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A list of 3e problems and how they were tackled in PF
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<blockquote data-quote="an_idol_mind" data-source="post: 4900022" data-attributes="member: 43749"><p>Except that melee characters now have a ton of extra feats and abilities, while some of the more problematic spells have been scaled back.</p><p></p><p></p><p></p><p>Except that monsters are being rescaled and there are new feats and abilities to boost poor saves.</p><p></p><p></p><p></p><p>I'll have to see this one in game before I see it as better or worse. I don't see that round per day would be any more difficult to keep track of than uses per day, though.</p><p></p><p></p><p></p><p>Eldritch Knights got better from what I'm seeing. I also don't see multiclassing as nerfed. Sticking to one class is rewarded, but there are still a lot of things you can do with multiclassing, too.</p><p></p><p></p><p></p><p>Except for more healing, several abilities that spellcasters can use many times per day or at-will, and more hit points to allow the adventure day to last longer.</p><p></p><p></p><p></p><p>Except that they limited stat-boosting items and shifted the focus more toward oft-neglected magic items.</p><p></p><p></p><p></p><p>The merged skill list and favored class bonus is a huge help.</p><p></p><p></p><p></p><p>Again, I'd have to see it in play, but it looks like animal companions and wildshape got some nice revisions.</p><p></p><p></p><p></p><p>I think it should be Paizo's concern to make their core classes interesting, not to tell people to go buy some out of print books to really enjoy the game.</p><p></p><p></p><p></p><p>New feats give fighting classes more options and make it possible to fight without using full attack every round. paladins, rangers, and monks also have a wider variety of abilities to choose from in a battle.</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 4900022, member: 43749"] Except that melee characters now have a ton of extra feats and abilities, while some of the more problematic spells have been scaled back. Except that monsters are being rescaled and there are new feats and abilities to boost poor saves. I'll have to see this one in game before I see it as better or worse. I don't see that round per day would be any more difficult to keep track of than uses per day, though. Eldritch Knights got better from what I'm seeing. I also don't see multiclassing as nerfed. Sticking to one class is rewarded, but there are still a lot of things you can do with multiclassing, too. Except for more healing, several abilities that spellcasters can use many times per day or at-will, and more hit points to allow the adventure day to last longer. Except that they limited stat-boosting items and shifted the focus more toward oft-neglected magic items. The merged skill list and favored class bonus is a huge help. Again, I'd have to see it in play, but it looks like animal companions and wildshape got some nice revisions. I think it should be Paizo's concern to make their core classes interesting, not to tell people to go buy some out of print books to really enjoy the game. New feats give fighting classes more options and make it possible to fight without using full attack every round. paladins, rangers, and monks also have a wider variety of abilities to choose from in a battle. [/QUOTE]
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A list of 3e problems and how they were tackled in PF
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