PowerMaster
First Post
Hi to all,
I am going to run a Pathfinder campaign in some weeks from now.
We will start at 1st level but I would really like to bring my players toward high levels (say 11+ not epic).
My biggest concerns (due to past experiences) is on how the game became more complex because of higher levels play, but also because of some mechanics that are present even in the starting levels.
So I was wondering on how to speed and simplify combat on a 3.5 (pathfinder) framework. I need simplification and fast combat because we have time constraint and different levels of players' skills (some are beginners).
I detected some major problems that bother me actually:
1) Keeping track of multiple spell's effects or conditions
2) Keeping track of multiple durations.
3) Dealing with situations that generate a cascade of effects. For example some conditions and some effects that give bonus/penalties to ability scores.
My thoughts (that I will develop later, hopefully with your advice):
1a) Simplify the mechanics of stackable bonuses: reduce types so they don't stack or define a smaller set of always stackable bonus
1b) Reduce the number of conditions, and those remaining will be simplified for giving only clear/self-contained bonuses/penalties (e.g. a straight -2 to AC and not -2 to Dex. A straight +2 to hit and damage and not a +Y to STR).
2) Eliminate various rules for durations, make them last for the encounter or for the whole day (or another easy-to-understand-and-manage duration). Less tracking to do.
3) Eliminate those spells or conditions that imply a lot of on-the-fly recalculation (damage/bonus to ability scores, level draining).
I need some tips on how to model those modifications.
Disclaimer, I know that seems that I want to bastardize a 3.5/PF game. In truth I want to make some simplifications. Like shifting it toward the good things of the 4E that I like.
I repeat, some of the players I will have are not quick. They don't have a math-friendly or logic/optimizating mindset.
Telling them to recalculate theirs to hit, damage and AC due to an Enlarge spell will be a pain... paid with errors and delays on the table. I cannot even find people that care to write in a separate piece of paper their final to hit and damage bonues after various buffs: they recalculate (slowly and with errors) at every rolling (they even confuse dices! Why people who need a d20 and a d10 keep a mound of various size in front of them and cannot discern between a d12 and a d20 or between a d8 or d10??? /offtopic rant).
I hope you forgive me for the heresy I just wrote in this ugly english.
Just please give some advices to a DM that saw too many campaigns fail due to complexities, delay and brokeness** at certain levels.
Those are the constraints I have guys: Pathfinder rules and not 4E (but this is also my choice), time constraints of sessions (2.5-3h max) and skills efficiency of players.
Cheers and Thanks
PM
* I am not a 4E fan and neither a 4E enemy. I am more skewed toward a 3.5/Pathfinder taste (I began playing with 2E). Said that, while I dislike a little the 4E and don't play it, I really adore some of its mechanics/concept and I don't have too much problem adapting to its dissociate mechanics.
** I will use only core resources for this campaign (PF Player handbook) and no prestige classes or splat books (present or future). Too much extra material contribute to brokeness.
I am going to run a Pathfinder campaign in some weeks from now.
We will start at 1st level but I would really like to bring my players toward high levels (say 11+ not epic).
My biggest concerns (due to past experiences) is on how the game became more complex because of higher levels play, but also because of some mechanics that are present even in the starting levels.
So I was wondering on how to speed and simplify combat on a 3.5 (pathfinder) framework. I need simplification and fast combat because we have time constraint and different levels of players' skills (some are beginners).
I detected some major problems that bother me actually:
1) Keeping track of multiple spell's effects or conditions
2) Keeping track of multiple durations.
3) Dealing with situations that generate a cascade of effects. For example some conditions and some effects that give bonus/penalties to ability scores.
My thoughts (that I will develop later, hopefully with your advice):
1a) Simplify the mechanics of stackable bonuses: reduce types so they don't stack or define a smaller set of always stackable bonus
1b) Reduce the number of conditions, and those remaining will be simplified for giving only clear/self-contained bonuses/penalties (e.g. a straight -2 to AC and not -2 to Dex. A straight +2 to hit and damage and not a +Y to STR).
2) Eliminate various rules for durations, make them last for the encounter or for the whole day (or another easy-to-understand-and-manage duration). Less tracking to do.
3) Eliminate those spells or conditions that imply a lot of on-the-fly recalculation (damage/bonus to ability scores, level draining).
I need some tips on how to model those modifications.
Disclaimer, I know that seems that I want to bastardize a 3.5/PF game. In truth I want to make some simplifications. Like shifting it toward the good things of the 4E that I like.
I repeat, some of the players I will have are not quick. They don't have a math-friendly or logic/optimizating mindset.
Telling them to recalculate theirs to hit, damage and AC due to an Enlarge spell will be a pain... paid with errors and delays on the table. I cannot even find people that care to write in a separate piece of paper their final to hit and damage bonues after various buffs: they recalculate (slowly and with errors) at every rolling (they even confuse dices! Why people who need a d20 and a d10 keep a mound of various size in front of them and cannot discern between a d12 and a d20 or between a d8 or d10??? /offtopic rant).
I hope you forgive me for the heresy I just wrote in this ugly english.
Just please give some advices to a DM that saw too many campaigns fail due to complexities, delay and brokeness** at certain levels.
Those are the constraints I have guys: Pathfinder rules and not 4E (but this is also my choice), time constraints of sessions (2.5-3h max) and skills efficiency of players.
Cheers and Thanks
PM
* I am not a 4E fan and neither a 4E enemy. I am more skewed toward a 3.5/Pathfinder taste (I began playing with 2E). Said that, while I dislike a little the 4E and don't play it, I really adore some of its mechanics/concept and I don't have too much problem adapting to its dissociate mechanics.
** I will use only core resources for this campaign (PF Player handbook) and no prestige classes or splat books (present or future). Too much extra material contribute to brokeness.