You get the crunch with DDI, but do you also get all of the fluff? Are the plot hooks that fill books like Underdark in DDI? Or all the DM advice from the 2 DMGs?
Is 152 pages really enough to detail the whole setting? I doubt they can use all the 4e classes, so new classes, feats, mutations, guns, vehicle rules, Gamma World creatures, etc, etc... all in that short a space? I don't know.
Thanks for the link, but I already know about it, considering I'm the one that wrote it. ;) That's why I said it's a product I'd love to see published someday, though it probably never will be.... a big, full-color, hardcover FATE3 rules version of CF, marrying the setting I love to a rules...
Well, I know it's not an actual published book, but maybe this FATE3 loose adaptation of Shadowrun, called Spirits of Chrome and Cyberspace, may be of interest to you... It's certainly a lot lighter than the standard rules. Note that you need the Spirit of the Century rulebook (or the online...
What about Domain spells? They are part of the spell advancement for Clerics (and Druids that choose a domain), so are they included or not? The entire domain is technically a class ability, even though there is a "+1" in the spell advancement chart as a reminder to players to pick a domain...
Don't worry about precise CRs. The increases in abilities are not massive, within the margin of lucky vs unlucky dice rolling. If you want to bump up the HP of some creatures then just do that, or toss in 1 extra goblin or orc in the mix. It doesn't really matter, I never award XPs based on...
You can use most 3.5 material pretty seamlessly in a PF game. Figure out the creature's CMB and CMD, and you're pretty much done. Some skills were merged with others, but that doesn't matter too much for NPCs. If the NPC has class levels, they might get a few additional abilities. Other than...
You know what? Just use all PF classes instead. All of them were improved. For instance, I'm playing a druid. The ability to choose 1 cleric domain instead of an animal companion was very nice, and I took it. Also, Wild Shape has been substantially changed due to PF's new polymorphing...
Exactly... in our group, almost no one ever tried maneuvers in 3.5 except our 1 spiked-chain character who used trip all the time. Now that it's just a simple CMB roll, all the characters are using it a lot more.
I too bought the beta book, and I'm happy I also bought the final version. A surprising number of additional changes were made, and a lot of additional info was added. In my opinion, it's worth it. Also, our campaign started with the Beta rules, but we've now switched to using final version...
We're using it for Forgotten Realms and War of the Burning Sky. We've never used PF for Golarion because most of the other players in the group don't have the setting book or know anything about it. PF is very universal though.
Well, in 4e, the Fighter still starts with more HP, better weapons and armor (which cost feats for other classes to learn), etc. Classes that get less of those "free feats" make up for it with more trained skills.
There is (and should be) a range of difficulty. Bullrushing a large elemental or a huge giant should not be very easy. It should be much tougher than rushing a mind flayer, and it is.
Second, that 14+ is only if you have not invested even a single feat into it. 1 feat makes it 12+, 2 means...
Well, a lot depends upon the monster that you choose as the opponent. But let's stat out the 10th level Fighter first. He'll have BAB +10, and Str +5 mod due to level-increased abilities alone. Chances are he'll have at least a +2 Str boosting item by 10th level, such as a Belt of Giant...
It really isn't that hard. Let's take a 1st level Fighter w/ 18 Str vs an Orc.
The Fighter rolls 1d20 + 5 (+1 BAB, +4 Str).
The Orc's CMD, with a BAB of +1 and a +2 Str bonus and +0 Dex bonus, is 13. So an 8 or better succeeds against the Orc, unless he hits with the AoO to make it a...
I haven't read the whole thread, just the 1st page or so, but I'd say Psions, like many Sorcerers, Cleric Domains, etc should get some kind of "Mind blast" ability that works 3 + ability mod times per day and does about 1d6 + 1/2 lvl damage on a Rng touch attack.
If some people don't like...