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A list of 3e problems and how they were tackled in PF
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<blockquote data-quote="ruemere" data-source="post: 4900424" data-attributes="member: 5515"><p>Many spells were reworded and rebalanced. Multiple no-saves were assigned saves. Death spells have been changed to "This spell instantly delivers 10 points of damage per caster level".</p><p></p><p>Melee abilities shifted focus from pure damage during full attack action to additional attack options and standard action attack options. Melee classes gained enhanced battlefield mobility and ability to inflict additional effects. It is also considerably easier to inflict critical hits (advanced characters) or interrupt actions (right build required).</p><p></p><p></p><p></p><p>Monster fixes (apart from CMB/CMD) are not part of PFRPG at this moment. Playtest experience indicates that monster fixes are not that important.</p><p></p><p></p><p></p><p>I agree that this is purely your opinion, not based on actual play experience.</p><p></p><p>I'd like to admit that the preceding sentence may sound insulting since it directly challenges your competence, however in this case it is unavoidable - you are putting forth strong opinions while admitting your lack of knowledge.</p><p></p><p></p><p></p><p>d20 system introduces suboptimal options by design. I would argue that there are more improved and corrected things now, but then I would have to provide a long list of changes... for now my advice is to familiarize oneself with Pathfinder conversion document (freely available PDF download) and follow up with <a href="http://paizo.com/pathfinderRPG/prd/" target="_blank">Pathfinder PRD</a>.</p><p>Then run a test adventure, 1st level character recommended to ease introduction to changed rules.</p><p></p><p></p><p></p><p>Monks were always an awful case of closed class. This time there are a bit more open (Flurry and Monkish weapons are no longer crucial to class advancement, Flurry rules are more standarized, Flurry rules mesh better with other attack options). Paladin restrictions were relaxed quite a lot.</p><p></p><p></p><p></p><p>Which is not at 1st level where sudden death ruled supreme. Fortunately, PFRPG fixed a lot of related pain.</p><p></p><p></p><p></p><p>Won't comment as magic items distribution in my campaign does not follow standards.</p><p></p><p></p><p></p><p>2 base, +1 if the class is a preferred one and favored class bonus is set to skill points, +1 if Human, +LOTS due to cleaned skill list and improved skill system.</p><p></p><p>Not ideal, but much better than before.</p><p></p><p></p><p></p><p>TRANSLATION: As opposed to armchair mathematicians and lawyers and designers trying to stir things up.</p><p></p><p>Actually, quite a lot of such suggestions were listened to and introduced into final rules. It's just not every outcry was paid heed too.</p><p></p><p></p><p></p><p>You must be reading different rules then. And playing a different game.</p><p>More options and resources do not equal more power while they do help fix potential "short working day" and "going nova" problems common for inexperienced spellcasters (or characters in general).</p><p></p><p>It's worth mentioning that encounter design, xp awards and NPC creation were significantly improved though one may need PFRPG PDF/book to appreciate it.</p><p></p><p>Also, given the number of errors in their books, I would say that their understanding of system is much better than your opinion appears to convey. Suffice to say that by redacting stat blocks one can glean a lot of insights into mechanics of the system and their level of competence.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4900424, member: 5515"] Many spells were reworded and rebalanced. Multiple no-saves were assigned saves. Death spells have been changed to "This spell instantly delivers 10 points of damage per caster level". Melee abilities shifted focus from pure damage during full attack action to additional attack options and standard action attack options. Melee classes gained enhanced battlefield mobility and ability to inflict additional effects. It is also considerably easier to inflict critical hits (advanced characters) or interrupt actions (right build required). Monster fixes (apart from CMB/CMD) are not part of PFRPG at this moment. Playtest experience indicates that monster fixes are not that important. I agree that this is purely your opinion, not based on actual play experience. I'd like to admit that the preceding sentence may sound insulting since it directly challenges your competence, however in this case it is unavoidable - you are putting forth strong opinions while admitting your lack of knowledge. d20 system introduces suboptimal options by design. I would argue that there are more improved and corrected things now, but then I would have to provide a long list of changes... for now my advice is to familiarize oneself with Pathfinder conversion document (freely available PDF download) and follow up with [url=http://paizo.com/pathfinderRPG/prd/]Pathfinder PRD[/url]. Then run a test adventure, 1st level character recommended to ease introduction to changed rules. Monks were always an awful case of closed class. This time there are a bit more open (Flurry and Monkish weapons are no longer crucial to class advancement, Flurry rules are more standarized, Flurry rules mesh better with other attack options). Paladin restrictions were relaxed quite a lot. Which is not at 1st level where sudden death ruled supreme. Fortunately, PFRPG fixed a lot of related pain. Won't comment as magic items distribution in my campaign does not follow standards. 2 base, +1 if the class is a preferred one and favored class bonus is set to skill points, +1 if Human, +LOTS due to cleaned skill list and improved skill system. Not ideal, but much better than before. TRANSLATION: As opposed to armchair mathematicians and lawyers and designers trying to stir things up. Actually, quite a lot of such suggestions were listened to and introduced into final rules. It's just not every outcry was paid heed too. You must be reading different rules then. And playing a different game. More options and resources do not equal more power while they do help fix potential "short working day" and "going nova" problems common for inexperienced spellcasters (or characters in general). It's worth mentioning that encounter design, xp awards and NPC creation were significantly improved though one may need PFRPG PDF/book to appreciate it. Also, given the number of errors in their books, I would say that their understanding of system is much better than your opinion appears to convey. Suffice to say that by redacting stat blocks one can glean a lot of insights into mechanics of the system and their level of competence. Regards, Ruemere [/QUOTE]
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A list of 3e problems and how they were tackled in PF
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