not an extreme break.  There are differences in artwork and writing style but I don't find it difficult to modify one adventure from one edition to another.  I'd be curious to find out how 4th edition differs as it seems WotC may have overhauled the old D&D engine in a new direction.

  

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Post Posted: Wed Feb 17, 2010 2:17 pm 
 

mbassoc2003 wrote:On a similar note, I'd be willing to bet only a miniscule percentage of WoTC staff know anything about running or playing a good RPG. They may know how to flog horses, sell games in the market place, procure products and services, bean count, illustrate, distribute, hold games shows, shovel sh!t, whatever. But I'd be willing to bet only one or two in every hundred know what a good RPG experience is, and only a fraction of those able to do it themselves.


Wow, I'll take that bet and you can pay me by eating crow.

When I worked at WoTC, I don't think I've ever seen more passion go into a product, even trumping my time spent developing PC and console titles by hardcore gamers.

You're totally disparaging and disrespecting quite a few people with that statement of yours. I think the people who played in the weekly games with the likes of Monte Cook, Richard Baker, Sean K Reynolds, James Wyatt and many others might beg to differ with you.

Sure, Hasbro/WoTC management might be culpable with the direction of 3E/3.5/4E product and how it turned out in the average gamer's opinion, but to make an accusation like yours with apparently NO first-hand knowledge of the people involved is totally uncool in my opinion.


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Post Posted: Wed Feb 17, 2010 2:20 pm 
 

RaisedFromTheDead wrote:4.0 was developed with a totally new, video-gameish approach in order to make money and attract the kiddies. Excellent business strategy in theory, but they neglected to factor in the lack of cash at that age, and requiring kids to buy hundreds of dollars worth of books is a bad business model.


Fixed that for you!    :D


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Post Posted: Wed Feb 17, 2010 3:37 pm 
 

TollHouseGolem wrote:I think the people who played in the weekly games with the likes of Monte Cook, Richard Baker, Sean K Reynolds, James Wyatt and many others might beg to differ with you.

I know there are many writers involved in WoTC's version of D&D, but for each writer on WoTC's staff, there must be 50 or 100 supplemetary staff employed by WoTC, and I'm sure while a chunk of them play, the number of staff who have the passion and dedication to producing playable product is limited to those core writers etc. that you mantion. I'm talking percentages here, and about a company employing thousands of people with only a small amount of inhouse talent.

Compare this to the likes of TSR when they produced simpler and arguably more playable and flexible rules sets, and the percentage of talented DMs who understood the difference between being a DM and being a good DM was much higher.

Admittedly, most of that issue is one of corporate growth and the ancilliary staff that go along with large companies, but there you are.

I have to say I like a lot of the product produced by the newer well known writers in the industry, but on the whole those are not published through WoTC, presumably because tallented writers realise they are better off forming their own companies or writing independanly, than churning out the same corporate vision in the same corporate format for the same corporate audience. Yes, a writer needs a staple income, and WoTC can provide that in exchange for a certain amount of work on core product, but when you have talent and creativity it needs an outlet and freedom from constraint, and I suspect that is why talented writers write and publish independantly.


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