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<blockquote data-quote="Wycen" data-source="post: 6072569" data-attributes="member: 13732"><p>1. Major changes. Hmm. Well, there are several changes that affect combat, but I guess the biggest is Combat Maneuvers. Now you also have to calculate Combat Maneuver Bonus and Defense for grappling, bullrushing, tripping, that kinda stuff. Can still be confusing but organization is certainly better.</p><p></p><p>Another combat change, monsters immune to crits in 3.5 aren't necessarily immune anymore. You can sneak attack skeletons, but you can't sneak attack incorporeal creatures. Also, incorporeality no longer requires you to essentially hit twice. If you hit, you just do half damage (read this one on your own because we haven't needed to use it in over a year so my memory could be wrong).</p><p></p><p>Classes have been tweaked. Some get cool stuff from this like sorcerers. Others, like the bard, may have had certain abilities nerfed, but having never played a Pathfinder bard and it being nearly a decade since playing a 3E version, I can't tell the difference.</p><p></p><p>When you die, if you are lucky enough to come back to life, the negative consequences are a temporary hindrance - you no longer lose levels/experience points. </p><p></p><p>You get less skill ranks, but they have somewhat streamlined things like Perception replacing Listen, Search and Spot. This is one thing I'd like to sit down and compare level to level as far as DC's are concerned. Are the DC's for a 5th level adventure made for 3.5 easily compatible with the DC's for a Pathfinder created adventure? Dunno.</p><p></p><p>2. Well, with the Core book and Advanced Players Guide you'll have an opportunity to make plenty of characters. You'll have to determine what oddball is. If you start adding in the Advanced Race Guide, well, your DM should probably just smack you right now and say "no, bad!" because you can build wacky stuff since it has a race building system. I would not recommend adding in too many of the other hardbound books until you are all comfortable with the Core/Advanced Players Guide content. But in this I'm coming from a place where I've essentially dropped out of a game because the DM shouldn't really be running the game.</p></blockquote><p></p>
[QUOTE="Wycen, post: 6072569, member: 13732"] 1. Major changes. Hmm. Well, there are several changes that affect combat, but I guess the biggest is Combat Maneuvers. Now you also have to calculate Combat Maneuver Bonus and Defense for grappling, bullrushing, tripping, that kinda stuff. Can still be confusing but organization is certainly better. Another combat change, monsters immune to crits in 3.5 aren't necessarily immune anymore. You can sneak attack skeletons, but you can't sneak attack incorporeal creatures. Also, incorporeality no longer requires you to essentially hit twice. If you hit, you just do half damage (read this one on your own because we haven't needed to use it in over a year so my memory could be wrong). Classes have been tweaked. Some get cool stuff from this like sorcerers. Others, like the bard, may have had certain abilities nerfed, but having never played a Pathfinder bard and it being nearly a decade since playing a 3E version, I can't tell the difference. When you die, if you are lucky enough to come back to life, the negative consequences are a temporary hindrance - you no longer lose levels/experience points. You get less skill ranks, but they have somewhat streamlined things like Perception replacing Listen, Search and Spot. This is one thing I'd like to sit down and compare level to level as far as DC's are concerned. Are the DC's for a 5th level adventure made for 3.5 easily compatible with the DC's for a Pathfinder created adventure? Dunno. 2. Well, with the Core book and Advanced Players Guide you'll have an opportunity to make plenty of characters. You'll have to determine what oddball is. If you start adding in the Advanced Race Guide, well, your DM should probably just smack you right now and say "no, bad!" because you can build wacky stuff since it has a race building system. I would not recommend adding in too many of the other hardbound books until you are all comfortable with the Core/Advanced Players Guide content. But in this I'm coming from a place where I've essentially dropped out of a game because the DM shouldn't really be running the game. [/QUOTE]
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