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<blockquote data-quote="Yora" data-source="post: 8628172" data-attributes="member: 6670763"><p>I think perhaps the biggest shift in 3.5e is the idea that "dead levels are bad". The idea that levels can be dead is already one I completely disagree with. CharOps was already a thing before that, but I think this one change really put it into overdrive.</p><p>It also furthers the assumptions of "the answer to every obstacle is somewhere on your character sheet". This removes incentives to think of the game as scenes in which the characters can act as people in a world. Roleplaying.</p><p></p><p>I can absolutely see why people love the revised Damage Reduction system, but one consequence of this is that +2 or +3 weapons lose most of their meaning and usefulness. Also, the amount of damage reduced was significantly cut down, often to just half. The idea here being that even if you don't have the right weapon, you can at least do some damage. Sounds of course good on paper, but having monsters that you have to defeat with means other than weapons are an interesting element for creative tactics, which are a valuable aspect for an RPG.</p><p></p><p>And another big thing for me, which is really not easy to pinpoint to specifics, is a significant shift in tone. Original 3rd edition had it's one tone, which I think in some ways still resembles AD&D 2nd edition. In contrast, 3.5e feels like the Eberron game.</p></blockquote><p></p>
[QUOTE="Yora, post: 8628172, member: 6670763"] I think perhaps the biggest shift in 3.5e is the idea that "dead levels are bad". The idea that levels can be dead is already one I completely disagree with. CharOps was already a thing before that, but I think this one change really put it into overdrive. It also furthers the assumptions of "the answer to every obstacle is somewhere on your character sheet". This removes incentives to think of the game as scenes in which the characters can act as people in a world. Roleplaying. I can absolutely see why people love the revised Damage Reduction system, but one consequence of this is that +2 or +3 weapons lose most of their meaning and usefulness. Also, the amount of damage reduced was significantly cut down, often to just half. The idea here being that even if you don't have the right weapon, you can at least do some damage. Sounds of course good on paper, but having monsters that you have to defeat with means other than weapons are an interesting element for creative tactics, which are a valuable aspect for an RPG. And another big thing for me, which is really not easy to pinpoint to specifics, is a significant shift in tone. Original 3rd edition had it's one tone, which I think in some ways still resembles AD&D 2nd edition. In contrast, 3.5e feels like the Eberron game. [/QUOTE]
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