I disagree, the game is a failure (maybe a bit too hard a term but one you used) if level isn't a measure of power.
I don't think it's feasible to adopt that conceit in any game that looks remotely like D&D. There's too many variables.
I will not argue small points spell by spell, but yes some abusive onse where fixed and others left (I can not find a ryme or reason)
Well, here's the real problem: it's called exception-based design. If there's one common set of rules that everyone uses, they can all be balanced relative to each other. This is how skills work and largely how combat works. But if instead, rules are dispensed in small, discrete packets that are distinct from the fundamental rules how How Stuff Works, then each one of those packets has to be monitored. This quickly becomes unfeasible. In PF, we call those packets "spells" (and also, to an extent "feats" and "class features"). The only real fix is to throw out this notion of exception-based design and create one centralized d20-based set of rules. Until then, you're just playing whac-a-mole with an endless set of new specific powers appearing and producing unintended consequences.
However, changing that takes us a long way from whence we came, i.e.
you have to start from scratch and fix the issues
but the problem with giving the wizards more features meant that now anything that uped a less powerful or versatile (or like the figher both) was trying to hit a moving target. if they wanted to stop prestige class shanagans then address that don't just boost the most powerful class...
The new abilities for wizards and clerics don't strike me as being all that powerful. All the other classes received upgrades, particularly with regards to higher-level advancement.
Honestly the Alchomist should be my favorite class, but it is full of BS non explanations...
Like I said, it sounds cooler than it is. I think people aren't all that hard on Pazio for this one because at least they were trying something new and not reprinting freely available content, but their approach simply does not work. As above, alchemy needs to be represented as a set of quasi-scientific laws, not a menu of discretely packed exception-based abilities.
the first 2 pathfinder DMs I had just out right said no to making new classes or converting
Understandable, but someone really ought to publish an official PF warlock to get everyone on boards. Again, I don't see why someone doesn't do that (though obviously I am not a lawyer).
one told me that to make warlock 'pathfinder' he would only give it X number of eldritch blasts per day...
That's BS. It defeats the whole point of playing it, the sense of having power at your fingertips, the ease of play that comes from not tracking this sort of stuff, the idea of changing the paradigm of magic use. If you're not going to have it be all at-will, you should just be playing a PF witch.
And it's not like the 3.5 warlock was overpowered. In fact, it was a fascinating case study in people crying out over something new and different but eventually most of them realized that the warlock wasn't that powerful, and indeed that its advancement inexplicably gets slower at higher levels. A 20th level warlock does less damage with a blast than a rogue does per sneak attack. The warlock is cool, but not game-breaking.
A couple of key points that I used to expand the warlock concept:
*Each time the warlock gains a new grade of invocations, his pact creates a new level of drawback, selected from a diverse menu ranging from penalties to checks for insanity, sacrificing wealth to patrons, developing an uncontrollable fear of his nemesis creature.
*Eldritch blast advances in damage at a constant rate of 1d6 every two levels, but also improves in threat range and even (at level 20) crit multiplier.
*A lot more invocations, with a pool of invocations being restricted to being only eldritch essence and shape, and a broader pool that can be used for anything. Progression starts at 2 invocations and ends at 21.
*The extra invocation feat has higher prereqs and requires you to take a penalty on one saving throw in exchange for the new power.
*The warlock has medium fort and ref and poor will. What about this class suggests it should be strong-minded but otherwise feeble? Nothing in my book.
*Fast healing shuts off when the warlock uses invocations, meaning that he has to either not use them actively or rest to get the benefit of healing.
*Rate of scaling of energy resistance and DR revised to cover dead levels and match the PF power level.
*The 20th level PF capstone is being able to make iterative attacks with the blast.
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I can see why DMs might not want to go off on creating new stuff, but to me creating classes to be PF-like, what with the no dead levels and increased power level, can be quite fun.