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Vieux 2011-02-13, 16h44   #8
Roncorps
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Date d'inscription: juillet 2010
Localisation: Joliette
Messages: 411
Re : Recherche Livres ad&d 3.5

En fait, D&D 3.5 est fait sur la base du Open Game License, ce qui permis à n'importe qui de s'en baser et utiliser les informations (sans plagiat bien sûr). Bref, le "core" du système demeure le même, mais il a été amélioré, tweaké et etc. par Paizo.

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Added options

Buhlman felt that the basic classes of D&D 3.5 are lackluster, and do not provide incentive to stay with a single class for 20 levels of play.[2] Pathfinder adds options to the classes and boosts their abilities in their core roles.[2] For example:

* There are around 50% more feats to choose from, all characters gain a feat every other level instead of every 3rd, and classes with "bonus feats" have a wider selection of them.
* Core features of most classes have more uses, or are usable more often. For example, 0-level spells (arcane "cantrips" and divine "orisons") are not expended when cast; barbarians gain special abilities while raging; cleric domains gain a second power at 4th, 6th or 8th level; druids who do not select an animal companion are instead entitled to one nature or element based domain, the paladin's lay on hands can cure various conditions; the rogue's sneak attack works against constructs, plants and undead; and wizards gain abilities based on their specialization (including the universal "specialization").
* The cleric's turn or rebuke undead is replaced with the ability to channel positive or negative energy, which is used to heal creatures or harm living or undead creatures depending on your alignment. This reduces the need for spontaneous casting of heal or inflict spells, effectively giving clerics more spells per day. Turn and command undead are still available through feats. Bards, paladins and rangers also get more spells per day.
* Every character gains something at every level beyond base attack bonus and save progressions. For example, fighters get bravery and armor and weapon training, and rogues get "talents", like the 3.5 special rogue abilities but even before 10th level.
* Some classes have entirely new features. For example the ranger has favored terrains, and the sorcerer chooses a bloodline that grants bonus spells, feats, and abilities.
* Classes that get a creature cohort (such as a familiar or animal companion) can choose something else instead; for example druids can choose a nature-themed cleric domain, and wizards can have a focus object that allows them to cast a spell spontaneously.
* Most classes have a "capstone ability" at 20th level to encourage players to reach 20th level in one class, for example bards can kill with their performance and paladins' smite evil can act like a banishment spell.
Citation:
Improvements to the game

The game is modified compared to D&D 3.5 to clean up and streamline problematic parts of the game.[2] New options were added.[2] Changes were made to improve balance between different game elements.[2] For example:

* The hit die for each class is tied to the base attack bonus progression (except for the barbarian's d12), meaning the bard, ranger, rogue, wizard and sorcerer all have bigger hit dice, improving the survivability of these classes, especially in low level games.
* The rules for non-damaging "combat maneuvers" such as trip, disarm and bull rush, which are slow and complex in 3.5, are simplified and unified. Characters simply have a Combat Maneuver Bonus (CMB) which they roll against the defender's Combat Maneuver Defense (CMD).
* Polymorph spells are greatly simplified, with new groups of spells such as beast shape N and elemental body N replacing the 3.5 wild shape rules. Shape changing characters are no longer effectively required to maintain separate character sheets for each of their different forms, nor frequently consult the Bestiary. The changes also counter the fact that, in 3.5, wild shape and other shape changing abilities became more useful with each new monster book.
* The skill system is simplified, as are the multi-classing rules. Characters simply get a +3 bonus for trained class skills; characters receive skill ranks instead of points, which they can invest equally in class and cross-class skills. Several groups of skills are merged, such as Listen, Search and Spot (now just Perception).
* Characters never lose experience. Crafting does not require XP, and XP costs for spells are replaced by suitably expensive material components; while level loss is replaced by permanent negative levels, which are expensive to cure. In addition, there is no XP penalty for multi-classing; this con for taking many classes is replaced with a pro of extra skill ranks or hit points for taking few classes.
* Characters die less easily: a character dies at a number of negative hit points equal to his Constitution; stabilization happens on a DC 10 Constitution check; and the threshold for death from massive damage is higher for characters with more hit points.
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