scientiae: Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
:P
Ryan333: Not sure how succinct or complete this is, but I think the biggest differences in 3E were:
- Removal of race/class restrictions
- Ability score bonuses are standardized and consistent: +1 for every 2 points above 10 (-1 for every 2 points below 11).
- At each experience level, you can choose to level up an existing class or add the “Level 1” features of a new class. You do not need to out-level your original class to regain its benefits; the effects of each level up are immediate and cumulative.
- Saving throws are simplified into three categories (Fortitude, Reflex, Will).
- Armor Class goes up as it gets better.
- In general, rolling higher is better (almost every check is: you need to roll a target number or higher on a d20).
- Non-combat proficiencies (skills) are streamlined. Some classes learn some skills faster and/or can learn a greater number of skills, but almost every skill can be learned by almost every class (with a few exceptions).
- Feats were added to allow greater character customization.
- Spell casting system allows more flexibility and a greater number of spells-per-day.
*sound of poker machine cashing out*
Yep, that's what I was hoping for, nicely done. (Take a bunch of points!) :)
notsofastmyboy: Additionally:
- unified experience points table for all classes instead of each class having its own table
- THAC0 (now called BAB for Base Attack Bonus) tables streamlined into fast (1 point / lvl), moderate (3 points / 4 lvls), and slow (1 point / 2 lvls) progression
- weapon procifiencies streamlined into simple, martial, and exotic weapon proficiency groups instead of single-weapon skills (2nd Ed. AD&D PHB) or either broad or narrow weapon groups (2nd Ed. Complete Fighter's Handbook); with exception of druids, monks, and wizards (who each have their own weapon proficiency group), all characters start with simple weapon proficiency, and fighters, rangers, barbarians, and paladins also start with martial weapon proficiency
- magic resistance (now called spell resistance) isn't a flat percentage anymore, but comparable to armor class; the higher a caster's level, the better his chance to bypassing a given spell resistance value, just like the higher a fighter's level, the higher his chance to "bypass" a given armor class and hit with an attack
Excellent!
dtgreene: Also:
* XP gained from any given encounter decreases significantly with party average level (3.0) or individual PC level (3.5). This mechanic, of course, has its quirks. For example, in Icewind Dale 2, which implements 3.0 XP rules but not the rule against multiple level-ups, leaving a character under-leveled will give the rest of the party more XP (to the point where I believe this could break the game); the rule breaks down badly when a new level 1 character is introduced to a high level party. (In 2e, in the time it takes everybody to level up once, the new character will be 1 level behind, but the rest of the party will not have leveled up faster than normal.) In 3.5e, spending XP on spells or magic item creation can cause the character to pull ahead of the rest of the party in XP.
* Because of this mechanic, you now need to use an extra table to award XP; you can't just use the Monster Manual entry for this purpose.
Not having read the Player or DM guides for decades, it's good to have these facts at the fingertiups. Thanks for the clear answers!
I actually still like playing older systems, if only for their peculiarities. (Questions like: What is the difference between a lawful evil and chaotic good ethic, in practice? Sure, they have different aims, but is, say, Dirty Harry LE or CG?)