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*Pathfinder & Starfinder
First Impressions?
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<blockquote data-quote="Falling Icicle" data-source="post: 5920209" data-attributes="member: 17077"><p>Some of my first impressions:</p><p></p><p>The system seems quite simple and elegant, with just the right amount of complexity. None of the rules strike me as overly "gamist", which makes the simulationist in me happy.</p><p></p><p>Finesse Weapons let you use your Dexterity instead of Strength if you prefer. Hurray to getting rid of the feat tax that was weapon finesse!</p><p></p><p>I'm glad to see starting characters with double digit HP, though I'm still not clear on whether they are randomly generated or fixed. (I loathe randomly generated HPs).</p><p></p><p>We already knew there would be at-will cantrips, but it's worth celebrating anyway. And anyone can get a couple at-will basic spells (cantrips) by taking the Arcane Dabbler feat or Magic-User theme. Cool!</p><p></p><p>I like the way the spells are written. Very old school feel.</p><p></p><p>I love how they made some spells usable as rituals without preparation. Brilliant! Sadly they still have a gp cost, but we may be able to persuade them to go with something different, or at least give an extra benefit to the ritual version of the spell, such as longer durations or some such, to make the monetary expenditure more worthwhile.</p><p></p><p>Alot of spells use dice + ability modifier for spell damage/healing, like in 4e. I like this. I hope they bring back implements as well.</p><p></p><p>There is no caster level for spell damage, duration, etc.; Spells have fixed damage and durations (with the very odd exception of magic missile). Likewise, spell save DCs are 10 + ability modifier only, so they do not scale with spell level. Excellent. This fixes so many of the problems that plagued past editions with magic items, multiclassing, spells becoming obsolete, etc.</p><p></p><p>I don't like magic missile. I don't like the auto-hit or how they stuck to the old (gain 2 levels, add 1 more missile) thing. It just doesn't play well with the other spells in the game. It doesn't depend on intelligence, like other damaging spells do. It starts out too weak but eventually becomes too powerful, leaving other cantrips like shocking grasp in the dust.</p><p></p><p>I like the simplified armor table, but there seems to be no reason whatsoever (aside from a few pounds of weight and gp cost) not to use the best type of armor in each category. There should be a reason, IMO, to choose leather armor over a chain shirt, etc.</p><p></p><p>I love the intoxicated condition, except that it reduces the damage you take.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5920209, member: 17077"] Some of my first impressions: The system seems quite simple and elegant, with just the right amount of complexity. None of the rules strike me as overly "gamist", which makes the simulationist in me happy. Finesse Weapons let you use your Dexterity instead of Strength if you prefer. Hurray to getting rid of the feat tax that was weapon finesse! I'm glad to see starting characters with double digit HP, though I'm still not clear on whether they are randomly generated or fixed. (I loathe randomly generated HPs). We already knew there would be at-will cantrips, but it's worth celebrating anyway. And anyone can get a couple at-will basic spells (cantrips) by taking the Arcane Dabbler feat or Magic-User theme. Cool! I like the way the spells are written. Very old school feel. I love how they made some spells usable as rituals without preparation. Brilliant! Sadly they still have a gp cost, but we may be able to persuade them to go with something different, or at least give an extra benefit to the ritual version of the spell, such as longer durations or some such, to make the monetary expenditure more worthwhile. Alot of spells use dice + ability modifier for spell damage/healing, like in 4e. I like this. I hope they bring back implements as well. There is no caster level for spell damage, duration, etc.; Spells have fixed damage and durations (with the very odd exception of magic missile). Likewise, spell save DCs are 10 + ability modifier only, so they do not scale with spell level. Excellent. This fixes so many of the problems that plagued past editions with magic items, multiclassing, spells becoming obsolete, etc. I don't like magic missile. I don't like the auto-hit or how they stuck to the old (gain 2 levels, add 1 more missile) thing. It just doesn't play well with the other spells in the game. It doesn't depend on intelligence, like other damaging spells do. It starts out too weak but eventually becomes too powerful, leaving other cantrips like shocking grasp in the dust. I like the simplified armor table, but there seems to be no reason whatsoever (aside from a few pounds of weight and gp cost) not to use the best type of armor in each category. There should be a reason, IMO, to choose leather armor over a chain shirt, etc. I love the intoxicated condition, except that it reduces the damage you take. [/QUOTE]
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