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<blockquote data-quote="Zil" data-source="post: 6448542" data-attributes="member: 20004"><p><strong>5 out of 5 rating for Pathfinder RPG Core Rulebook</strong></p><p></p><p>This is the worthy successor to the D&D 3.5 rule set and the OGL. It's also the game that eventually displaced D&D 4E from the top of the pen and paper RPG heap for several years and helped turn Paizo into a major force in the gaming industry. At its core, this is a direct continuation of the D&D 3.x game - essentially version 3.75. The classes have been adjusted - some more significantly than others - with an eye to making all classes enjoyable at all levels. There is now less of a reason to dip into other classes for a level or two. Some would say that overall the power of the classes has crept upwards and they are probably correct, but the increase in power feels rather subtle in actual play. Paizo made a significant effort to retain a strong level of backwards compatibility with the 3.x rules so it is fairly easy to use a 3.x adventure in Pathfinder - there are only a few things that you would have to change such as calculating combat maneuver defense and attack. A GM running a 3.5 or 3.0 adventure should be mindful that NPCs might be a slight bit weaker relative to the players as the intent in the original 3.x adventure design. In addition to the changes to the core classes, a number of combat related sub-systems have been simplified into a consolidated combat maneuver system which makes combat run smoother. Things which this book did not really address as much as I would have liked is the complexity of running high level games. Despite that quibble, I feel that this is one of the best versions of "D&D" yet, certainly the best of the 3.x stream.</p></blockquote><p></p>
[QUOTE="Zil, post: 6448542, member: 20004"] [b]5 out of 5 rating for Pathfinder RPG Core Rulebook[/b] This is the worthy successor to the D&D 3.5 rule set and the OGL. It's also the game that eventually displaced D&D 4E from the top of the pen and paper RPG heap for several years and helped turn Paizo into a major force in the gaming industry. At its core, this is a direct continuation of the D&D 3.x game - essentially version 3.75. The classes have been adjusted - some more significantly than others - with an eye to making all classes enjoyable at all levels. There is now less of a reason to dip into other classes for a level or two. Some would say that overall the power of the classes has crept upwards and they are probably correct, but the increase in power feels rather subtle in actual play. Paizo made a significant effort to retain a strong level of backwards compatibility with the 3.x rules so it is fairly easy to use a 3.x adventure in Pathfinder - there are only a few things that you would have to change such as calculating combat maneuver defense and attack. A GM running a 3.5 or 3.0 adventure should be mindful that NPCs might be a slight bit weaker relative to the players as the intent in the original 3.x adventure design. In addition to the changes to the core classes, a number of combat related sub-systems have been simplified into a consolidated combat maneuver system which makes combat run smoother. Things which this book did not really address as much as I would have liked is the complexity of running high level games. Despite that quibble, I feel that this is one of the best versions of "D&D" yet, certainly the best of the 3.x stream. [/QUOTE]
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