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A list of 3e problems and how they were tackled in PF
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<blockquote data-quote="Twowolves" data-source="post: 4894078" data-attributes="member: 18093"><p>I haven't read the book cover to cover, but I did play in 4 Pathfinder Society sessions and have been following the development pretty closely, so I'll give it a shot.</p><p></p><p>1. The only answer I have here is Mystic Theurge. That PrC has class-specific solutions for the problem, so there is no system-wide fix. But Practiced Spellcaster being 3.5 doesn't mean it's unusable with PRPG.</p><p></p><p>2. I don't understand what the problem is here, are they too high or too low, and if you can't tell which, where's the problem? Answer = no change.</p><p></p><p>3. SoD spells were individually addressed to change Death to Damage, Suckatude to round-by-round saves to avoid said suckatude.</p><p></p><p>4. Were they too high? How high is "too high"? No change of which I am aware.</p><p></p><p>5. New feats let you trade your lowest bonus attack for more damage on your main attack, effectively encouraging high-level (more iterative attacking) characters to forego those extra, superfluous attacks for more damage.</p><p></p><p>6. Skill points stay the same, but many skills have been consolidated, effectively increasing what you can do with your skill points (stretching your skill point value). </p><p></p><p>7. Most of the "useless" skills were folded into other uses for existing skills. Forgery is a part of the "Linguistics" skill (folded into "speak language").</p><p></p><p>8. Many arcane types get a ranged attack that can be used X/day, in addition to spells. Clerical "Turn Undead" becomes "Channel Energy" which can be used for healing (for Positive Energy casters). More healing, more offensive casting, longer "workday". However, there is nothing specificially preventing a party from blowing it's wad in the first encounter if they choose.</p><p></p><p>9. No class is so front-end loaded that it becomes ripe for cherry-picking, yet still an attractive multi-class choice.</p><p></p><p>10. All classes get feats every other level instead of every 3 levels, and the list of core feats is greatly expanded.</p><p></p><p>11. Characters still get max hp at first level (+ con bonus), and now you can choose to gain +1hp for each level you take in your "favored class" (vs +1 skill point). And the Toughness feat gives you +1hp/HD, minimum of +3, so that helps. Also, death is at -Con score, not -10, so that should help literal lethality.</p><p></p><p>12. No clue about DM prep time, other than the fact that the changes to how skill points are spent should wipe away a huge potential time sink. There are "improved" sections on NPCs in the book, but I have not read them so I can't comment.</p><p></p><p>13. It depends on how stringent you are as a DM with your "conversions". Almost everything can be used as-is with the addition of a Combat Maneuver Bonus and Combat Maneuver Defense penciled in next to the existing stat block. Not everything will be perfect that way, but certainly usable for monster/NPC foes. But with just the addition of CMB/CMD you can use an adventure straight (as was done for the Pathfinder Society games run with the PRPG PHB at the con).</p><p></p><p>14. There is no more "class glut" in the PRPG PHB than there was in the 3.X PHB.</p><p></p><p>15. Same as 14 above. They have expressed their wariness at adding to "crunch bloat", so take that for what it's worth.</p><p></p><p>16. No information until the Bestiary comes out next month, but rumor has it only "humanoid-ish" monsters can be PCs, expressly to cut out most of the LA problems.</p><p></p><p>17. Game complexity is slightly less. CMB/CMD greatly simplifies much of combat, but more player options for classes and feats might offset that.</p><p></p><p>18. MUCH simpler. CMB/CMD again.</p><p></p><p>19. Turn undead is a feat. Base ability is a 30' radius burst effect, healing 1d6/odd level, or harming undead for the same (save for 1/2). Negative channelers reverse that (heal undead or harm living). Feats also expand this to outsiders/elementals.</p><p></p><p>20. There are 3 xp tracks (fast/slow/average) and it seems XP awards are static for each monster (monster stat blocks have an XP award entry, like 2nd ed). I have not read the CR rules, but in beta they seemed improved (can't say why, just my impression upon reading it last year).</p><p></p><p>Hope that helps...</p></blockquote><p></p>
[QUOTE="Twowolves, post: 4894078, member: 18093"] I haven't read the book cover to cover, but I did play in 4 Pathfinder Society sessions and have been following the development pretty closely, so I'll give it a shot. 1. The only answer I have here is Mystic Theurge. That PrC has class-specific solutions for the problem, so there is no system-wide fix. But Practiced Spellcaster being 3.5 doesn't mean it's unusable with PRPG. 2. I don't understand what the problem is here, are they too high or too low, and if you can't tell which, where's the problem? Answer = no change. 3. SoD spells were individually addressed to change Death to Damage, Suckatude to round-by-round saves to avoid said suckatude. 4. Were they too high? How high is "too high"? No change of which I am aware. 5. New feats let you trade your lowest bonus attack for more damage on your main attack, effectively encouraging high-level (more iterative attacking) characters to forego those extra, superfluous attacks for more damage. 6. Skill points stay the same, but many skills have been consolidated, effectively increasing what you can do with your skill points (stretching your skill point value). 7. Most of the "useless" skills were folded into other uses for existing skills. Forgery is a part of the "Linguistics" skill (folded into "speak language"). 8. Many arcane types get a ranged attack that can be used X/day, in addition to spells. Clerical "Turn Undead" becomes "Channel Energy" which can be used for healing (for Positive Energy casters). More healing, more offensive casting, longer "workday". However, there is nothing specificially preventing a party from blowing it's wad in the first encounter if they choose. 9. No class is so front-end loaded that it becomes ripe for cherry-picking, yet still an attractive multi-class choice. 10. All classes get feats every other level instead of every 3 levels, and the list of core feats is greatly expanded. 11. Characters still get max hp at first level (+ con bonus), and now you can choose to gain +1hp for each level you take in your "favored class" (vs +1 skill point). And the Toughness feat gives you +1hp/HD, minimum of +3, so that helps. Also, death is at -Con score, not -10, so that should help literal lethality. 12. No clue about DM prep time, other than the fact that the changes to how skill points are spent should wipe away a huge potential time sink. There are "improved" sections on NPCs in the book, but I have not read them so I can't comment. 13. It depends on how stringent you are as a DM with your "conversions". Almost everything can be used as-is with the addition of a Combat Maneuver Bonus and Combat Maneuver Defense penciled in next to the existing stat block. Not everything will be perfect that way, but certainly usable for monster/NPC foes. But with just the addition of CMB/CMD you can use an adventure straight (as was done for the Pathfinder Society games run with the PRPG PHB at the con). 14. There is no more "class glut" in the PRPG PHB than there was in the 3.X PHB. 15. Same as 14 above. They have expressed their wariness at adding to "crunch bloat", so take that for what it's worth. 16. No information until the Bestiary comes out next month, but rumor has it only "humanoid-ish" monsters can be PCs, expressly to cut out most of the LA problems. 17. Game complexity is slightly less. CMB/CMD greatly simplifies much of combat, but more player options for classes and feats might offset that. 18. MUCH simpler. CMB/CMD again. 19. Turn undead is a feat. Base ability is a 30' radius burst effect, healing 1d6/odd level, or harming undead for the same (save for 1/2). Negative channelers reverse that (heal undead or harm living). Feats also expand this to outsiders/elementals. 20. There are 3 xp tracks (fast/slow/average) and it seems XP awards are static for each monster (monster stat blocks have an XP award entry, like 2nd ed). I have not read the CR rules, but in beta they seemed improved (can't say why, just my impression upon reading it last year). Hope that helps... [/QUOTE]
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