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<blockquote data-quote="wakedown" data-source="post: 5167139" data-attributes="member: 15901"><p>We've only played maybe 6 sessions of PFRPG since it was released.. here's our mileage:</p><p></p><p>Skill system overhaul = great. We had too much table angst over missed math on skill synergies and dealing with exactly how many pts should go in Tumble vs Balance. Maybe this saves us 10 minutes a session to have simpler skills in place.</p><p></p><p>At-will cantrips = great. We play a lot of Level1-3 and that means a lot of potentially bored Bards and Wizards. Having Daze at will hasn't been game breaking for our bard, but has had folks say "wow you're actually kinda useful" at last.</p><p></p><p>Channel enegry = great. Again, a lot of Level1-3 and a lot of Cleric time was spent holding on to that very last 1-2 level 1 spells which had great RP spells in them, but created a lot of metagaming "hey maybe you should save that in case we need a Cure Lt Wounds". Now we finally see cool stuff like Longstrider, or Cause Fear, or Sanctuary used more often, and this makes the fights way more interesting.</p><p></p><p>The OP has some points that a 570+ page book is daunting and a possibly extraneous expense above 3.5 with just 5-10 house rules printed out on a single 8x11 page.</p><p></p><p>As someone with limited time I guess I see the true value from the PFRPG is community and the printed adventures. To me, its saving 30 minutes of time here, 5 minutes there so we can focus on the fun parts. With a rousing community of support, there's fan adventures, sheets, not to mention Paizo's products that already now embrace these extra house rules.. which is one less Level3 wizard BBEG to eyeball and award 6HP for extra survivability, or one less Level3 rogue NPC to eyeball their Acrobatics from their Balance/Tumble. For someone with a lot of time on their hands to develop house rules, their own adventures from scratch, I can see how its overkill. But for us casual types, it's good stuff to have an Internet full of 99% compatible (vs 90% compatible) goodies.</p></blockquote><p></p>
[QUOTE="wakedown, post: 5167139, member: 15901"] We've only played maybe 6 sessions of PFRPG since it was released.. here's our mileage: Skill system overhaul = great. We had too much table angst over missed math on skill synergies and dealing with exactly how many pts should go in Tumble vs Balance. Maybe this saves us 10 minutes a session to have simpler skills in place. At-will cantrips = great. We play a lot of Level1-3 and that means a lot of potentially bored Bards and Wizards. Having Daze at will hasn't been game breaking for our bard, but has had folks say "wow you're actually kinda useful" at last. Channel enegry = great. Again, a lot of Level1-3 and a lot of Cleric time was spent holding on to that very last 1-2 level 1 spells which had great RP spells in them, but created a lot of metagaming "hey maybe you should save that in case we need a Cure Lt Wounds". Now we finally see cool stuff like Longstrider, or Cause Fear, or Sanctuary used more often, and this makes the fights way more interesting. The OP has some points that a 570+ page book is daunting and a possibly extraneous expense above 3.5 with just 5-10 house rules printed out on a single 8x11 page. As someone with limited time I guess I see the true value from the PFRPG is community and the printed adventures. To me, its saving 30 minutes of time here, 5 minutes there so we can focus on the fun parts. With a rousing community of support, there's fan adventures, sheets, not to mention Paizo's products that already now embrace these extra house rules.. which is one less Level3 wizard BBEG to eyeball and award 6HP for extra survivability, or one less Level3 rogue NPC to eyeball their Acrobatics from their Balance/Tumble. For someone with a lot of time on their hands to develop house rules, their own adventures from scratch, I can see how its overkill. But for us casual types, it's good stuff to have an Internet full of 99% compatible (vs 90% compatible) goodies. [/QUOTE]
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