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Information on Dungeons & Dragons 3.5

"Dungeons &Dragons 3.5" by Wizards of the Coast is not quite a new edition of the classic role playing game, but rather an update of the third edition. Unlike the fourth edition of D&D, where the rules and style of play differ from that of the third edition, D&D 3.5 makes a few revisions to base rules and feel of D&D 3E.
  1. Changes to the Combat System

    • The major changes from third to 3.5 editions are the combat system. In 3.5, combat in D&D is mainly based on the use of the D&D miniatures, which coincides with the D&D Miniatures Game. But by making the combat miniature-based, the rules are more intensive and therefore more complicated. The new revision adds separate weapon categories based on the size of the creatures. The additional complexity of 3.5 makes combat less fluid than the third edition, as the DM must constantly refer to the rule books for each melee round.

    Changes to Classes

    • The character classes received a slight overhaul in 3.5 with several changes to key classes. The Tracking skill has been emphasized for the Ranger class, which is more in tune with the nature of the class. In addition, Rangers can now use the archery skill as opposed to two-weapon fighting. Rogues, Barbarians, Sorcerers and Bards have also been revised; for example, Rogues and Barbarians are higher likelihood of avoiding traps, while spellcasters will lose one lower-level spell every time they level up. These tweaks to the classes are designed to make the characters more consistent than in previous editions.

    Changes to Skills and Feats

    • D&D 3.5 has eliminated many skills that are not often used, such as Intuit Direction. Many Feats have also been added; however, most are "+2 to two skills" and similar benefits. Some Feats have been combined, such as Two-weapon Fighting and Ambidexterity. Some other Feats have been added while others have been omitted, but the changes are less significant than in the fourth edition.

    Changes to the Core Books

    • The Player's Handbook received the least amount of changes, with identical art and sentences in some chapters. As a result, the 3.5 Player's Handbook should not be considered a core book since the changes are superficial. Using the third edition Player's Handbook will suffice for any gamer's needs. The Dungeon Master's Handbook also had few changes; most notably added material from other sources such as the Epic Level Handbook. The Monsters Manual is the only core book that received a significant overhaul. The art in this book has been changed, and each illustration has an annotated description, unlike the third edition. The organization of the list of monsters has also been revised, making it easier to locate specific creatures within the book. For players who wish to play as a monster, the Monsters Manual now has level adjustments, which allows PCs (Playing Characters) to make playable monsters with as much detail as any of the traditional classes.


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