D&D 3E/3.5 3.5 E, older D&D and Pathfinder. What do D&D vets think of pathfinder

Wow, I really like this idea.

BUT, I think that it would make sense to decouple monster knowledge checks from CR if this is going to work well. I really think that campaign settings should assign all monsters a rarity (common, uncommon, rare, very rare, unique) and these rarity ratings should determine the DC of the knowledge check. Perhaps the formula could remain the same, save that instead of CR, you used common=0, uncommon=5, rare=10, very rare=15, and unique=20.

Ken

A very good thought. Why oh why did they get rid of the 'Frequency' entry that used to be in monster stat blocks in previous editions of D&D? That would have been your answer right there.

Short of assigning them on the fly, I suppose, if you think figuratively, the 'Challenge' in 'CR' could include the relative difficulty in exploiting their weaknesses, which I presume was the original intent as it was written in Arcanis (one of the classes had an ability which was much like a 'floating' favoured enemy which could be triggered by studying an opponent and making the relevant Knowledge check which was where I got the idea from). Tougher i.e. higher CR creatures are almost by definition rarer in a lot of cases, so as an all encompassing mechanic it might still have some merit.
 

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Re: Protected

Actually, there are all kinds of little Feats & spells that are scattered through 3.5 that let you get around Crit/SA immunities to a certain extent.

Instead of making Protected a creature's attribute, Don't Change Any Creature's stats from 3.5.

Instead, like the Rogue's unique ability to make mantraps or disarm magical traps, make it a class feature for them be able to make a "Find Weakness" check on a given creature that is immune to Crits/SA with the appropriate skill, with the DC set by the particular creature's toughness (Clockwork Horrors & Liches)...or lack thereof (Stained Glass Golems and Modern Zombies). Success means doing Crits/SA as normal. But even for the weakest of the creatures, the DC should be relatively high. For the toughest ones, it should be a long-shot indeed to be able to succeed.

If you're worried about everyone else, let there be a Find Weakness Feat that lets them do crits, but at less of a chance of success...and for Rogues, the FW Feat gives them a +4 to their roll.
 

I have been a player/DM since the off-white box in 1976. :)

I have been running a Pathfinder game for younger players, and have been having a blast - it is pretty much what I wanted for a new 'semi-edition' of D&D, and supports the OGL, which makes me happy.

As a DM I tend to be one of the folks who occasionally does the Undead Dungeon of Doom/Ship of the Dead, so not having rogues nerfed by the fact that I like undead scurrying around in their barrows and tombs is a good thing.

The simplified combat maneuvers have tempted the kids into trying different things than just I swing, you swing. Part of it was having half the party almost get killed by Vodanoi grappling and pulling folks underwater. They were reluctant to try the rules until those rules proved effective against them, but then they were more than willing to give them a try.

Pretty much all the changes to the classes have been well received, most particularly the sorcerers. The Pathfinder sorcerers make my toes curl. :) The class is more powerful, but much more importantly, it has also become much more flavorful.

Aside from wands and scrolls none of the players have really done much with the item building rules. The wizard keeps two wands, one up each sleeve. The cleric is fond of scrolls for his 'sometimes useful' spells, for dealing with things like blindness, poisons, etc..

CRs seem closer to reality now, and will do until something better comes along. (Yeah, not exactly a ringing endorsement. :erm: )

Pathfinder adventures are very good - I heartily recommend the Crimson Throne series in particular. It touched on pretty much all of my favorite themes. (And I finally got to use the plague cart mini that I have had for over a decade!)

My only difficulty with Pathfinder is choosing between it and Fantasy Craft. For a setting like Eberron I would go with Pathfinder with no hesitation, for my homebrew Fantasy Craft comes into its own. I am very happy that both games exist. :)

The Auld Grump
 

Instead, like the Rogue's unique ability to make mantraps or disarm magical traps, make it a class feature for them be able to make a "Find Weakness" check on a given creature...
Behold, a class feature of the Inquisitor (from the Advanced Player's Guide Playtest):

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
 




I've been playing since 2nd edition and I absolutely love Pathfinder. The clase are more balanced, fighters actually are viable now, and I love the Sorcerer Bloodlines.
 


I played Basic (Holmes), 1e, 2e, and 3.x. Of the editions, 3.x is my favorite although, for 3.x official books, I tend to like Core, Unearthed Arcana, MM2, Fiend Folio, Stormwrack, Heroes of Horror and some of the dedicated monster books.

As for Pathfinder, I have only seen the Alpha and Beta versions. I was not a fan of most of the changes that I saw. I didn't like the skill consolidation or the changes to skill acquisition. I also did not like the changes, in general, to the classes.

I did, however, find Pathfinder useful for grabbing some spell changes and new feats.
 
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