GreyLord
Legend
There are several things that I didn't like in 3e/3.5, but were able to be overcome since they included OTHER options. From my perusing of Pathfinder, it seems Pathfinder completely get's rid of these limitations, and instead becomes munchkin heck. We're talking about specifically mentioned options beyond simply saying...rule 0.
However, I may have missed these things...so wondering...
First...everyone can be everything. You have an undead revenant who sold his soul to Baal for revenge and became a half vampire...no problem...he can also be a Paladin.......
That type of thing sort of turns me off. In the DMG it lists the option to have core races that are limited (DM fiat) to certain classes. Maybe the players won't like it, or maybe they will...but there are actual optionary ideas for which races would qualify or at least favor which classes.
In addition the favored class idea, where you can have XP penalties negated if you are in a specific class...but if you're race doesn't have it...then you get the full weight of an XP penalty if your classes are too far apart in levels.
It appears that Pathfinder doesn't have these options...which leads to number 2...
I didn't like class level dipping. I take 1 level of fighter...than 1 level of Druid, then 2 levels of Weapon Master...etc.
AKA...I didn't like the idea of classes as more like skill packages than actual classes where someone studied for years and years to learn...but Joe over there...he takes a week and learns the entire skill of Wizardry where you had to go through an apprenticeship since you were 9 to learn and only graduated as an upper level apprentice when you were 17. Joe on the otherhand after a week is an upper level apprentice and soon to be a journeyman after the next adventure.
Now in the 3e books, originally, it was suggested that you actually couldn't simply switch for no reason, that you'd normally need some reason to switch classes...and even better...to pick up prestige classes. That Prestige classes in many cases were NPC classes...but of course one could take as many as they wanted...BUT DM's could have the option that they required a heck of a good reason.
I didn't see any optional rules against rules dipping per se...though I think I may have seen something on training (though I also houseruled that even with good reasons I personally wouldn't let someone sporadically choose a Prestige class without planning to join a group of them unless they had a dang good rp reason...and then typically they only could get one Prestige class...yeah...I'm a mean DM I guess at times).
And then there was training in 3e. You didn't level up in the dungeon itself...but optionally you could be required to actually train to level up. Makes sense with the years of training you may have had anyways.
The third item was the I want to be a monster syndrome. Everyone could be any monster they want...and of course the townsfolk will respond as if they were normal. Of course that made no sense to me...and I could always stick by the core races in the PHB...with a few optional as listed in the DMG if I wanted. Stats were listed in other books (savage species, MM's later on), but those were really optional, with the Core races being what was considered official and what a DM could use as an optional ruling to back himself up if nothing else.
What or where in Pathfinder does it say Monster PC's are NOT the norm but the odd and rare exception?
Those would be the main things that I'd say convince me to always stick firmly with 3e/3.5 instead of Pathfinder...or even play 4e rather than Pathfinder...but maybe I'm mistaken on how PF handles these items, which is why I decided to post here and maybe give PF a chance.
If you list a counter, please list page numbers and references in the PF guides on where it states these items...so I can stop by the bookstore and verify it actually.
One thing that I had was I didn't think 3.5 actually was all that bad, it was a pretty good system...but PF claimed they would fix certain things. So, I went looking for things that I thought may be nice if they fixed...but didn't see that they actually fixed anything...so here's some more items that I'm wondering about.
Multiclassing spellcaster - Point blank, unless you did certain munckin builds...Multiclassing a spellcaster was a good way to hose your character powerwise...I didn't see anything in PF that fixed this.
Bards - Bards were great at being Jacks of all trades...able to do everything...but not good at anything...which meant that overall they could fill a gap...but were ineffective overall at being a good class since...they weren't good at anything (as I just said). They didn't really even have the synergy to have all things work together to make them better then any other class really, in my opinion. Bards got the short end of the stick in 3e (unless you used the Paragon path option in UA, though in that case that was more because they got a Wizards spell casting option...but a better BAB overall, though still a little underpowered in relation to the Wizard...it made for a good mix). What did PF do to actually FIX the bard to have powerlevels equivalent to everyone else?
CR vs. EL - This thing was always confusing to players...and occasionally flubbed me up with Monsters. This thing needed to seriously get combined into a much easier system overall...workable...but it could get mixed up at times with a bad memory...what does PF do to fix this?
As I said, 3e and 3.5 were great systems. I didn't really see any reason to change...I currently play Castles and Crusades or 4e though. I did stick with the Pathfinder Adventure Paths when they were for 3e and 3.5...but when they switched to PF exclusively...I stopped buying them...as I didn't see the advantage of PF over 3e/3.5 editions. The items I listed above would be items that I had problems with in PF, or that I didn't think PF addressed.
PF added more power to melee classes...but unlike many, I could hit spellcasters where it hurt enough to make Melee classes more relavant (wow...imagine...suddenly there are all these pieces of armor which have an automatic dispel magic field around them...hmm...some really high level wizard must have made an army of fellows in the past that wanted them protected from his enemy wizards or something...if only you were even half the level of that wizard of long ago you might actually have better odds at getting your magic past that protection...stupid DM junk like that)..
BUT I can see their reasonings for that and don't have a problem with that at all. In fact that could be the only bonus I see in PF overall.
So...with that in mind...sell me on PF.
However, I may have missed these things...so wondering...
First...everyone can be everything. You have an undead revenant who sold his soul to Baal for revenge and became a half vampire...no problem...he can also be a Paladin.......
That type of thing sort of turns me off. In the DMG it lists the option to have core races that are limited (DM fiat) to certain classes. Maybe the players won't like it, or maybe they will...but there are actual optionary ideas for which races would qualify or at least favor which classes.
In addition the favored class idea, where you can have XP penalties negated if you are in a specific class...but if you're race doesn't have it...then you get the full weight of an XP penalty if your classes are too far apart in levels.
It appears that Pathfinder doesn't have these options...which leads to number 2...
I didn't like class level dipping. I take 1 level of fighter...than 1 level of Druid, then 2 levels of Weapon Master...etc.
AKA...I didn't like the idea of classes as more like skill packages than actual classes where someone studied for years and years to learn...but Joe over there...he takes a week and learns the entire skill of Wizardry where you had to go through an apprenticeship since you were 9 to learn and only graduated as an upper level apprentice when you were 17. Joe on the otherhand after a week is an upper level apprentice and soon to be a journeyman after the next adventure.
Now in the 3e books, originally, it was suggested that you actually couldn't simply switch for no reason, that you'd normally need some reason to switch classes...and even better...to pick up prestige classes. That Prestige classes in many cases were NPC classes...but of course one could take as many as they wanted...BUT DM's could have the option that they required a heck of a good reason.
I didn't see any optional rules against rules dipping per se...though I think I may have seen something on training (though I also houseruled that even with good reasons I personally wouldn't let someone sporadically choose a Prestige class without planning to join a group of them unless they had a dang good rp reason...and then typically they only could get one Prestige class...yeah...I'm a mean DM I guess at times).
And then there was training in 3e. You didn't level up in the dungeon itself...but optionally you could be required to actually train to level up. Makes sense with the years of training you may have had anyways.
The third item was the I want to be a monster syndrome. Everyone could be any monster they want...and of course the townsfolk will respond as if they were normal. Of course that made no sense to me...and I could always stick by the core races in the PHB...with a few optional as listed in the DMG if I wanted. Stats were listed in other books (savage species, MM's later on), but those were really optional, with the Core races being what was considered official and what a DM could use as an optional ruling to back himself up if nothing else.
What or where in Pathfinder does it say Monster PC's are NOT the norm but the odd and rare exception?
Those would be the main things that I'd say convince me to always stick firmly with 3e/3.5 instead of Pathfinder...or even play 4e rather than Pathfinder...but maybe I'm mistaken on how PF handles these items, which is why I decided to post here and maybe give PF a chance.
If you list a counter, please list page numbers and references in the PF guides on where it states these items...so I can stop by the bookstore and verify it actually.
One thing that I had was I didn't think 3.5 actually was all that bad, it was a pretty good system...but PF claimed they would fix certain things. So, I went looking for things that I thought may be nice if they fixed...but didn't see that they actually fixed anything...so here's some more items that I'm wondering about.
Multiclassing spellcaster - Point blank, unless you did certain munckin builds...Multiclassing a spellcaster was a good way to hose your character powerwise...I didn't see anything in PF that fixed this.
Bards - Bards were great at being Jacks of all trades...able to do everything...but not good at anything...which meant that overall they could fill a gap...but were ineffective overall at being a good class since...they weren't good at anything (as I just said). They didn't really even have the synergy to have all things work together to make them better then any other class really, in my opinion. Bards got the short end of the stick in 3e (unless you used the Paragon path option in UA, though in that case that was more because they got a Wizards spell casting option...but a better BAB overall, though still a little underpowered in relation to the Wizard...it made for a good mix). What did PF do to actually FIX the bard to have powerlevels equivalent to everyone else?
CR vs. EL - This thing was always confusing to players...and occasionally flubbed me up with Monsters. This thing needed to seriously get combined into a much easier system overall...workable...but it could get mixed up at times with a bad memory...what does PF do to fix this?
As I said, 3e and 3.5 were great systems. I didn't really see any reason to change...I currently play Castles and Crusades or 4e though. I did stick with the Pathfinder Adventure Paths when they were for 3e and 3.5...but when they switched to PF exclusively...I stopped buying them...as I didn't see the advantage of PF over 3e/3.5 editions. The items I listed above would be items that I had problems with in PF, or that I didn't think PF addressed.
PF added more power to melee classes...but unlike many, I could hit spellcasters where it hurt enough to make Melee classes more relavant (wow...imagine...suddenly there are all these pieces of armor which have an automatic dispel magic field around them...hmm...some really high level wizard must have made an army of fellows in the past that wanted them protected from his enemy wizards or something...if only you were even half the level of that wizard of long ago you might actually have better odds at getting your magic past that protection...stupid DM junk like that)..
BUT I can see their reasonings for that and don't have a problem with that at all. In fact that could be the only bonus I see in PF overall.
So...with that in mind...sell me on PF.