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4E to Pathfinder - what is it like? What do you miss? Pleasant surprises?
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<blockquote data-quote="Saint Mac" data-source="post: 5789971" data-attributes="member: 95315"><p>You know, you are getting some great info on this thread. After re-reading, I thought jbear and the others pointed out some things that are worth noting.</p><p> </p><p>Death. Please note that Pathfinder APs have random events that can wipe a party out (little twerps lol). So use your best judgement or at least make sure there's an "out" when first playing in lower levels. 4E has healing surges, Path assumes that your party has an adventuring sense to have healing potions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Jbear mention getting knocked prone. Yah, he's speaking the truth on that one! But if you are concerned about it being too much of a learning curve, houserule it! </p><p> </p><p>I was also thinking of you as a DM making the transition. Can I suggest something to you? Because I was going from 3.5 to 4E to Path, I was nervous about all the rules. I had the benefit of playing 3.5 which made it a bit easier, but I still did this. I sat done with both the 4E and Path core books. Opened to the Fighter class and compared JUST what made them fighters. I looked at what they "got" at first level and then continued to level 5 in each book. This helped a lot. I did not focus on feats or anything but how they fought and progressed. Then I went to, oh man am I going to get hate mail on this, the more challenging classes like the wizard and did the same. ONLY then did I look at movements and feats and spells. After that, I looked at what the H*ll is CMB <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> </p><p>When you do it this way you will probably notice something. PF does two things that stand out. The characters are "beefier" and they really give something to the player at each level (one of things that make it 3.590384 instead of 3.5). You can also make a test characters and try killing him off with wolf or goblin to get a feel of it.</p><p> </p><p>I'm honestly not trying to sound like a big brother on this, but remember this is YOUR game. I've ran games that, had you sat there listening, would appear more like a 1E game. ALL the editions and such can be run this way, its the old story vs strategy thing. Seriously, if movement rules bother you, all squares can be the same value, call them squares instead of feet for that matter. If Opp Attacks or prone recovery mess with you, drop them and help a rogue out in another way. If player levelling feels slow, use the "fast path" point levels. Its your game, have fun, the rules will settle into place as you go. Promise.</p></blockquote><p></p>
[QUOTE="Saint Mac, post: 5789971, member: 95315"] You know, you are getting some great info on this thread. After re-reading, I thought jbear and the others pointed out some things that are worth noting. Death. Please note that Pathfinder APs have random events that can wipe a party out (little twerps lol). So use your best judgement or at least make sure there's an "out" when first playing in lower levels. 4E has healing surges, Path assumes that your party has an adventuring sense to have healing potions :) Jbear mention getting knocked prone. Yah, he's speaking the truth on that one! But if you are concerned about it being too much of a learning curve, houserule it! I was also thinking of you as a DM making the transition. Can I suggest something to you? Because I was going from 3.5 to 4E to Path, I was nervous about all the rules. I had the benefit of playing 3.5 which made it a bit easier, but I still did this. I sat done with both the 4E and Path core books. Opened to the Fighter class and compared JUST what made them fighters. I looked at what they "got" at first level and then continued to level 5 in each book. This helped a lot. I did not focus on feats or anything but how they fought and progressed. Then I went to, oh man am I going to get hate mail on this, the more challenging classes like the wizard and did the same. ONLY then did I look at movements and feats and spells. After that, I looked at what the H*ll is CMB :) When you do it this way you will probably notice something. PF does two things that stand out. The characters are "beefier" and they really give something to the player at each level (one of things that make it 3.590384 instead of 3.5). You can also make a test characters and try killing him off with wolf or goblin to get a feel of it. I'm honestly not trying to sound like a big brother on this, but remember this is YOUR game. I've ran games that, had you sat there listening, would appear more like a 1E game. ALL the editions and such can be run this way, its the old story vs strategy thing. Seriously, if movement rules bother you, all squares can be the same value, call them squares instead of feet for that matter. If Opp Attacks or prone recovery mess with you, drop them and help a rogue out in another way. If player levelling feels slow, use the "fast path" point levels. Its your game, have fun, the rules will settle into place as you go. Promise. [/QUOTE]
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