![]() Players that dislike in-game complexity might want to lean towards a sorcerer or a fighter. Players that dislike build-time complexity can easily get away with making a single-classed cleric or rogue and be effective for a long time. Players that enjoy in-game complexity should pursue prepared casters. comes with a serious boost in effectiveness. Players that enjoy build-time complexity should gravitate towards martial characters, where multiclassing and cherry-picking strong synergies in feats/class features/etc. Some classes will fall off pretty hard around level 8 or so without any magic gear. 3.5 assumes that you're regularly looting dungeons for cash, and that you spend most of that money on upgrading your gear. ![]() Wealth and treasure can be a big part of a character build at high levels, and even at mid levels it makes a big difference. If your players have particular archetypes in mind, you might want to help guide them towards an appropriate prestige class early enough for them to meet prereqs (or allow rebuilds). 5e's archetype/subclass system roughly translates to prestige classes in 3.5, but prestige classes require chasing some prerequisites to enter. Some thoughts on how to onboard new people: If you like a "zero to hero" game, this is it.Īs for on-boarding folks familiar with 5e - many ideas translate pretty well (the base d20 system is still there, after all). When you reach high levels, you're effectively playing demigods taking on problems out in the wider universe. As you advance through the mid levels, you gradually get more power and your strategy for tackling different situations change as new options open up to you. ![]() As you move from low levels to mid levels, your build fleshes out a bit and you start to succeed in your area of expertise most of the time. If you have a character concept in mind, it's pretty likely that 3.5 supports it out of the box, or with minimal tweaking.ģ.5 supports a wide variety of power levels, and has a (mostly) smooth gradient between them. It's possible to build very simple-to-play characters, and very complex-to-play characters, and those characters can both meaningfully contribute to the same party - meaning that someone who wants that extra complexity can have it, but someone who doesn't isn't forced to. If you want a game with depth during play and in character building, 3.5 is the system for you. Most of my table have never touched it.Here's my sales pitch:ģ.5 is a giant basket of mechanically unique options for building characters. I myself am decently familiar with the system, but haven't played in it much. Is there a "5e player's guide to 3.5" floating around? I'm looking for something to introduce a 5e table to 3.5, so they know what to expect, what's different, and so on. I've mostly played and run 5e, and I want to try 3.5 more. Granted, in games I’m running, the PCs are hindered by the fact that they can’t change their XP total (because I’m too lazy to calculate XP for characters of different levels), so they have to purchase XP components, use Dark Craft XP, etc.Ĭontrast that to 2e, where a great many of the characters who advanced far enough to be able to craft did so, creating memorable items in the process. ![]() I could count on a single hand the number of characters I remember crafting in 3e, and, if my senility acts up, I might still have the fingers free to Thanos snap. Surely not every table wants to be able to craft very unique homebrew stuff, but crafting with the many weapon and armor qualities and crafting wands with standard rules are very commonplace.Hmmm… it’s kinda obviously better to be a 10th level character with 100,000 gp worth of items than one with 50,000 (or to just not level for a while, and have 200,000+ in items), yet I’ve personally not seen it - almost nobody actually goes the crafting route. Each party has its own power level, but more importantly each character feels unique. It gives the power to the player, and away from the book. In a game where optimizing is fun, where seeing a character do what you intend for them to do is fulfilling and with such a difference between a character built optimally and a casual one, class imbalance isn't a problem. Or, hell, decent sorcerers, wizards and initiators, but with a fun gimmick that a new player couldn't have made to work. Experimented players could make overpowered sorcerers wizards or initiators, but they know people would like the game more if they made decent fighters, binders or incarnates. ![]() New players can make decent sorcerers, wizards or initiators. But you should make a character that is balanced with the rest of the party. You can make immensely useless characters with no action to speak of that will make you feel bad during the whole campaign. You can make absolutely horrid characters, breaking campaigns and party cohesion by sheer power. May I direct you to the quote in my sig? 3.5 is the system to do anything. ![]()
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