NWN and 3.5
Posted: Wed Aug 13, 2003 8:57 am
I picked up the 3.5 rulebooks (players, DM, monster manual) recently and have started to go through them. I got most of the way through the players guide in a general way (reading what interested me most) and am slowly working through the monster manual (at G).
I must admit that NWN actually is fairly close to the 3.5 rules in many cases (as opposed to the 3 rules where there were significant differences).
I looked in detail at the two classes that interested me the most (Bard and Paladin) and in both cases the 3.5 rules have improved them signficantly.
Paladins spell selection under 3.5 is great....it is also pretty much the NWN list as opposed to the list under 3 which was basically assinine. There are a few spells in the list for 3.5 I hope make into the paladin list in NWN (Negative energy protection and lesser restore for example). Also smite evil becoming more than a once a day thing is a long overdue change.
Bards gained a lot as well. The ability to cast in light armor is great! Also the "Bard weapons" as opposed to taking one from the list is a much better idea. This is one that I would like to see come into NWN. NWN handles bard song a bit differently than the rules but the effects are much the same in the end (basically you get a generic bardsong effect in NWN as opposed to several specialized songs) but the Bard does not have the option of staying out of combat and extending the singing.
I also noticed that with greater weapon focus and greater weapon specialization that fighters now can tie up 5 feats in one weapon (weapon focus, weapon specialization, improved critical, greater weapon focus, and greater weapon specialization)...but that gives a +2 to hit, +4 damage and increased critical which is not so bad.
The spell school +1 bonus realy should be the +2 from NWN. A bard with greater enchantment school and its +4 bonus to DC can do a lot.
There is now little difference between the feats in NWN and those in the rules which is good to see.
A good example is that Skill focus gives +3 rather than the +2 in the ver 3 rules.
Some things I would like to see in NWN though are:
martial weapon expertise for non fighters, rangers, paladins or barbarians granting only the single weapon it is supposed to.
the bow skill not seperating skill with composite from normal bows of the same type.
weapon damage depending on character/weapon size.
barbarian rage having the down side it is supposed to have. The barbarian character is realy improved in 3.5 I though from a quick run through.
domains done properly...I am totally confused as to why these were implemented the way they were in NWN there seems to be no reason for it, except that a number of the spells gained may not have been so useful in the single player campaign. And why did they leave out the law and chaos domains is beyond me.
summoned creatures with the right damned time limit.
Some changes I would not like to see:
the duration of characteristic spells going to minutes/level (in effect with time compression the duration is about that anyway 1 RL minute/level).
the caster levels for rangers and paladins being done the way they are in the books (basicaly it criples some of the more critical spells such as divine favor and greater magic weapon) as the caster level would be maxed at lvl 10.
It was good to see that the PnP rules and NWN are actually coming closer together as time goes on...
I must admit that NWN actually is fairly close to the 3.5 rules in many cases (as opposed to the 3 rules where there were significant differences).
I looked in detail at the two classes that interested me the most (Bard and Paladin) and in both cases the 3.5 rules have improved them signficantly.
Paladins spell selection under 3.5 is great....it is also pretty much the NWN list as opposed to the list under 3 which was basically assinine. There are a few spells in the list for 3.5 I hope make into the paladin list in NWN (Negative energy protection and lesser restore for example). Also smite evil becoming more than a once a day thing is a long overdue change.
Bards gained a lot as well. The ability to cast in light armor is great! Also the "Bard weapons" as opposed to taking one from the list is a much better idea. This is one that I would like to see come into NWN. NWN handles bard song a bit differently than the rules but the effects are much the same in the end (basically you get a generic bardsong effect in NWN as opposed to several specialized songs) but the Bard does not have the option of staying out of combat and extending the singing.
I also noticed that with greater weapon focus and greater weapon specialization that fighters now can tie up 5 feats in one weapon (weapon focus, weapon specialization, improved critical, greater weapon focus, and greater weapon specialization)...but that gives a +2 to hit, +4 damage and increased critical which is not so bad.
The spell school +1 bonus realy should be the +2 from NWN. A bard with greater enchantment school and its +4 bonus to DC can do a lot.
There is now little difference between the feats in NWN and those in the rules which is good to see.
A good example is that Skill focus gives +3 rather than the +2 in the ver 3 rules.
Some things I would like to see in NWN though are:
martial weapon expertise for non fighters, rangers, paladins or barbarians granting only the single weapon it is supposed to.
the bow skill not seperating skill with composite from normal bows of the same type.
weapon damage depending on character/weapon size.
barbarian rage having the down side it is supposed to have. The barbarian character is realy improved in 3.5 I though from a quick run through.
domains done properly...I am totally confused as to why these were implemented the way they were in NWN there seems to be no reason for it, except that a number of the spells gained may not have been so useful in the single player campaign. And why did they leave out the law and chaos domains is beyond me.
summoned creatures with the right damned time limit.
Some changes I would not like to see:
the duration of characteristic spells going to minutes/level (in effect with time compression the duration is about that anyway 1 RL minute/level).
the caster levels for rangers and paladins being done the way they are in the books (basicaly it criples some of the more critical spells such as divine favor and greater magic weapon) as the caster level would be maxed at lvl 10.
It was good to see that the PnP rules and NWN are actually coming closer together as time goes on...