Pathfinder 1E Pathfinder page count change

James, I'd be curious to know if Paizo might put out a quick conversion guide to update Creatures & Adventures from 3e/OGL to the Pathfinder system.

Our group has been using the Beta rules with the first pathfinder Adventure Path with VERY little adjustment to creatures. The only thing you really need to worry about is the Combat Maneuver Bonus.
 

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Well, that was always one of my pet peeves with White Wolf games: if I have no intention of running the game, only playing it, then at least 30% of the book's page count is useless to me. Since the majority of buyers are players, not DMs, they might look at the huge page count and cost as offputting, as much of that content may be useless to them (like myself, as I might have been interested in seeing what it played like, but I have no intentions of running it and that would preclude me from buying it). I've skipped numerous books because of that issue.

Well... the vast majority of the PF RPG book WILL be of use to players. The bulk of the book's additional content over the PHB is mostly magic items—content that should probably be made available to PCs anyway, since the game's moved away from magic items being strange discoveries you find and toward things that PCs can make for themselves. Likewise, the prestige class rules should be available to the PCs. The parts of the book that won't be as interesting to the PCs will be the sections that cover rules for the environment, hazards, traps, calculating experience and treasure to give out, poisons and diseases and other afflictions, NPC classes, and the like—all of this is going to probably be only about 100 pages of the 500+ pages, so more like 20% of the book you won't really need as a player.

Material like "How to build a campaign" or "here's how to be a GM" and the like WON'T be in the PF RPG; that material is mostly system-independent, and any of the D&D DMGs work quite well for that already. Doesn't mean we won't do a similarly-themed book for the PF RPG eventually, but it won't be content in the core rulebook.
 

magic items—content that should probably be made available to PCs anyway,

Although I am generally the DM/GM and like the idea of having all rules in one book, I cannot agree that magic items should be made available to PCs.

since the game's moved away from magic items being strange discoveries you find and toward things that PCs can make for themselves.

Well yes, but 'Industrial Magic' (TM) is not something I am partial towards at all. Magic creation is fine, but I hate the idea of PCs churning out magic items practically at will - I would like to see it be a mystical process perhaps requiring quests to obtain components to complete.
 

Well yes, but 'Industrial Magic' (TM) is not something I am partial towards at all. Magic creation is fine, but I hate the idea of PCs churning out magic items practically at will - I would like to see it be a mystical process perhaps requiring quests to obtain components to complete.
Unfortunately, since Pathfinder is based around 3.5 D&D, it's going to retain the magic shop feel to it as a core assumption.

EDIT: Not that this is bad, it's just a major assumption in the 3.5 rules.
 

Unfortunately, since Pathfinder is based around 3.5 D&D, it's going to retain the magic shop feel to it as a core assumption.

EDIT: Not that this is bad, it's just a major assumption in the 3.5 rules.

Not necessarily. Jason and I just had a really interesting discussion about the "magic shop problem" yesterday. While 3.5 assumes one XP progression track, we give 3 options (low, middle, high) for PF RPG, for example. We're working on something similar to that for the magic shop option, which might basically boil down to: "It's okay to have less magic shop syndrome in your game if you want; here are several options."
 

Not necessarily. Jason and I just had a really interesting discussion about the "magic shop problem" yesterday. While 3.5 assumes one XP progression track, we give 3 options (low, middle, high) for PF RPG, for example. We're working on something similar to that for the magic shop option, which might basically boil down to: "It's okay to have less magic shop syndrome in your game if you want; here are several options."
That's refreshing to hear.

Are these going to be predefined "modes" for magic level that reflects the style of the campaign (like high magic/low magic)?

And will you support this with an adjusted set of bonuses that offset the stat/hit/damage boosters or resistances that are assumed to exist at different level thresholds?

The "magic shop" or assumed high availability of magic items to get PC stats to the appropriate level was something that I REALLY didn't like about 3.x. Note that high availability could mean lots of magic items laying around in loot as well, it doesn't mean magic shops everywhere.

How will you adjust the magic item creation rules to support this?
 


Nice attempt at FUD. Pity it's so transparent, given a little knowledge of the author's strong predeliction for 4E.
How does liking 4e make a comment about Pathfinder any more or less valid? I like 4e.

Also, he has stated numerous times in other threads that he like 3.x as well, it's just that he is prefers 4e.

Also, asking if Pathfinder is mostly derived from the SRD is totally valid.

EDIT: I see you edited your initial post. That's better. (not.)
 

That's refreshing to hear.

Are these going to be predefined "modes" for magic level that reflects the style of the campaign (like high magic/low magic)?

And will you support this with an adjusted set of bonuses that offset the stat/hit/damage boosters or resistances that are assumed to exist at different level thresholds?

The "magic shop" or assumed high availability of magic items to get PC stats to the appropriate level was something that I REALLY didn't like about 3.x. Note that high availability could mean lots of magic items laying around in loot as well, it doesn't mean magic shops everywhere.

How will you adjust the magic item creation rules to support this?

We're still working it out, so no real details to reveal yet. I suspect that we'll end up working with the assumption of the "middle" route, though, and provide advice on how the game changes if you go low or high. We WILL be balancing monsters and the like so that the NEED for the big 6 isn't a requirement, though. Having the big 6 should be an advantage, not the expected baseline.

Magic item creation rules probably won't be impacted at all. The assumption will likely be that if you have a high "magic shop" there's just more magic item crafters in the world, whereas if there's a low "magic shop" there aren't. Neither option impacts PC crafters, really.
 

Nice attempt at trying to spread some FUD.

As in fear, uncertainty and doubt? If that was my intention, I would probably have made a statement instead of asking a question. Also I probably wouldn't have said a few post further in that the numbers I asked about were based on some posts and a quick read of the beta and acknowledged that they could very well be lower.

Maybe you should have read the thread instead of spewing off baseless accusations.
 

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