Wednesday, December 11, 2024

Playing Effective D&D 3.5E

You need two books and a character designer to play effective D&D 3.5E. With them, I would be able to play the game quickly and accurately. These are my requirements for serious players and groups.

https://www.drivethrurpg.com/en/product/56883/sord

The first is SORD, the D&D 3.5E version, and I recommend getting this printed in full-color and plastic coil over on this site:

https://www.printme1.com/

If you are serious about D&D 3.5E, every player should have this done. It saves everyone else's time and yours, and saving time for other players makes you a good player. Learning the game to be able to play quickly, correctly, and without needing to flip through books for rules shows respect for everyone else you play with.

This is a super-effective reference for all combat matters, and you need this to quickly sort through combat options and anything related to on-map play. Having this in color and lay flat is a must, even if you are playing on a VTT. You will cut hours off of combat time during a session, you will be able to play faster, and you will learn the game more straightforward with this handy reference.

Learning to play D&D 3.5E is like playing collegiate sports. Only some people can do this to a high level of skill. It requires dedication and effort. You must put time in and play efficiently to be in demand with the great tables and groups. The same goes for being the DM for games like this. Wizards designed this game to demand a higher skill level for the best groups, just like Magic the Gathering in tournament-level play.

Being fantastic means you will be in demand as a player or DM.

Note: the "Wizards" who designed D&D 3.5E are long gone. This is a different game entirely from the rule-light story game 5E became. It is built for tactical and competitive play. This is a miniatures game. Roleplaying isn't "built into" the rules; it is what you do between surviving miniatures battles, as it should be.

Rules-light games "anyone can play" don't attract a dedicated or skilled player base. This isn't gatekeeping or exclusionary; it is about putting time into being a good player and making your skills and ability to play a complex system higher than others.

You can be a "star player" or "master DM" in D&D 3.5E, which doesn't happen in D&D 5E.

https://www.dmsguild.com/product/54392/Rules-Compendium-35

The D&D 3.5E Rules Compendium is another must-have book, one per group, and players' having this PDF is very helpful. This book is key to understanding the system more in-depth if you want a complete breakdown of each critical area of the rules in a more conversational style. If you have a question about how spellcasting works, they have a whole chapter breaking it down.

This is more of a "teaching reference" for the game, and it feels strange to have a "study guide" breaking down areas of the rules that need in-depth explanation, but this is how D&D 3.5E is played. It is an in-depth, complete, tactical system that plays faster with figures than without. This book includes this remarkable observation:

One day I picked up a few metal minis, and a box of plastic D&D monsters, and quickly realized the advantage of being able to visually represent an encounter. Now the rogue’s player could see the path to take to get in a backstab, and the wizard could determine the closest doorway to duck into for cover. Combats became more tactical and efficient. Faster fights meant more encounters per session, and more time to focus on the story.

This observation that D&D "plays faster with a battle mat and figures" should stick a dagger in the back of theater of the mind (ToM) combat "being how modern D&D is played." Back in AD&D, you could get away with ToM combat, but having a map always felt better. With D&D 3.5E, having a map and figures or tokens speeds play and gives you more time for stories. D&D 5E feels like a regression back into that murky, nebulous ToM realm and "rules light roleplaying" that isn't D&D.

D&D 4E was all about maps. It was a mistake for D&D 5E to move away from maps and become a story game with soft resting mechanics, infinite cantrips, and resetting resources every encounter. It isn't D&D.

Shadowdark, with its "entire game on map" style of play, is more D&D than 5E is.

D&D 3.5E is the last time D&D was still the classic resource management, survival, tactical, tightly rules-integrated dungeon game. This was the "ultimate tabletop miniatures game. " You can see how they tried to lean into this with D&D 4E and failed. The resource resetting and infinite cantrip power cantrips began in D&D 4E, so we are still playing that game. D&D 5E is actually D&D 4.5E.

https://www.wolflair.com/hero-lab-classic/

My last "must-have" tool is Hero Lab, with the SRD D&D 3.5 module and the community pack add-on. You can't design D&D 3.5E characters on D&D Beyond; this is pay-once, own forever. If you want computer-aided design and management, this tool creates valid characters by the rules. This is especially important if you are building towards prestige classes, as you get the requirements laid out clearly and these characters validated against the rules.

Some of D&D 3.5E's balance problems were caused by people playing fast and loose with character creation and exceeding level-based skill limits, encumbrance, requirements, and other design limits. If a character begins to "break the game," you can fix it here, make notes on your limits or adjustments, and have those on the character's record sheet. If a skill gets too high and begins to trivialize a part of the game - put a cap on skill levels for your game, and don't make it worse by throwing more points into it!

Some silly D&D 3.5E stories revolve around someone saying, "I had a +50 in Bluff and Diplomacy and could lie my way through the game." The group had to allow that. Nobody saw this was silly? The maximum level for a class skill is level +3, and cross-class is one-half that number. So a level 20 character maxes out at a +23 and a +11.5, respectively, on skill levels (plus ability score mods).

If a group puts a "skill cap" of +15 on all skills to keep the game realistic and grounded, so a DC 30 still has some weight, that would be a good house rule. The maximum DC in D&D 3.5E is 40, so in reality, a +23 plus an extra 4 for a score of 18 would be a theoretical maximum of +27, so DC 40 is like rolling 13 or higher on a d20. There are synergy bonuses to consider, too.

If your skill level is higher than a DC, there is no need to roll, so high skill levels speed play.

Put a flat +25 cap on any skill roll die modifier and leave it there, especially if you are not playing epic levels. The gods say we want mortals only so powerful, and the cap stands. You could have a cap for worlds on the prime material and no cap on the planes or different ones on different worlds. Thus, no matter how high a player raises a character's skill, something limits the modifier based on the world and reality. You don't need to restrict character designs with a system like this, and it balances the game for you while keeping high skill levels that are still valuable for "no limits" planar play.

Having the right tools and training is key to enjoying D&D 3.5E. People dismiss this game as "too complicated" and parrot what the designers of new editions say.

I see it differently.

People who want an easy game always have 5E.

Playing D&D 3.5E is mental athletics and a discipline that requires a higher level of thinking and dedication. This will sift out the people who don't have the time or commitment to learn a system that requires mastery to play at high levels. Those not interested won't play, while those interested and engaged will express that. These will naturally be the better players you will gravitate towards in groups. You will have a better play experience with those committed to learning to play the game as intended.

And these tools give you a good start on that journey.

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