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Anyone using Trailblazer with Pathfinder?
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<blockquote data-quote="PolterGhost" data-source="post: 5523544" data-attributes="member: 92697"><p>Well, Pathfinder did a lot of things...well, not "right", but better, in my opinion. I thik my big issue with Trailblazer is that it's just a hodgepodge book that basically says what the primary flaws are in 3.5, but doesn't give, once again in my opinion, a proper way to remediate them. The beginning of the book itself, where it lists all of the percentages and optimal whatever per level, seems to start at one point but ends at another contradicting point. I'd rather not read through how the percentages "work" on an optimal basis, but rather how they work on an average basis based on the assumption that player characters are not going to constantly find or purchase the items to make themselves optimal in AC or Attack Bonus.</p><p></p><p>On another note, the equipment and spell sections seemed overly complicated for something that really didn't require a mechanics fix but more of a DM's touch to make it work without breaking the game. On top of this, things like Hero Points are just part of a "wild card" system that I think no game really <strong>needs</strong>, so I don't really agree to it as a "fix". If anything, I think the most broken parts of the game are what the DM allows to occur without consequence. Well, that and how AC never seems to scale with level and the way spell saving throws work for both the caster and the recipient.</p></blockquote><p></p>
[QUOTE="PolterGhost, post: 5523544, member: 92697"] Well, Pathfinder did a lot of things...well, not "right", but better, in my opinion. I thik my big issue with Trailblazer is that it's just a hodgepodge book that basically says what the primary flaws are in 3.5, but doesn't give, once again in my opinion, a proper way to remediate them. The beginning of the book itself, where it lists all of the percentages and optimal whatever per level, seems to start at one point but ends at another contradicting point. I'd rather not read through how the percentages "work" on an optimal basis, but rather how they work on an average basis based on the assumption that player characters are not going to constantly find or purchase the items to make themselves optimal in AC or Attack Bonus. On another note, the equipment and spell sections seemed overly complicated for something that really didn't require a mechanics fix but more of a DM's touch to make it work without breaking the game. On top of this, things like Hero Points are just part of a "wild card" system that I think no game really [b]needs[/b], so I don't really agree to it as a "fix". If anything, I think the most broken parts of the game are what the DM allows to occur without consequence. Well, that and how AC never seems to scale with level and the way spell saving throws work for both the caster and the recipient. [/QUOTE]
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