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Anyone interested in cooking up a simplified PFRPG?
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<blockquote data-quote="ThatGuyThere" data-source="post: 5507209" data-attributes="member: 36764"><p>I've been mentally working this out, too, what a "simplified" version of the game might look like.</p><p></p><p>I think a game with (virtually) all choices pre-made for the character(s), covering levels one through five, would work, and could remain compatible with the Pathfinder game - compatible enough that when you did up the same character as a 6th level pathfinder character, everything carried over. Particularly if you were clever about names, and such. A chapter at the end of the book about "promoting" characters to 6th level and the "full" rules can explain how to do it.</p><p></p><p>For instance, let's do "Fighter". Instead of "Bonus Feats" at 1st, 2nd, and 4th, simply give "Weapon Focus" at 1st, and "Weapon Specialization" at 4th. (We can leave the choice of weapons up to the player; that's a small, stylistic choice.) At 2nd level, we'd give, I dunno ... some, other feat (hey, this is back-of-napkin level stuff here, bear with me).</p><p></p><p>For Wizard, I would avoid giving a choice of spells to prepare (or schools to specialize it, or... ...well, choice, period). Give them Sleep once a day at first level, and add Magic Missile at 2nd, and Flaming Sphere (again, I'm not set on which spells, just that they're *specific* spells) at 3rd, and so on, and so on. Have Wizards focus on "Spells that affect bad guys", and separate Clerics out as "Spells that affect good guys", and you have two very distinct flavors of casters.</p><p></p><p>You can simplify Ability Scores by assigning just modifiers, instead of actual 3-18 scores (converting those mods to ability scores is the domain of the "promotions" chapter, again). Skills, you just have each class choose N skills (equal to skill points from normal Pathfinder), and have them get a Level + 3 bonus when using the skills chosen (mathematically the same as having max ranks in those skills).</p><p></p><p>Careful selection of monsters (to avoid sticky spots in the rules, like level or ability score damage, or grappling), some cool magical items, and boom, you're ready to rock.</p><p></p><p>...</p><p></p><p>Okay, I've thought about this more than a little.</p></blockquote><p></p>
[QUOTE="ThatGuyThere, post: 5507209, member: 36764"] I've been mentally working this out, too, what a "simplified" version of the game might look like. I think a game with (virtually) all choices pre-made for the character(s), covering levels one through five, would work, and could remain compatible with the Pathfinder game - compatible enough that when you did up the same character as a 6th level pathfinder character, everything carried over. Particularly if you were clever about names, and such. A chapter at the end of the book about "promoting" characters to 6th level and the "full" rules can explain how to do it. For instance, let's do "Fighter". Instead of "Bonus Feats" at 1st, 2nd, and 4th, simply give "Weapon Focus" at 1st, and "Weapon Specialization" at 4th. (We can leave the choice of weapons up to the player; that's a small, stylistic choice.) At 2nd level, we'd give, I dunno ... some, other feat (hey, this is back-of-napkin level stuff here, bear with me). For Wizard, I would avoid giving a choice of spells to prepare (or schools to specialize it, or... ...well, choice, period). Give them Sleep once a day at first level, and add Magic Missile at 2nd, and Flaming Sphere (again, I'm not set on which spells, just that they're *specific* spells) at 3rd, and so on, and so on. Have Wizards focus on "Spells that affect bad guys", and separate Clerics out as "Spells that affect good guys", and you have two very distinct flavors of casters. You can simplify Ability Scores by assigning just modifiers, instead of actual 3-18 scores (converting those mods to ability scores is the domain of the "promotions" chapter, again). Skills, you just have each class choose N skills (equal to skill points from normal Pathfinder), and have them get a Level + 3 bonus when using the skills chosen (mathematically the same as having max ranks in those skills). Careful selection of monsters (to avoid sticky spots in the rules, like level or ability score damage, or grappling), some cool magical items, and boom, you're ready to rock. ... Okay, I've thought about this more than a little. [/QUOTE]
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