CrackedOzy |
Aside from all the tweaks the races & classes get, the two big ones to me are the way skill ranks & class skills work and the Combat Maneuver system to replace Grappling, trip, etc.
On a lesser note, the change to the polymorph spell(s), the removal of XP costs in item creation and spells, and the ability score boosting magic items have all seen some moderate changes.
Osprey71 |
The big things stand out as quite apparent, it's the little things that have changed slightly that get us tripped up during a game.
- Darkness spell, dims existing light down one level.
- -10 no longer a hard limit for death, it's now your constitution score and determining Stabilization is different.
- Polymorph big and subtle differences.
- No more cross class skills.
- 0-level spell slots don't get used up when cast. This is constantly confusing some of my players. And gets annoying with the detect magic sometimes.
- Some feats work slightly different, like Cleave.
These are just the few I can remember right now. So the biggest change to me is all the subtle little changes. Most of which, I like, it's just hard to keep the differences straight. Especially since I play in a 3.5 game and GM a Pathfinder game.
I think we may move to Pathfinder for many of the gameplay mechanics even in our 3.5 game though, which might help. The reason we don't switch all together is not all of our classes are Pathfinder compatible yet, the pathfinder ones tend to outclass the 3.5 ones.
Kolokotroni |
Kolokotroni wrote:for the sake of brevityI actually already posted that link above. :) ha ha ha
Totally missed that in your post, i need to pay closer attention. Oh well its the thought that counts.
Disenchanter |
Kolokotroni wrote:for the sake of brevityI actually already posted that link above. :) ha ha ha
To be fair, I had to go and reread your post to even see the link. It clearly made its' stealth roll.
Kolokotroni |
Beckett wrote:To be fair, I had to go and reread your post to even see the link. It clearly made its' stealth roll.Kolokotroni wrote:for the sake of brevityI actually already posted that link above. :) ha ha ha
To be honest i may not have read his post, i just saw the OP and was like, 'ooh i remember a thread that covered alot of this already' and went right to the search bar.
TriOmegaZero |
Well ... just recently I realized that the Force Walls and the like can actually be attacked and broken (outrageous damage required, mind you). So ... that, to me is really jaw-dropping.
I actually thought regeneration was a bit better now ... I can't recall exactly why, though. :shrugs:
Less bookkeeping?
Beckett |
The Speaker in Dreams wrote:Less bookkeeping?Well ... just recently I realized that the Force Walls and the like can actually be attacked and broken (outrageous damage required, mind you). So ... that, to me is really jaw-dropping.
I actually thought regeneration was a bit better now ... I can't recall exactly why, though. :shrugs:
I think it is because things with Regen are easier to kill now. Fire (or whatever) stops Regen from working, so you don't need to kill the target with fire, just damage it with it periodically.