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A list of 3e problems and how they were tackled in PF
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<blockquote data-quote="Imban" data-source="post: 4896247" data-attributes="member: 29206"><p>Forewarning: I play primarily modded 3.5e, don't really care for Pathfinder except for a few things that I've adopted into my game, and run practically all my games as gestalt games. Your mileage may vary, especially about some balancing specifics.</p><p></p><p></p><p></p><p>Unchanged from 3.5e. Multi-classed spell casters still suck unless you take a PrC specifically designed to correct this.</p><p></p><p></p><p></p><p>Mostly unchanged from 3.5e, but prestige classes' good saves start at +1, not +2.</p><p></p><p></p><p></p><p>There are less of them in Pathfinder but there are still some, and if you intend for the game to be backwards-compatible, you're obviously going to immediately run into the ones from 3.5e splat material. If you really hate those types of spells, on the other hand, it's easy enough to "fix" the last few in Pathfinder and not allow in any from 3.5e splat material.</p><p></p><p>But yes, using an instant death spell that the enemy is not immune to is still generally the best response. They just removed a bunch of them.</p><p></p><p></p><p></p><p>Never noticed this as a problem in my gestalt games - if anything, at high levels, DCs are low compared to the save bonuses people are packing. If you were having a problem with this, though, I'm going to go and say Pathfinder makes it (slightly) worse, by adding some things like the Fey Sorcerer DC bonuses that weren't available in 3.5e.</p><p></p><p></p><p></p><p>Same as in 3.5e</p><p></p><p></p><p></p><p>Pathfinder features an abbreviated skill list that, of course, is worse than your houseruled abbreviated skill list that you've probably had for years. Since it's not the one your specific group made up years ago.</p><p></p><p>What, your group <strong>didn't</strong> abbreviate the 3e skill list years ago? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o_O" title="Er... what? o_O" data-smilie="12"data-shortname="o_O" /></p><p></p><p></p><p></p><p>Appraise is still in, Use Rope and Forgery are out. See above comment, though.</p><p></p><p></p><p></p><p>Still in, so if it was a problem in your games before, it'll be a problem in your games now. Alternatively, whack your wizard's wrists with a ruler every time he goes nova in the first encounter of the day when the fighters COULD have actually chopped it up, and then it won't be, but not because you're playing Pathfinder.</p><p></p><p></p><p></p><p>Um, do you mean "reasons to not take two levels of Fighter if you need bonus feats to qualify for something, or Paladin for Charisma to all saves, or Monk for Wisdom to AC while unarmored", or "reasons to not multiclass out of Fighter or prestige class out of Wizard/Sorcerer as quickly as possible"?</p><p></p><p>If you mean the former, no, none of the classes which previously encouraged dipping do it any less now.</p><p></p><p>If you mean the latter, argh. In beta, there were some relatively attractive reasons to remain a Cleric or Wizard, but they made those mostly irrelevant now. Depending on the availability of "high tier" prestige classes, though, you might see more Sorcerers not prestige classing out, since you get fairly decent stuff for just remaining a Sorcerer.</p><p></p><p></p><p></p><p>Everyone gets 11 feats instead of 7 at level 20 now.</p><p></p><p></p><p></p><p>I had to actually hit the rulebook for this one since I just use Pathfinder as a source of 3.5e mods, but casters have higher hit dice, so on average spellcasters will have 2 more HP than they used to at level 1. That's it.</p><p></p><p></p><p></p><p>Same as 3e.</p><p></p><p></p><p></p><p>You can "sneak by" without restatting a lot of stuff, so quite easy. Druids that actually use their Wildshape should get some attention, though, as they're quite different now.</p><p></p><p></p><p></p><p>Same as 3e. Both in that Pathfinder has the same classes as the 3e PHB, and that it's mostly compatible with 3e, so any class glut in 3e can also apply to Pathfinder.</p><p></p><p></p><p></p><p>If these were mentioned at all in Pathfinder, I totally missed it. It's like a PHB + DMG combination, monsters and their LA were in the Monster Manual, so... yeah.</p><p></p><p>Maybe they've tried to fix it for the Pathfinder Bestiary. Maybe they just decided you can't play an ogre ever now. Who knows.</p><p></p><p></p><p></p><p>Same as 3e, only you have to note a few more powers at low levels when you're making a Wizard or something.</p><p></p><p></p><p></p><p>Slightly simpler, doesn't work as well. Meh.</p><p></p><p></p><p></p><p>Much better - you can now radiate positive or negative energy to heal or deal 1d6-10d6 damage in an area around you, depending on your alignment. Obviously positive energy blasts undead, so there's Turn Undead for you, and it heals your party to boot. For controlling undead, there's a feat to do it if you have the negative energy version, and it's just treated as any other saving-throw-based effect.</p><p></p><p></p><p></p><p>Again, not a monster manual, but they've already basically said it works like every edition other than 3e, with fixed XP values for each monster, with its attendant benefits (far easier) and drawbacks (wonky results on the far ends).</p><p></p><p></p><p></p><p>Tripping is now BALLS HARD to do because it's exactly as hard as grappling people and no longer works on flyers of any sort. (I honestly can't remember whether it was a houserule or not that tripping works on winged flyers with non-perfect flight, but that's how I always played it.) Spiked Chains, for their part, suck and there's no longer any reason to use one ever.</p><p></p><p></p><p></p><p>Um... basically everyone has little forms of differentiation between a 20th-level member of the same class now.</p><p></p><p></p><p></p><p>Fairly sure they're the same as in 3.5e.</p><p></p><p></p><p></p><p>They've been modified to grant stat bonuses instead of replacing your stats, though you still get to go book-diving for a monster with the exact minor ability you're looking for. Less broken, though.</p><p></p><p></p><p></p><p>Umm... I have to admit I don't really get this one. You summon a celestial dog, it uses the celestial dog stats from the Monster Manual, uh... ???</p><p></p><p></p><p></p><p>Animal Companions now work completely differently and are basically created using a special 'class'. Special Mounts are pretty much just summonable normal mounts. Familiars seem to work basically exactly as in 3.5e, but they're now quite optional - one of two options for Wizards, but only available to one Sorcerer bloodline.</p><p></p><p></p><p></p><p>Same as 3.5e.</p><p></p><p></p><p></p><p>You can use the 3.5e ones just fine.</p><p></p><p></p><p></p><p>No, it's just as unrealistic as it always was. But it's not as unrealistic as 4e's is.</p><p></p><p></p><p></p><p>Now just Czilla, because Wild Shape now is just non-slot-consuming spells that Wizards can cast. If you want it, though, an Animal Domain Cleric gets to turn into any animal (though not any plant or elemental) at one level after the Druid gets their last one of those, and also Shapechange, which is unconditionally better than the entire Wild Shape ability, at level 17.</p><p></p><p>Wizards (and Animal Domain Clerics, once they get Shapechange) also have access to Form of the Dragon, which pretty well puts all the shapes Druids can actually take to shame, too.</p></blockquote><p></p>
[QUOTE="Imban, post: 4896247, member: 29206"] Forewarning: I play primarily modded 3.5e, don't really care for Pathfinder except for a few things that I've adopted into my game, and run practically all my games as gestalt games. Your mileage may vary, especially about some balancing specifics. Unchanged from 3.5e. Multi-classed spell casters still suck unless you take a PrC specifically designed to correct this. Mostly unchanged from 3.5e, but prestige classes' good saves start at +1, not +2. There are less of them in Pathfinder but there are still some, and if you intend for the game to be backwards-compatible, you're obviously going to immediately run into the ones from 3.5e splat material. If you really hate those types of spells, on the other hand, it's easy enough to "fix" the last few in Pathfinder and not allow in any from 3.5e splat material. But yes, using an instant death spell that the enemy is not immune to is still generally the best response. They just removed a bunch of them. Never noticed this as a problem in my gestalt games - if anything, at high levels, DCs are low compared to the save bonuses people are packing. If you were having a problem with this, though, I'm going to go and say Pathfinder makes it (slightly) worse, by adding some things like the Fey Sorcerer DC bonuses that weren't available in 3.5e. Same as in 3.5e Pathfinder features an abbreviated skill list that, of course, is worse than your houseruled abbreviated skill list that you've probably had for years. Since it's not the one your specific group made up years ago. What, your group [b]didn't[/b] abbreviate the 3e skill list years ago? o_O Appraise is still in, Use Rope and Forgery are out. See above comment, though. Still in, so if it was a problem in your games before, it'll be a problem in your games now. Alternatively, whack your wizard's wrists with a ruler every time he goes nova in the first encounter of the day when the fighters COULD have actually chopped it up, and then it won't be, but not because you're playing Pathfinder. Um, do you mean "reasons to not take two levels of Fighter if you need bonus feats to qualify for something, or Paladin for Charisma to all saves, or Monk for Wisdom to AC while unarmored", or "reasons to not multiclass out of Fighter or prestige class out of Wizard/Sorcerer as quickly as possible"? If you mean the former, no, none of the classes which previously encouraged dipping do it any less now. If you mean the latter, argh. In beta, there were some relatively attractive reasons to remain a Cleric or Wizard, but they made those mostly irrelevant now. Depending on the availability of "high tier" prestige classes, though, you might see more Sorcerers not prestige classing out, since you get fairly decent stuff for just remaining a Sorcerer. Everyone gets 11 feats instead of 7 at level 20 now. I had to actually hit the rulebook for this one since I just use Pathfinder as a source of 3.5e mods, but casters have higher hit dice, so on average spellcasters will have 2 more HP than they used to at level 1. That's it. Same as 3e. You can "sneak by" without restatting a lot of stuff, so quite easy. Druids that actually use their Wildshape should get some attention, though, as they're quite different now. Same as 3e. Both in that Pathfinder has the same classes as the 3e PHB, and that it's mostly compatible with 3e, so any class glut in 3e can also apply to Pathfinder. If these were mentioned at all in Pathfinder, I totally missed it. It's like a PHB + DMG combination, monsters and their LA were in the Monster Manual, so... yeah. Maybe they've tried to fix it for the Pathfinder Bestiary. Maybe they just decided you can't play an ogre ever now. Who knows. Same as 3e, only you have to note a few more powers at low levels when you're making a Wizard or something. Slightly simpler, doesn't work as well. Meh. Much better - you can now radiate positive or negative energy to heal or deal 1d6-10d6 damage in an area around you, depending on your alignment. Obviously positive energy blasts undead, so there's Turn Undead for you, and it heals your party to boot. For controlling undead, there's a feat to do it if you have the negative energy version, and it's just treated as any other saving-throw-based effect. Again, not a monster manual, but they've already basically said it works like every edition other than 3e, with fixed XP values for each monster, with its attendant benefits (far easier) and drawbacks (wonky results on the far ends). Tripping is now BALLS HARD to do because it's exactly as hard as grappling people and no longer works on flyers of any sort. (I honestly can't remember whether it was a houserule or not that tripping works on winged flyers with non-perfect flight, but that's how I always played it.) Spiked Chains, for their part, suck and there's no longer any reason to use one ever. Um... basically everyone has little forms of differentiation between a 20th-level member of the same class now. Fairly sure they're the same as in 3.5e. They've been modified to grant stat bonuses instead of replacing your stats, though you still get to go book-diving for a monster with the exact minor ability you're looking for. Less broken, though. Umm... I have to admit I don't really get this one. You summon a celestial dog, it uses the celestial dog stats from the Monster Manual, uh... ??? Animal Companions now work completely differently and are basically created using a special 'class'. Special Mounts are pretty much just summonable normal mounts. Familiars seem to work basically exactly as in 3.5e, but they're now quite optional - one of two options for Wizards, but only available to one Sorcerer bloodline. Same as 3.5e. You can use the 3.5e ones just fine. No, it's just as unrealistic as it always was. But it's not as unrealistic as 4e's is. Now just Czilla, because Wild Shape now is just non-slot-consuming spells that Wizards can cast. If you want it, though, an Animal Domain Cleric gets to turn into any animal (though not any plant or elemental) at one level after the Druid gets their last one of those, and also Shapechange, which is unconditionally better than the entire Wild Shape ability, at level 17. Wizards (and Animal Domain Clerics, once they get Shapechange) also have access to Form of the Dragon, which pretty well puts all the shapes Druids can actually take to shame, too. [/QUOTE]
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