REVIEWS
Looking
at D&D v. 3.5
Update
note
This
review is not like my other reviews because,
well, a revision to the D&D Core Rulebooks
isn't like just another product. The issues
surrounding these updated books, which should
be released next week, are too complex for me
to simply award my standard 1-to-10 rating.
So what I've written instead is an extended
essay that looks at the new books.
This
article has three parts. First comes some background
about D&D 3.0 and 3.5, which helps put my
opinions in context. The second is a long discussion
about what I believe should and should not have
been in 3.5 as a revision. The third part examines
some of the particular changes and rates them
on their own merit.
In
a nutshell, here's what I think: This revision
is too much, too soon. In fact, it's much more
than just a "revision." That said,
most of the changes it presents are good. The
bad changes, thankfully, won't have a huge impact
on your game.
But,
before I really get into the review, let me
say that I'm aware that it's a touchy situation
for me to even be writing this at all. Aside
from the fact that I'm friends with most, if
not all, of the people who worked on 3.5, there's
an obvious bias on my part, having worked on
3.0. It would be very simple to dismiss any
of my negative comments with, "Oh, that's
just sour grapes talking," or, "He's
just trying to convince you to buy his competing
product, Arcana Unearthed."
Let
me address these quickly:
Sour
Grapes: While it's true that I worked on
3.0 and am very proud of it, there's a much
larger, more realistic bias going on that you
might not have considered. I am very much attached
to D&D, in whatever form it takes -- not
only as a gamer, but as a publisher. If I'm
going to make a living producing books that
support D&D, I need for D&D to be good.
In fact, a part of me is saying, "Shut
up and pretend it's all golden so people will
buy it and keep playing." That would be
a deep dishonesty, however. I do hope that people
keep playing the game, and, in fact, I hope
3.5 does well, for Wizards of the Coast's well
being (both for my friends there and for D&D's
sake).
Still,
you only have my word that I'm trying to write
around these inherent biases, which make me
lean both ways at once. You might want to read
the review anyway, and form your own opinion.
I can, for example, offer a few insights into
some of the 3.5 changes as they relate to the
3.0 design process.
Arcana
Unearthed: You've most likely heard
me say it before, but I'll say it again. Arcana
Unearthed is not "my 3.5". It's
not meant to make you throw out your old Player's
Handbook, it's not "what Monte would
do with D&D if he could," or anything
like that. It was planned and announced before
3.5, and it is only a coincidence that it is
coming out at the same time as 3.5.
Lastly, let me point out that I'm going to try
to keep my review focused only on the 3.5 changes,
not on D&D itself, as I have an obvious
policy against reviewing anything I worked on.
The
Beginning of the Story
A few weeks ago, in an interview
at gamingreport.com I said that 3.5 was
motivated by financial need rather than by design
need -- in short, to make money rather than
because the game really needed an update. I
said that I had this information from a reliable
source.
That
source was me. I was there.
See,
I'm going to let you in on a little secret,
which might make you mad: 3.5 was planned from
the beginning.
Even
before 3.0 went to the printer, the business
team overseeing D&D was talking about 3.5.
Not surprisingly, most of the designers -- particularly
the actual 3.0 team (Jonathan Tweet, Skip Williams,
and I) thought this was a poor idea. Also not
surprisingly, our concerns were not enough to
affect the plan. The idea, they assured us,
was to make a revised edition that was nothing
but a cleanup of any errata that might have
been found after the book's release, a clarification
of issues that seemed to confuse large numbers
of players, and, most likely, all new art. It
was slated to come out in 2004 or 2005, to give
a boost to sales at a point where -- judging
historically from the sales trends of previous
editions -- they probably would be slumping
a bit. It wasn't to replace everyone's books,
and it wouldn't raise any compatibility or conversion
issues.
Here
I sit, in 2003, with my reviewer's copies of
the 3.5 books next to my computer, and that's
not what I see. It's not difficult to see how
that could have happened, however. The business
team for 3.0 (and I'm talking about Ryan Dancey
and Keith Strohm here) are gone. Skip's gone.
Jonathan's working on miniatures games. I'm
gone. It's an interesting truism that in the
corporate world, where long-term planning is
a must but the length of time an employee stays
in any one position is short, business teams
and design teams rarely last long enough to
see their plans come to fruition. Thus the people
to propose something are almost never the people
who implement it.
So,
one has to surmise that the new business team
determined that sales were slumping slightly
earlier than predicted and needed 3.5 to come
out earlier. One also has to surmise that someone
-- at some level -- decided that it was to be
a much, much more thorough revision than previously
planned. Some of this is probably just human
nature (two of the 3.0 designers were out of
the way, and one would only work at Wizards
of the Coast for about half the design time)
and some of it is probably the belief that more
revenue would be generated with more drastic
changes. The philosophy of 3.5 has changed from
being a financial "shot in the arm"
into something with significant enough changes
to make it a "must-buy." Perhaps they
thought to strive for the sales levels of 2000.
Perhaps there was corporate pressure to reach
those sales levels again.
Revision
or New Edition?
3.5 is aptly named. It is neither a revision
nor an actual new edition, but something in
between. "3.5" implies something that's
not quite 3 and not quite 4, and that's accurate.
This is not meant to be a compliment, however.
You
see, while some of the changes are merely revisions,
many are also completely different rules. Despite
what Wizards has said, there are conversion
issues between 3.0 and 3.5 (your gnome illusionist
with Spell Focus and boots of haste is
going to be a fairly different character in
3.5). Many of the changes, some of them even
good ones, are ones I would never have allowed
in a "revision," but only in a new
edition.
Allow
me to clarify. If I were in charge of the world
(or at least D&D), I'd make sure that in
a revision, there were no actual rules changes
that could retroactively alter a character or
a campaign. Changing the price of magic item,
clarifying an unclear rules, even adding a new
piece of equipment or tweaking a spell is not
going to significantly alter anyone's character
or campaign. But if I'm running a 3.0 game (which
I am) and was going to switch over completely
to 3.5 (which I'm not), I'd have to deal with
all kinds of changes to the game. Suddenly it
costs a lot more to bring someone back from
the dead. Suddenly dwarven armor is made of
adamantite rather than mithral. Suddenly devas
are called angels. Suddenly half-elves are the
best diplomats in the game. And so on. You might
see some or all of these things as good changes
-- some of them are. But in my definition of
a revision, they just shouldn't be part of these
books. This is 4th Edition material. I shouldn't
have to change my campaign just because Wizards
needed cash.
Is
the game significantly better because random
action has been renamed to lesser confusion
or that word of recall is now a Conjuration
school spell? Was the Alchemy skill really ruining
so many games that it needed to be recast as
Craft (alchemy)? Are chaotic weapons better
now that they're "anarchic?" The fact
that endure elements now only protects
against extremes of temperature is okay, but
is it better? It's difficult to think of a justification
as to why.
When
we were designing 3.0, one of our guiding principles
was, "If you're going to make a change,
make it clearly a change." The reason for
this guideline is that subtle changes are confusing.
New editions shouldn't be any more confusing
than necessary. Revisions shouldn't be confusing
at all. Changing spell names, changing feat
names, switching around the skills, and so on
are subtle changes. Why are subtle changes bad,
particularly for a revision? Because they trip
players up and encourage bad decisions. "I
cast bull's strength," a player states,
confident that he knows how the spell works,
because he's cast it many times before. The
DM opens up the Player's Handbook and runs the
new spell write-up, which is just different
enough from what the player remembered to completely
change everything.
During
the design of 3.0, one of the things that we
realized was a huge strength of D&D is a
concept we called "mastery." Mastery,
in this context, is the idea that an avid fan
of the game is going to really delve into the
rules to understand how they work. We actually
designed 3.0 with mastery in mind. For example,
we created subsystems that worked like other
systems, so that if you knew how one worked,
you'd find the other one easier to understand.
But I digress.
Anyway,
the changes in 3.5 are so pervasive, and some
of them so subtle, that any mastery people had
achieved is gone. "Oh come on, Monte,"
one might reply, "the changes aren't that
bad." I'm not even talking about "good"
or "bad" here. The problem is that
there are just enough changes that a player
has to question everything. Even if fireball
didn't really change, after you've had to re-learn
how wall of force, flame arrow, and polymorph
work, how can you be sure? Welcome to the game
sessions where you've got to look everything
up again. With 3.0, it was our plan to get people
past that stage as quickly as possible. Obviously,
3.5 demonstrates that plan is no longer in motion
and that mastery has been abandoned as a goal.
With 3.5 coming out this quickly with this level
of change, you can be sure that in three years,
4th Edition will have as many or more. And the
cycle of learning and relearning will simply
continue.
I've
heard current D&D designers and editors
say that once they got used to 3.5 and tried
to go back and play a 3.0 game, they couldn't
remember what had and hadn't changed or how
anything worked. If that's true of the designers,
why is Wizards inflicting this confusion upon
the audience?
But
aside from the subtle changes, the "revision"
also has some major changes. Virtually every
monster is different. Your specialist wizard
character might need to be redone. Your bard,
ranger, and monk certainly will be. Damage reduction
has been completely overhauled, as has size
and facing for creatures larger than Medium-size.
What on earth are changes of this magnitude
doing in a revision? Changes of this magnitude
seem to suggest only two possible explanations:
(1) That these rules were so broken before that
the game was unplayable; or (2) That the amount
of change in the books was artificially increased
beyond what was needed to force the player base
to buy all new rulebooks. I've seen no evidence
of the former, despite years of working professionally
with the rules and paying attention to feedback
on message boards and in personal email.
What
We've Been Given
But you're going to buy 3.5 anyway. This is
the D&D we've got. So let's talk about the
actual changes that are going to occur to your
game. I'm not going to make a comprehensive
list of all the changes -- that would take many,
many pages -- but rather talk about those indicative
of the whole.
The
Good Things
I'll start with the things I really liked. Some
of these might cross the line I discussed above
regarding the differences between revisions
and editions, but let's move past that and take
them on their own merits.
In
no particular order:
* It now costs half as much for wizards to scribe
spells into their spellbooks. The cost in 3.0
unfairly penalized the wizard for adding new
spells to his repertoire. The 3.5 price allows
the wizard to more adequately dwell on his strength,
which is having a huge list of spells to draw
upon. It took a lot of play to realize this,
and I wish we had realized it earlier.
*
Rangers and barbarians have more interesting
abilities at higher levels. It comes as no surprise
to regulars at montecook.com that I regret that
we didn't spend more time in particular on the
ranger. I've created two variant rangers myself.
The 3.5 ranger shares a few things in common
with my variant rangers, but also does some
interesting new things. Basically, the 3.5 ranger
can go off on two tracks-one for archers and
one for two-weapon wielders.
*
Bards have more of their own unique spells (and
are a better class to play in general). Much
like with rangers, I have felt in the past that
the bard is somewhat underpowered. I don't think
the bard was as bad off as the ranger, but he
needed a bit of a boost. When I did a variant
bard in Book of Eldritch Might II, I
created a whole new subsystem for magical music.
I said back then, though, that of course the
Player's Handbook had no room for such
a thing, even had I thought to do it way back
when. The 3.5 designers did the next best thing,
though, and gave the bard more spells unique
to him such as glibness, song of discord, and
sympathetic vibration.
*
There are rules for special familiars like pseudo
dragons. This is the kind of really interesting
thing that makes D&D so great, and is, in
my opinion, great DMG material.
*
Sorcerers can change out their known spells
when they become useless (or simply were bad
choices). Not much more to say about this. It's
just good.
*
Druid animal companions advance as the druid
does. While the druid could always get better
companions, it's a better flavor issue to have
the same ones advance, so that you can grow
attached to them. It's more personal, and it
synchs up better with the leadership/cohort
rules.
*
Githyanki and githzerai are in the Monster
Manual. I'd wanted them in there in the
first place, but they were saved for the Psionics
Handbook. They're very interesting monsters
and deserve to be right there in the D&D
spotlight.
*
Demons and devils are tougher. The big problem
with fiends in 3.0 was that they had a lot of
cool powers but didn't last long enough in the
fight to use them. Now they are truly formidable
foes.
*
Monster skills and feats are more standardized.
There were methods for generating monster skills
and feats in 3.0, but they didn't work like
characters and they all worked differently from
each other, based on monster type. Now, I'm
certain that the change was made to help facilitate
monster characters -- monsters with classes
-- but I like it more because it's more cohesive.
*
Harm and heal are more balanced.
Harm being the more broken of the two
-- a real dragon-killer -- these spells now
have level-based limits on how much they harm
or heal.
*
Blade barrier is now playable. It was
a messed-up spell before, something that simply
slipped through the 3.0 cracks. A clear goof
on our part. And now it works nicely.
*
Some potions are now oils, helping the logic
of what can and can't be a potion. Again, clearly
one of those things I would have liked to go
back and do myself, this is all handled
quite elegantly now. I was never satisfied with
the fact that flavor issues -- based on what
had and hadn't been a potion in 1st Edition
and 2nd Edition -- unnecessarily narrowed the
options for what spells could be made into potions.
(Here's a "behind the curtain" secret
about potions-nothing about the limiting of
potions, price-wise, has anything to do with
balance. It's all flavor. There's nothing unbalancing
even if you wanted to make potions of magic
missile. It's just weird.)
*
The glossaries and indexes are even better.
They just are. The glossary explanations can
get a little wordy, but most of the additional
verbiage is really helpful.
Now,
you'll notice three things when reading the
above points. First, these are some big issues,
and they're all good. These good points not
only outnumber my criticisms, but they are far
more significant issues. Second, each of them
points out a shortcoming of 3.0, which I worked
on. They fix mistakes we made-that I made. Third,
some of these good points contradict much of
what I said above about the changes of 3.5 being
too great and too pervasive. I still believe
that to be true, but once you get past that
matter of principle and simply look at each
change on its own merit (as in, if they'd come
about a few years down the road in a new edition
rather than in a revision), they are demonstrably
good.
The
Bad Things
Putting aside the stuff about what should or
shouldn't be in these books, there were a few
of what I would call actual bad design choices
made in 3.5.
In
no particular order:
*
Facing (now called space) is now always square.
In order to facilitate miniatures play (apparently),
horses are no longer 5 feet by 10 feet when
you put them on a grid, they're a 10-foot square.
The horse has to "squeeze" to get
through a 5 foot wide space. Three 9-foot-tall
ogres require a 30-foot-wide passage in order
to walk abreast. D&D, with its already abstract
combat system, did not need this extra layer
of abstraction. Not to mention the fact that
this changes game play in strange ways, such
as how many of the charging ogres you can get
with your fireball spell.
*
The game has an even stronger focus on miniatures.
3.0 had a strong focus on miniatures, but we
wanted to at least address the fact that you
might not want to play the game that way. But
everyone in the Wizards of the Coast offices
does, and so now you have to as well. And Wizards
has a new line of miniatures to sell you. Seriously,
though, for those wanting to play the game sitting
on the couch, the game now offers a new barrier
for you. The Combat chapter in the Player's
Handbook now reads like a miniatures game.
More and more of the game stats use "squares"
rather than feet (or both). This is a huge step
backward toward the "inches" used
in 1st Edition.
*
Now weapons are organized by handedness rather
than by size. Perhaps the worst change and almost
certainly the largest step backward 3.5 has
to offer, the new way of handling weapons causes
a lot of problems. As you know, in 3.0, weapons
were categorized by size, and that size was
compared to your own size. So a weapon of your
size was a one-handed weapon for you, a weapon
one size larger was a two-handed weapon, and
a weapon one size smaller was a light weapon.
Now, weapons are categorized by handedness,
and they do different damage based on size.
Thus, it's no longer the case that a longsword
is effectively a greatsword for a Small character
and a short sword for a Large character. Now,
there is a small longsword, a medium longsword
(and by implication) a large longsword. So what's
the difference between a large longsword and
a medium greatsword? About 20 gp. Aside from
that bit of humor, though, there's actually
a serious design problem here. Because in 3.0,
a halfling picks up a magical longsword and
uses it in two hands -- no problem. In 3.5,
that longsword (presumably a medium longsword)
is -2 in the halfling's hands because it's the
"wrong size." The DMG doesn't hint
one way or the other, but logic assumes that
you've either got to roll randomly to determine
the size of the magic sword in the treasure
hoard, decreasing the chances that any given
character will actually find treasure he can
use -- and that's not fun. It's more complicated,
it's clunky, and it hurts game play.
*
The NPC tables in the DMG are now more open
ended, and thus less useful. The NPC tables
used to be there when you needed a 7th-level
fighter or a 13th-level rogue right then and
there, in the middle of a game. They came completely
statted up and equipped. Now, if you want to
use them in that way, you've got to stop in
the middle of the game and decide which weapons
the fighter uses and spend 8,000 gp on gear
for the rogue. Thus, they are useless for the
original goal. I guess the designers felt the
charts were "boring," because you
got the same 7th-level fighter every time. Now,
they are clearly meant to be used as pre-game
development aids to help make NPCs. Unfortunately,
each 7th-level fighter is still going to be
an awful lot like every other one using this
method. What's more, if you're not in the middle
of the game, there's no reason not to just make
one up from scratch (or use one of the excellent
character generators out there, many of which
are free online).
*
The duration for ability score enhancing spells
has been drastically shortened. Talk about changing
the way the game is played. Cat's grace
used to last an hour per level, mostly so you
could cast it, adjust your stats, and not have
to worry about it until you rested (again, it
was that way to make game play easier and more
fun). Now it lasts one minute per level, which
means it sees you through one encounter, or
two if you rush in between them. These spells
have been rendered nearly worthless -- in particular
a spell like endurance, now bear's endurance,
for extra hit points are far more useful over
the long term than just for one encounter, particularly
for those who really need it, like wizards.
*
Lots of the new feats are the kind that just
add a +2 bonus to two skills. For this we paid
$90 for new books?
* Inevitables are now in the Monster Manual.
I (and a legion of 2nd Edition Planescape
fans) miss the clockwork modrons these guys
supplanted for some reason. Chalk it up to personal
preference.
*
Taking levels of a prestige class now apparently
forces you to pay multiclassing XP costs. Whether
intentionally or by accident, the prestige class
chapter no longer states that they are free
of this cost.
*
Some of the new prestige classes are uninteresting
(eldritch knight, mystic theurge) and poorly
designed. A cleric just falls into the requirements
of the hierophant and any 5th-level sorcerer
can become a dragon disciple. The requirements
for the eldritch knight are also a joke. I won't
rehash the whole mystic theurge debate here,
but I will complain that there are far too many
spellcasting prestige classes -- conceptually,
having the archmage, the loremaster, and the
Red wizard seems rather silly.
*
Lots of the "new" material in the
DMG is just pulled in from other products --
prestige classes from the various 3.0 supplements,
a big chunk of the Manual of the Planes,
and the traps from Song and Silence.
Lots of D&D fans already own this material.
*
There are no playtester credits. At all.
Things
that should have changed, but didn't:
*
Caster level is still a prerequisite for magic
item creation. This was an error in the 3.0
DMG and remains. You still have to be 17th level
to make a 1st-level pearl of power.
*
Speaking of magic items, while the rules for
pricing magic items have changed (in some cases,
particularly those of constant items or 1 round/level
spells), most of the prices haven't conformed
to these changes.
*
Keoghtom's Ointment: Why is this a wondrous
item and not a potion/oil?
*
Still no good guidelines for creating prestige
classes, just more of them in the DMG.
*
And the big one: The vast majority of the art
in the books is the same. So we're expected
to plunk down $90 for three books that cost
us $60 three years ago, and most of the art
is the same?
In
Closing
If a lot of the changes I take issue with had
appeared in a supplement full of optional rules,
this would be a very different review. But this
isn't just the latest book from Wizards of the
Coast, it's Dungeons & Dragons. I'm
sure polar ray is a fine spell, but is
it so important that it needed to be in a new
version of the game? I'm partial to some of
the spells in my own Books of Eldritch Might,
but does that mean they belong in the Player's
Handbook? I say no.
And
ultimately, that's why I decided to write this
review. These are the D&D Core Rulebooks
we're talking about. If Wizards needs a must-buy
product, they should put out a cool mega-adventure
by Bruce Cordell like Return to the Tomb
of Horrors, not change around the game we
all know how to play.
There
are good changes here, and some much needed
errata-fixing and clarifying. There's no doubt,
that at some time, we needed a revised set of
books. It should have been the revision as planned
three years ago, however.
However
much I might disagree with the timing of this
release and the magnitude of the changes, though,
the fact is that none of my criticisms of the
new material are so damning as to wreck the
game. D&D is still a good game, whether
it's 3.0 or 3.5.
Should
you buy 3.5? Frankly, of course you should.
The books are out, and if keeping up with future
D&D and d20 products is important to you,
you'll want to know what's up. And, once you
finally get up to speed on the changes and toss
out the bad ones, your game will be fine. In
some ways, it will be better than it was. I
predict that the majority of existing players
out there will buy 3.5, and then house rule
some of it back to 3.0. House rules, in fact,
will become much more varied and prevalent from
this point on -- but that's a whole 'nother
article.
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