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A list of 3e problems and how they were tackled in PF
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<blockquote data-quote="Doctor Futurity" data-source="post: 4894438" data-attributes="member: 10738"><p>I think it's for both; I have a lot of nit-picks about 3.X and Pathfinder clears them up, sometimes rather impressively. And I also like 4E (plan to start a Pathfinder game side by side with my 4E games, actually).</p><p></p><p>Oddly, most of the really dedicated 3.5ers I know are poo-pooing Pathfinder. Which only makes me love it more for some reason!</p><p></p><p>Now, on to that list:</p><p>Multi-classed spell casters not powerful enough? </p><p> I think Pathfinder goes more towards encouraging prestige classes and single classing, myself, so this problem "might not" have gone away.</p><p></p><p>Multi-classes BAB and Saves either too high or too low? </p><p> Not much change here, although I hadn't noticed this issue myself.</p><p></p><p>Save or Die/Suck spells dominating high level play? </p><p> I don't play high level often enough....it seemed like in my 3.X days these spells were easily defeated by enormously good saves that everyone had.</p><p></p><p>DCs for spells too high at upper levels? </p><p> Definitely never noticed this problem before....I thought DCs were too low usually.</p><p></p><p>High level full attacks and actually game time to resolve them? </p><p> Probably still there, although many feats have been cleaned up and refined (power gamers I know are outraged) which I think will help with rolling four attacks in a row. But it's probably not any slower than 3rd or 4th edition's combat attacks.</p><p></p><p>Not enough skill points for characters? </p><p> Oh that's definitely fixed. I love the new skill system mechanics. Both new and retro-compatible all in one package.</p><p></p><p>Skills that are useless (rope use/forgery)? </p><p> That's a DM problem, I suspect....he's not looking for ways to make you guys wish you HAD taken roe use/forgery!</p><p></p><p>The 15 minute work day? </p><p> There are some bits that imrprove on this. I like how 0 level spells are now at will effects, for example; being able to use disrupt undead, for example, as an at-will is pretty handy! The availability of healing magic is a little more flexible for clerics and paladins now, too, which should also help with the so-called 15-minute work day. Of course, one could readily argue that this problem isn't a "game mechanic" issue so much as a "DM who throws the kitchen sink at the PCs in every encounter issue."</p><p></p><p>Reasons to not multi-class in certain classes (fighter)? </p><p> More like "each class offers a lot of reasons to stay with it and not multi-class, period." But fighters are the Lords of Feats now, that alone might be tempting.</p><p></p><p>Not enough feats for characters? </p><p> Fixed (I didn't think that was a problem, but it's definitely fixed in PF).</p><p></p><p>Characters too fragile at low level? </p><p> A couple adjustments help, but overall DMs still need to respect that low level characters are weak and design accordingly.</p><p></p><p>DM prep time? </p><p> They add some useful tools and methods of reducing prep time. This was my #1 MAJOR PEEVE about 3.X that to do it right required about 45 minutes of prep time for every hour of play...at least, that's how it felt to me. I think PF does a pretty good job of helping the DM, not as much as 4E, which reduces it to something like 1 hour of prep time for 5-10 hours of play, but it definitely halves 3.X prep time, I'd say.</p><p></p><p>Adaptation of previous edition's modules and supplements? </p><p>Doing it right now. Piece of cake.</p><p></p><p>Class glut? </p><p>Nope. Give it time.</p><p></p><p>Race glut? </p><p>Ditto</p><p></p><p>Racial Level Adjustments (LA)? </p><p>Appear to be gone for now</p><p></p><p>Overall game complexity? </p><p>About the same, slightly easier with things like CMB and CMD rules.</p><p></p><p>Complexity of Grappling? </p><p> I LOVE PF grappling! It's perfect now. I'm going to houserule PF grappling in to my 4E games, too.</p><p></p><p>Complexity of Turn Undead?</p><p> Um...this was complex before?</p><p> </p><p>The complexity of the CR/EL XP system?</p><p> I like what PF did here, too; it's more intuitive and similar to 4E now.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 4894438, member: 10738"] I think it's for both; I have a lot of nit-picks about 3.X and Pathfinder clears them up, sometimes rather impressively. And I also like 4E (plan to start a Pathfinder game side by side with my 4E games, actually). Oddly, most of the really dedicated 3.5ers I know are poo-pooing Pathfinder. Which only makes me love it more for some reason! Now, on to that list: Multi-classed spell casters not powerful enough? I think Pathfinder goes more towards encouraging prestige classes and single classing, myself, so this problem "might not" have gone away. Multi-classes BAB and Saves either too high or too low? Not much change here, although I hadn't noticed this issue myself. Save or Die/Suck spells dominating high level play? I don't play high level often enough....it seemed like in my 3.X days these spells were easily defeated by enormously good saves that everyone had. DCs for spells too high at upper levels? Definitely never noticed this problem before....I thought DCs were too low usually. High level full attacks and actually game time to resolve them? Probably still there, although many feats have been cleaned up and refined (power gamers I know are outraged) which I think will help with rolling four attacks in a row. But it's probably not any slower than 3rd or 4th edition's combat attacks. Not enough skill points for characters? Oh that's definitely fixed. I love the new skill system mechanics. Both new and retro-compatible all in one package. Skills that are useless (rope use/forgery)? That's a DM problem, I suspect....he's not looking for ways to make you guys wish you HAD taken roe use/forgery! The 15 minute work day? There are some bits that imrprove on this. I like how 0 level spells are now at will effects, for example; being able to use disrupt undead, for example, as an at-will is pretty handy! The availability of healing magic is a little more flexible for clerics and paladins now, too, which should also help with the so-called 15-minute work day. Of course, one could readily argue that this problem isn't a "game mechanic" issue so much as a "DM who throws the kitchen sink at the PCs in every encounter issue." Reasons to not multi-class in certain classes (fighter)? More like "each class offers a lot of reasons to stay with it and not multi-class, period." But fighters are the Lords of Feats now, that alone might be tempting. Not enough feats for characters? Fixed (I didn't think that was a problem, but it's definitely fixed in PF). Characters too fragile at low level? A couple adjustments help, but overall DMs still need to respect that low level characters are weak and design accordingly. DM prep time? They add some useful tools and methods of reducing prep time. This was my #1 MAJOR PEEVE about 3.X that to do it right required about 45 minutes of prep time for every hour of play...at least, that's how it felt to me. I think PF does a pretty good job of helping the DM, not as much as 4E, which reduces it to something like 1 hour of prep time for 5-10 hours of play, but it definitely halves 3.X prep time, I'd say. Adaptation of previous edition's modules and supplements? Doing it right now. Piece of cake. Class glut? Nope. Give it time. Race glut? Ditto Racial Level Adjustments (LA)? Appear to be gone for now Overall game complexity? About the same, slightly easier with things like CMB and CMD rules. Complexity of Grappling? I LOVE PF grappling! It's perfect now. I'm going to houserule PF grappling in to my 4E games, too. Complexity of Turn Undead? Um...this was complex before? The complexity of the CR/EL XP system? I like what PF did here, too; it's more intuitive and similar to 4E now. [/QUOTE]
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