This game is different from 3.5 in many ways, but after searching the ddowiki, I haven't really received concise answers. Beyond the obvious differences, there are systems "tacked on" to the core d20 mechanism, where you roll a d20, add modifiers, and test against a result.
Can anyone offer me a short list of the differences between ddo and pnp 3.5? Just assume I know all of the rules from 3.5, have read the player's handbook I and II, dungeons masters guide, the monster manuals, and probably 3 dozen other non-core books. I just want a list of differences / additions.
It would probably be a good idea to separate topics into unique threads, but this is my first and probably my last thread, so I have one more question that isn't related to the one above, directed at veteran ddo players:
Do you think it is "worth it" to run a enchantment based wizard? The school of enchantment has to be my favorite-- charm, dominate, hold, and the power words. Right now I'm pushing through instances I rightfully shouldn't be able to push through by charming individuals in groups and watching the group eat itself alive. Once I get mass charm, I intend to just charm the whole group, cast invisibility on myself, then go in and manually "cancel charm" on one at a time (that hopefully won't cancel my invisibility, since it isn't an offensive action).
It is worth it right now, but what about later? How many "mind altering effect immune" monsters are there in the later progressions of the game. I can still use charm monster or dominate monster on non-humanoid intelligent creatures, but how many are actually "immune" to "mind altering effects" (like oozes for example). In other words, how many of them just don't have brains? It won't be worth it if a sizable portion of the quests later on involve dealing with elementals, constructs, and so forth.