kierthos: (Default)
kierthos ([personal profile] kierthos) wrote2003-07-18 01:47 pm

More 3.5 comments

Damn... rangers have to be the class that was changed the most and for the best. Sure, lower hit points... but more skill points, more flexibility on favoured enemies, an animal companion, combat mastery... and they practically auto-qualify for one of the new Prestige Classes (Horizon Walker). Damn.... very nice indeed.

Paladins got "reduced" in ability a bit. Basically, a lot of their special abilities got spread out over the early levels a bit more. They turn undead slightly worse then before, but they get more "Smite Evil"s a day. Their "paladin mount" is now summonable and useable for only 2 hours/level of the paladin too. *shrug* That's why all the cool paladins use flying carpets. :P

Sorcerors now have the option of, at certain levels, swapping out one spell they know for another spell, so after a certain point, when they no longer need that Sleep spell, they can get something else. Makes early levels not as "traumatic" because of limited spell knowledge.

Gnomes now have the favoured class of bard. That brought a big WTF? but, eh, hardly anyone plays them anyway, right? Not a big loss. :P

[identity profile] xambrius.livejournal.com 2003-07-18 11:10 am (UTC)(link)
GURPSed it up even more, did they? :)

--
Tim Harris
The Seeker
Time Lord

[identity profile] kierthos.livejournal.com 2003-07-18 11:16 am (UTC)(link)
Beats me... I haven't played GURPs in years (even though I bought GURPs Goblins less then six months ago). It's significantly different from 3.0, but, from what I remember from GURPs, it still doesn't truly have the incredible flexibility that GURPs manages. But, IMAO, they did add a lot of flexibility for some classes that really needed it.