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*Pathfinder & Starfinder
Are there compelling reasons to upgrade to PF1 from 3.0?
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<blockquote data-quote="Alzrius" data-source="post: 9290050" data-attributes="member: 8461"><p>I don't know that I'd call PF1 "less complex" than 3.0 per se; the term I'd go with would be "less idiosyncratic," as PF1 standardizes and systematizes several things which 3.0 didn't. For instance, Hit Dice and BAB progression are interlinked; all half-BAB progression classes (e.g. wizards and sorcerers) have a d6 Hit Die, three quarter-BAB classes (such as rogues) have a d8 Hit Die, and full-progression BAB classes (such as fighters and rangers) always have either a d10 Hit Die or (for barbarians) a d12 Hit Die.</p><p></p><p>Likewise, there are not only fewer skills (e.g. Stealth instead of Hide and Move Silently), but the rules for class and cross-class skills are much simpler (and there are no restricted skills at all): all skills ranks are bought at a 1:1 cost via skill points (i.e. 1 skill point buys you 1 rank in a skill, always). The only difference between class skills and cross-class skills is that putting even 1 rank in a class skill gives it a permanent +3 bonus.</p><p></p><p>Feat progression is now at every odd-numbered level, instead of every third level. Quite a few more creature types can be sneak attacked (including undead, constructs, and plants). There's now a unified pair of stats for "combat maneuvers" such as grappling, tripping, bull rushing, etc. Those are Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), both of which are calculated based on your BAB, Strength modifier, size, and a few other things.</p><p></p><p>In my experience, the GameMastery Guide is basically a book of "extras," in that while it does have some advice, it puts a large degree of concern toward areas of play that are somewhat outside the norm. For instance, it has rules for chases, for drug addiction, for madness and insanity, for haunts (which are presented as being sort of like traps rather than creatures), etc.</p><p></p><p>In terms of the Bestiaries...you can use your existing ones fairly well, if you don't mind the occasional minor issue coming up as per what's listed above. Of course, given that <a href="https://aonprd.com/" target="_blank">everything Paizo made for Pathfinder is available online</a> for free (and legally), you can easily avail yourselves of their Bestiaries (click on the "sources" tab in the left to look at things on a per-book basis, albeit broken down by product line) if you want.</p><p></p><p>As for the Mythic rules, those were Paizo's answer to "epic level" stuff. The difference is that Paizo didn't want to have characters gain levels above 20, so they invented what was basically a parallel progression chart. "Mythic tiers" are something characters can gain alongside levels in a class, granting a <em>lot</em> of extra power, along with abilities which are designed to complement and improve their standard class abilities.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9290050, member: 8461"] I don't know that I'd call PF1 "less complex" than 3.0 per se; the term I'd go with would be "less idiosyncratic," as PF1 standardizes and systematizes several things which 3.0 didn't. For instance, Hit Dice and BAB progression are interlinked; all half-BAB progression classes (e.g. wizards and sorcerers) have a d6 Hit Die, three quarter-BAB classes (such as rogues) have a d8 Hit Die, and full-progression BAB classes (such as fighters and rangers) always have either a d10 Hit Die or (for barbarians) a d12 Hit Die. Likewise, there are not only fewer skills (e.g. Stealth instead of Hide and Move Silently), but the rules for class and cross-class skills are much simpler (and there are no restricted skills at all): all skills ranks are bought at a 1:1 cost via skill points (i.e. 1 skill point buys you 1 rank in a skill, always). The only difference between class skills and cross-class skills is that putting even 1 rank in a class skill gives it a permanent +3 bonus. Feat progression is now at every odd-numbered level, instead of every third level. Quite a few more creature types can be sneak attacked (including undead, constructs, and plants). There's now a unified pair of stats for "combat maneuvers" such as grappling, tripping, bull rushing, etc. Those are Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), both of which are calculated based on your BAB, Strength modifier, size, and a few other things. In my experience, the GameMastery Guide is basically a book of "extras," in that while it does have some advice, it puts a large degree of concern toward areas of play that are somewhat outside the norm. For instance, it has rules for chases, for drug addiction, for madness and insanity, for haunts (which are presented as being sort of like traps rather than creatures), etc. In terms of the Bestiaries...you can use your existing ones fairly well, if you don't mind the occasional minor issue coming up as per what's listed above. Of course, given that [URL='https://aonprd.com/']everything Paizo made for Pathfinder is available online[/URL] for free (and legally), you can easily avail yourselves of their Bestiaries (click on the "sources" tab in the left to look at things on a per-book basis, albeit broken down by product line) if you want. As for the Mythic rules, those were Paizo's answer to "epic level" stuff. The difference is that Paizo didn't want to have characters gain levels above 20, so they invented what was basically a parallel progression chart. "Mythic tiers" are something characters can gain alongside levels in a class, granting a [I]lot[/I] of extra power, along with abilities which are designed to complement and improve their standard class abilities. [/QUOTE]
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Are there compelling reasons to upgrade to PF1 from 3.0?
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