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Pathfinder 1E What's so good/bad about Pathfinder?

I think the strongest case for PF is the company and people behind it.

Pro:
* Paizo treats it customers very well. Their message board feels like a community. While, WoTC's message board feels like Facebook.
* High quality full sized hard bound books. While WoTC's seems to have switched to a small softbound format.
* Excellent writing.
* High quality APs.
* RPGSuperstar makes you feel included in the design club (even if you don't make the top 32).
* Print and PDFs for every product.

Con:
* No beholders, mind fleyers, etc. Many missing iconic monsters and other WoTC IP.

I am extremely happy with the high quality product Paizo puts out. And when I say that, I am not refering to the rules. The rules are solid enough. This is something that I hope WoTC comes to understand: Even if 5th Ed. rules kick PF rules butt (metaforticaly speeking) there is still so much more that PF has going for it. Just look at the quality of the PF GM/DM screen? Look at the quality of the Gamemastery product line? The quality of the art? The quality of the adventures? The word cound per page (compared to 4th Ed.). The reading level of those words.

In other words, there are many small estetic aspects of PF that Paizo, as a company, has built into it. When I open a DnD/PF book, the presentation is just as important as the rules I read on the page. I buy such books to get inspired. Otherwise, I will only get the 5th Edition Players handbook and stop (like I did with 4th edition).
 

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All the positive comments encouraged me to look at Pathfinder. The rules scope seems daunting, but I think the archtypes are bursting with flavor. Paizo also does seem to have a loyal and happy community, which is a great thing for roleplaying as a hobby.

Thanks everyone!
 

3. Streamlined mechanics on grappling, tripping, etc.

While I agree, that streamlining the rather complicated mechanics makes sense, the CMB/CMD system of Pathfinder is my #1 thing, that they messed up completely.

Removing the touch attack from the maneuvers was a very bad idea.

Small (tiny, etc) creatures are simply screwed completely, since their only defense against those maneuvers has been removed.

The 3E version simply works better (even though it is needlessly complicated).


I very much like the way they merged some of the skills. It really seems done right (except Perform... why they didn't make this only one skill is beyond me, considering what else they have put under a single skill ;)).

Bye
Thanee
 


It really seems done right (except Perform... why they didn't make this only one skill is beyond me, considering what else they have put under a single skill ;)).

Bye
Thanee

My Perform house rule: Whenever you put a rank into Perform, choose a new preferred instrument or style (like oratory). You take a -2 circumstance penalty with other instruments and styles.

Basically, it works like Linguistics, except languages -> instruments and you only take a -2 penalty with the ones you don't know.

(I also allow extra ranks beyond the level limit to be spent on both skills for the purposes of gaining more languages/instruments. You can have three ranks in Linguistics at first level, but your skill bonus from ranks is still +1.)
 

I certainly like the amount of customization available in character creation, especially with archetypes.

I like the look and backstory of Pathfinder halflings.

Most important though are the adventures. The APs rock. I have played through about two books of Rise of the Rune Lords (it ended with a TPK) and am currently two books into Curse of the Crimson Throne and four books into Kingmaker.

Beyond the APs, the Pathfinder Society adventures are also a lot of fun. Our society group just finished the three Quest for Perfection adventures. Played in
sequence, they're like a mini-AP.

Of the other modules, I have only played Crypt of the Everflame. I thought it was a very well done dungeon crawl with good story and a little bit of everything for each class.
 

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