What are your favorite changes in Pathfinder over 3.X?

Walking Dad

First Post
As said in the title.

I also add here a second question (it was to long to include in the title):

Which other OGL ideas should be adapted to Pathfinder in your opinion?

(Please only OGL products, not GSL or closed content)

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I will start with the consolidated skill list, trait, the easier cross-class skill mechanic and that you gain more feats through the character career.

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I would like to see a more unified save progression like they did in Iron Heroes.

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Your turn and have fun :)

Edit: Minor clarification: I'm asking about rules/crunch here, not fiction/fluff.
 
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re

The CMB/CMD mechanic. Though it could still use some work.

The building of classes to be attractive from 1st to 20th.

The removal of cross-class skills.
 

re

Myself, I really prefer the PF skill system. It doesn't allow you to be trained in as many skills in lvl 1 as 3.x, but overall it's a much better skill system.

It also appeals to me how they gave spontaneous caster-types (mainly oracles and witches) nice flavor, themes and mechanics that really complement them and allow them to stand out as something different then their counterparts that prepare spells.

And! PF has a Dragon Disciple that's actually a really nice, viable and playable melee/tough caster!!! :cool:
Thanks Paizo!!! :D

I also like that PF does not (yet) have the prestige class bombardement effect.
 

- Consolidated skill list (but Perception is overpowered).
- CMB/CMD.
- Linear warriors/Quadratic wizards problem has been corrected somewhat. It's not perfect, but it's a lot better.
- Sorcerer bloodlines. Cleric domains. Rage powers. Rogue talents. (Some of these are also works in progress, but points for trying.)
 

- Races are more balanced, especially in regards to having reasons to be a Half-Elf or Half-Orc. Humans are still overpowered, but now it's mostly because of really crappy design decisions with favored class variants (human sorcs and bards getting bonus spells known = sorry, Gnomes and Halflings, you're inferior at the very classes you were supposed to be best for!)

- Favored class mechanic, while IMO kinda lame (and not being able to apply it to a prestige class greatly irks me), really lets you build whatever you want now. Of course, multiclassing is also usually a bad idea now, too. But in trying to make a Warblade (or any class that came out after core, for that matter) with a few levels elsewhere at the moment, holy crap did I forget how annoying it was being forced into Human to avoid multiclass xp penalties!

- Removing Paladin and Monk multiclass restrictions. Finally gone!

- Paladin and Ranger at CL -3

- Fixing Paladin's MAD, if only they did the same for Monk and Rogue. Really, everything about Paladin is just better now.

- Nerfing spells like Knock that made skills obsolete...until they went and added whole new spells that made skills obsolete, at least.

- The rules changes to levels of darkness. Requires higher level spells to make darkvision obsolete now and Darkness spell + darkvision is a great combo.

There's a lot more things where I like some of it, but also loathe a whole bunch of it (like Concentration) where I'd probably sound too negative talking about it in a positive thread.
 

If you feel the things you loath are addressed in another OGC game, you could answer my second question by mentioning them.

And thanks for trying keeping positive :)
 

Here is an incomplete list of the changes that made me switch to PF from 3.5 instead of staying wth 3.5.

The HD upgrades to various noncombat classes.

The consolidation of monster types/changing some to subtypes.

The whole Combat Maneuver Bonus / CMD system -- love it.

Many more feats included in the core book than 3.x ever thought about. This was one of the first nice things I liked.

The switch from 4X skill points and 1/2 points for crossclass, to the +3 bonus system for 'pro-class' skills. Skeptical at first but I got used to it quick since the cap becomes class level (character level) instead of ditto+3. I was used to havng effectively separate skill point pools for each class of a multiclass character, and even developed some techniques for ensuring proper accounting of ranks, but I guess it is overall simpler and easier to generate NPCs when we merge class skill lists when multiclassing.

More feat slots per character level, though this dilutes human power. I'm of the opinion that it is perfectly OK (if not preferred) if humans Are a little better than the other races...emo players are always going to want to play their elves, big lugs their dwarves, and tolkien fanboys their halflings.

Not sure about losing Concentration as a skill. Its presence forced casters to balance ranks between it and K/arcana and Spellcraft, but now there is one less rank sink to worry over.


Things I didn't like:

Reorganizing the Outer Planes from 16 to 8.

Reorganizing and renaming the Celestial subraces.

The reworked XP progression charts.
 

Oh, I also like the IDEA of a Fly skill, though the execution bothers me with the requirement of natural flight or flight by spells to take ranks in it at all. Seems to disenfranchise Joe Fighter who just wants to move through the sky on his winged boots in a not clumsy fashion as he chases down that darn wizard trying to escape him.
 

Beyond what's already mentioned (skill consolidation, CMB, etc.):

1. I like the fact that classes get feats every odd level - it makes the struggle to get the feats you want a bit easier, with more slots to fill.

2. I like the fact that rangers are base d10 instead of d8.

3. I like the various new pools created: ki pool, arcane pool, resolve pool, grit pool, etc., that help expand the possibilities for various class features.

4. I love archetypes, which make simple variances easier to achieve with a base class rather than having to multiclass or go prestige class.

5. I love the City Stat Block for the GMG, I'm using it as a tool to develop factions, organizations, religious powers in interesting ways that make it easier for DMs to build such organizations - you'll see what I mean in my Way of the Yakuza and other similar supplements coming soon.

6. I absolutely love the Haunt mechanic, changing the fluff of spells for use as undead traps.

7. I like the 'Tricks' concept, as in Rogue Tricks, Ninja Tricks, Hunters Tricks.

8. I love the Alternate Class concept, that is taking the archetype further, by completely redesigning classes, using the archetype system on top of existing classes as a base to design completely new classes. Antipaladin and Samurai being the tips of the iceberg. (A better way to design new classes).

9. I love the extention of traits beyond 'racial traits', especially setting background traits - it makes lots more sense, more flavor and options other than racial traits to give traits much more meaning.

10. I love the bloodlines as an extention on sorcerer class features.
 

Oh, I also like the IDEA of a Fly skill, though the execution bothers me with the requirement of natural flight or flight by spells to take ranks in it at all. Seems to disenfranchise Joe Fighter who just wants to move through the sky on his winged boots in a not clumsy fashion as he chases down that darn wizard trying to escape him.
Maybe this items should also give some skill ranks?

Further critics please with a suggestion how to solve it or an example how another OGL product solved it. This usually keeps things from getting to negative :)

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In that vein, I would like to see a magic-item less variant that allows for a sword & sorcery home campaign. Modern d20 and True 20 did this with a level dependent defense bonus and Iron Heroes increased the level dependent save bonus.
 

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