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3.5 high level woes and Paizo's hand in it.
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<blockquote data-quote="MACLARREN" data-source="post: 4706525" data-attributes="member: 12288"><p>The adventure paths being produced by Paizo are not the problem with high level play. Adventure paths and any module for that case should be a background for a DM to run a game based upon his groups needs or wants. Modifications of it may or may not need to occur depending on the group and how they work together. We have seen enough of the adventure paths by Paizo to understand their design concepts and if it isn't for you, then you have a choice and no need to buy them or use them. There are plenty of other pregenerated modules out there to use. I personally enjoy them and like challenging things but that is just me. The problem with high level play is the mechanics involved. As stated by everyone. A lot of people have made good points as to what bogs high level play down and there we are in agreement. I can say this though, my group has played 4e as well and the tracking of the conditions for this and that and that does not make that game much different. It created a different type of pain and we chose not to play it due to our play styles. The game was just not for us and we were really high on it when we started. However, our DM and some of the others will not go back to 3.5 either due to high level burnout from our DM. Our Sins campaign ran to approx 17th level and our DM lost interest in the last several levels due to the system and power gain of the system. High level Spells (IE Teleport, Scry, Heroes Feast, etc), iteritive attacks, summoning, etc. made it difficult to pose a high threat to us at those high levels. The systems fault and not his. We could buff pop in, attack and get out.</p><p></p><p>I think PF will fix a lot of the problems we have in our 3.5 style of game. We have went back to some degree to Conan 2nd edition rules. Having a blast with it now. Part is because all of the pain in the rear DM fun sponge spells are gone as is most magic. This is working for us. We were working on our own game for a time and it was going good but was more difficult in getting to an agreement on things. It would have been good but it is now on the back burner if not dead. The one thing we all have to remember though is no matter what we are playing, we are playing a game and no game is perfect whatever it is. I have faith in Paizo and hope to go down that road locally come August if not before and I like what Wulf has done with Trailblazer from what I see as well. Just my wants.</p></blockquote><p></p>
[QUOTE="MACLARREN, post: 4706525, member: 12288"] The adventure paths being produced by Paizo are not the problem with high level play. Adventure paths and any module for that case should be a background for a DM to run a game based upon his groups needs or wants. Modifications of it may or may not need to occur depending on the group and how they work together. We have seen enough of the adventure paths by Paizo to understand their design concepts and if it isn't for you, then you have a choice and no need to buy them or use them. There are plenty of other pregenerated modules out there to use. I personally enjoy them and like challenging things but that is just me. The problem with high level play is the mechanics involved. As stated by everyone. A lot of people have made good points as to what bogs high level play down and there we are in agreement. I can say this though, my group has played 4e as well and the tracking of the conditions for this and that and that does not make that game much different. It created a different type of pain and we chose not to play it due to our play styles. The game was just not for us and we were really high on it when we started. However, our DM and some of the others will not go back to 3.5 either due to high level burnout from our DM. Our Sins campaign ran to approx 17th level and our DM lost interest in the last several levels due to the system and power gain of the system. High level Spells (IE Teleport, Scry, Heroes Feast, etc), iteritive attacks, summoning, etc. made it difficult to pose a high threat to us at those high levels. The systems fault and not his. We could buff pop in, attack and get out. I think PF will fix a lot of the problems we have in our 3.5 style of game. We have went back to some degree to Conan 2nd edition rules. Having a blast with it now. Part is because all of the pain in the rear DM fun sponge spells are gone as is most magic. This is working for us. We were working on our own game for a time and it was going good but was more difficult in getting to an agreement on things. It would have been good but it is now on the back burner if not dead. The one thing we all have to remember though is no matter what we are playing, we are playing a game and no game is perfect whatever it is. I have faith in Paizo and hope to go down that road locally come August if not before and I like what Wulf has done with Trailblazer from what I see as well. Just my wants. [/QUOTE]
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