D&D 4E How Does Pathfinder handle my 4e wishlist?

JoeGKushner

Adventurer
I just dug out my 4e wishlist when it was announced.

Can anyone tell me how Pathfinder does with it?

1. Elimination of cross class skills.

2. More skill points.

3. More options from the core book in terms of what characters can and can't do with explanations being used in part role playing terms (background) and mechanical terms (what the abilities actually do.)

4. Elimination of % to stablizie.

5. Turning rules that follow rule #3. Turning shouldn't need feats to become specialized. It's a power source. Now what can be done with it from the core book?

6. Armor as DR. Despite the use of various types of armor class including touch, flat footed, and regular, it seems odd.

7. Hit Point negatives that change as your rise in level. No reason that a 20th level fighter should die at the same negative total that the 1st level fighter does.

8. Very simple list of core weapons with a few pages of 'equivalent' weapons so that GMs can quickly customize the weapon lists for their own game without needing pages and pages of game stats.

9. Moving of 'game breaking' spells to higher levels in the new 1-30 range (teleport, raise dead, etc...)

10. DMG must open the game system so that it supports multiple types of game play from high fantasy with low magic (Wheel of Time, Elric) to Sword and Sorcery style games (Conan, Fafrd, Historical) without needing complete redux for monster CR assumptions and magic item assumptions.

11. Elimination of random rolled hit points as default.

12. Elimination of random rolled game stats as default.

13. Higher survivability for low level characters. No pet, like a house cat, should be able to kill a 1st level mage.

14. Utility for low level characters. Low level characters should not get hit by a battle axe and have to rest for the day. They should not cast one spell and have to rest for the day.

15. Better explanations of starting character levels for various levels of gaming. The core rules have a very much "start at first level" feel. The DMG has to go into pages and pages of how to start characters at higher levels.

16. Make combat a skill.

17. Do something with saving throws. The game has many problems in the spell casting area where spells sometimes require a to hit roll, and a saving throw, and reduced effects, etc.... If you're hit by a fire ball, sucks to be you. Hope that armor protects you. You don't get to magically avoid the fire because you made a saving throw.

18. Core book builds on bogus fantasy by eliminating bard, druid, monk classes or makes those options you can build on the martial/skilled type characters.

19. Monsters that are simple to use and simple to understand. Monsters that professional designers can get right the first time to streamline the amount of screw ups that are fairly standard.

20. Reduction/elimination of different bonuses. Great idea in theory but never kept to a small enough pool to be very useful. "holy, luck, circumstance, etc..." blah. Either make them additive up to double the initiatl bonus or make it higher bonus with other bonuses coming in after durations expire.

21. Action Points that are meaningful all the way to 30th level with abilities that increase as you rise in level with options to do more things with them but give players who 'hoard' them a reason to do so. (minor xp bonus, ability to turn them in when changing levels, etc...)

22. Elimination of the CR = XP. "Players should advance in levels every 13 challenging encounters or when the GM feels that they need to be a higher level to progress in the story." The time wasted adding xp, dividing by character levels, etc... is just that, wasted. True 20 did things right there.

23. Elimination of stats that follow a formula for all stats and all classes or elimination of the stat and just the bonus. Why bother having a 3-18 scale when it could be a -4 to +4 scale? Less math = more fun. There is no reason going forward why WoTC shouldn't ape True 20 on this. "What's my bonus? I have a 17 strength. Is that +3 or +4. Well, -10, then divided by 2, then round down..." No. I have a +3 strength. What's my bonus? +3? Damn, that's simple!

24. Strength does not effect to hit rolls. To damage rolls, sure.

25. Favored Character Class: This becomes something that gives you a bonus when you stay it in, not encourages you to multiclass into other classes because you don't get an XP penalty. Stat bonuses in primary abilities, feat trees that require you be a certain level in the favored character class, etc...

26. Elimination of attacks of opportunity. Put them in an 'advanced' appendix alongside grappling, hit location tables, and other potentially useful, but game slowing mechanics.

27. Establish NPC classes that do not use the same rules as characters if the story doesn't call for it with rules on training for NPCs to explain their higher skill rolls, or provide numerous examples of how low level characters can be 'the best in the land' without being high level in terms of circumstance bonus, taking 20, skill focus feats, etc...

28. Redistribution of feats. No feats should obviously suck. Toughness, I'm looking at you. Dodge, I'm looking at you. In addition, feats should continue to be useful as the character gains levels without having to double dip for improved, greater, etc... Power Attack is a good example here. It potentially increases every level and has situations where it can be more useful.

29. Talents/Birth Abilities: Only taken at first level gives the character a little 'oomph' in his field. Think Background options from Rolemaster.

30. More feat acquisition. One of the most annoying things about d20 is that that are thousands of feats but unless you're playing fifty characters at a time, you'll only get to use a handful of them.

31. More material on role playing and role playing styles in the Player's Handbook. Not in the Dungeon Maste'rs Guide. Not in some Dummies book. Not in the Player's Handbook II. In the core Player's Handbook. Provide numerous examples of such.

32. In terms of #10, alignments should go away and be retained as an option for 'classic' flavor. The game currently has far too many factors built into it to allow easily elimination of it. A new edition could provide alignment as option rules. So many game systems don't have alignment, and while it has it's charms, it's a lazy GM's tool to keep the players in line as opposed to the dreaded tools of psychological disadvantages or just trusting the players to trust each other.

33. Board Game Support: Basic D&D had several adventures that had great maps to go with them. I want some board games that come with adventure maps, all the necessary miniatures and customized GM screens for that adventure. I want it to serve double duty for my other fantasy games, and I want to be able to use them for my D&D miniature games.

34. Don't screw up the electronic support. Yeah, lots of big talk now but hell, I had a 3.0 PHB. I had the little demo disk that came with it. WoTC screwed the pooch on that one. Lots of promise, lots of potential with no good resolution and a lot of 3rd party support of various quality.

35. Electronic/PDF releases of books should cost 50% of the hardcopy of the book. They should also be updated frequently with errata, FAQ, and rules revisions, not relying on the original purchaser to make due or buy a compendium for the changed versions.

36. Restructure the way size works in the game. A horse is not a 10 by 10 creature. The miniatures for trolls, ogres, hill giants, fire giants, frost giants, etc... should not almost be identical in size. Dragons should not have to be made to look like they're taking a dump because if they were sized to fit on their base they'd look too small. Come up with new ways to work these tools.

37. Cross-reference your own books. GMs should not see five different feats that ALMOST do the exact same thing. WoTC has no problem repritning swift and immediate actions, don't worry if you reprint the luck feat instead of having the luck feat, the luck of the gods feat, the rogue's luck feat, etc... where each one does something different.

38. Cross-reference your own books Part II: Be aware of what's come out an be helpful editors and writers and put side bars into the books to note what 'mash ups' can result from what books and what should be disallowed based on flavor text, mechanical results, etc... Don't act like players are not potentially min-maxers and that GMs are wise sages there to handle WoTC inability to keep their own game straight.

39. Spell Resistance: Similar to saving throws. It's too huge a blanket and effects too much of the game. Provide ways for monsters to get around the 'big' effects that can get rid of them quickly without nerfing them. Fire giants for example, immune to fire. Works in it's own way. Something like DR for spells as opposed to an all or nothing and then the inevitable saving throws?

40. With the understanding that an ability is an ability is an ability, elimination of the whole ECL vs level vs CR vs racial hit dice. Some type of restructuring where playing a powerful monster doesn't cripple your options. Got the ability to use your power multiple times a day? Great. So does the monk, fighter, rogue, and other classes. They are not considered an ECL + hit dice effort.
 

log in or register to remove this ad

Ok, this is based on the Beta and what I've seen from the playtest. Pile of salt and all that. If I don't pick something out, it's to my knowledge unchanged from 3.5 or are something that is fluff and advice related and won't be known until the book drops. Also, I may be wrong on some of these, people should feel free to correct me so Joe as the right answers.


2. More skill points.

Classes have the same amount, but the skill list has been cut down and a number of skills merged.

5. Turning rules that follow rule #3. Turning shouldn't need feats to become specialized. It's a power source. Now what can be done with it from the core book?

Turning's changed, one thing it can do off the bat is heal the party.

9. Moving of 'game breaking' spells to higher levels in the new 1-30 range (teleport, raise dead, etc...)

Spells have been tweaked. How much remains to be seen.

13. Higher survivability for low level characters. No pet, like a house cat, should be able to kill a 1st level mage.

HP has been increased for 1st level characters.

14. Utility for low level characters. Low level characters should not get hit by a battle axe and have to rest for the day. They should not cast one spell and have to rest for the day.

Some of this has been added with at will cantrips and special abilities.

19. Monsters that are simple to use and simple to understand. Monsters that professional designers can get right the first time to streamline the amount of screw ups that are fairly standard.

They've been normalizing monsters so they better match their CR.

20. Reduction/elimination of different bonuses. Great idea in theory but never kept to a small enough pool to be very useful. "holy, luck, circumstance, etc..." blah. Either make them additive up to double the initiatl bonus or make it higher bonus with other bonuses coming in after durations expire.

I believe they did a good bit of this.

25. Favored Character Class: This becomes something that gives you a bonus when you stay it in, not encourages you to multiclass into other classes because you don't get an XP penalty. Stat bonuses in primary abilities, feat trees that require you be a certain level in the favored character class, etc...

There was some contention over this in the Beta, but I don't think I saw the resolution. This was the goal, if I remember.


28. Redistribution of feats. No feats should obviously suck. Toughness, I'm looking at you. Dodge, I'm looking at you. In addition, feats should continue to be useful as the character gains levels without having to double dip for improved, greater, etc... Power Attack is a good example here. It potentially increases every level and has situations where it can be more useful.

They did some of this.

29. Talents/Birth Abilities: Only taken at first level gives the character a little 'oomph' in his field. Think Background options from Rolemaster.

The APs have this and I believe mention was made that it would be in the PFRPG.

30. More feat acquisition. One of the most annoying things about d20 is that that are thousands of feats but unless you're playing fifty characters at a time, you'll only get to use a handful of them.

Done.

34. Don't screw up the electronic support. Yeah, lots of big talk now but hell, I had a 3.0 PHB. I had the little demo disk that came with it. WoTC screwed the pooch on that one. Lots of promise, lots of potential with no good resolution and a lot of 3rd party support of various quality.

I'd have to check, but I believe Paizo gave PCGen their blessing.

35. Electronic/PDF releases of books should cost 50% of the hardcopy of the book. They should also be updated frequently with errata, FAQ, and rules revisions, not relying on the original purchaser to make due or buy a compendium for the changed versions.

The core book is priced at $9.99 as a PDF. I do not know the pricing of the others, but I would expect them to be in line with Paizo's other PDFs which are less, but not 50% off. They have updated PDFs in the past, although I believe most errata is in the forums.

40. With the understanding that an ability is an ability is an ability, elimination of the whole ECL vs level vs CR vs racial hit dice. Some type of restructuring where playing a powerful monster doesn't cripple your options. Got the ability to use your power multiple times a day? Great. So does the monk, fighter, rogue, and other classes. They are not considered an ECL + hit dice effort.

There was discussion of this, but I don't know the outcome.
 

based on beta

1. class skills get +3 competence bonus, no double cost or different max for cross-class (and no x4 at 1st level). Still there but much simpler and more manageable.

2. not more skill points but lots of skills collapsed together (perception, sneak, athletics, etc.) so most classes are able to do more with their skill points.

5. It can heal people.

13. more hp to start at 1st level

14 casters can do unlimited cantrips. More class abilities (sorcerer bloodline abilities, etc.)

25. bonus +1 hp or skill point for taking favored class

30. Feats every 2 levels.

35. Core book pdf is $9.99. We'll see for the bestiary.
 

1. Elimination of cross class skills.

All skills cost 1 point, with the cap being your level. Class skills give a +3 bonus if you have purchased the appropriate skill

2. More skill points.

In addition to the consolidated skill list already mentioned, a character can also select his favored class and get +1 skill point (or +1 hit point, if he has enough skill points) per level.

3. More options from the core book in terms of what characters can and can't do with explanations being used in part role playing terms (background) and mechanical terms (what the abilities actually do.)

Not sure what you're going for here...

4. Elimination of % to stablizie.

Still in as of the Beta.

5. Turning rules that follow rule #3. Turning shouldn't need feats to become specialized. It's a power source. Now what can be done with it from the core book?

Turn undead has been overhauled. It is now channel energy, which can be used to heal living creatures (or harm them, for negative energy) or hurt undead (or heal them, for negative energy). Channel energy can apparently be customized with feats. Turn undead is apparently a feat that allows channel energy to be used to cause undead to flee. Speculation on my part is that channel energy can probably be further customized with additional feats. Since all classes get feats at every odd level, there's the potential to get more of them now.

6. Armor as DR. Despite the use of various types of armor class including touch, flat footed, and regular, it seems odd.

Nope...still in there. Changing that would probably kill the backwards compatibility that the system strives for.

7. Hit Point negatives that change as your rise in level. No reason that a 20th level fighter should die at the same negative total that the 1st level fighter does.

Not in there as of the Beta, although the death threshhold is now based on Constitution rather than being a flat -10.

8. Very simple list of core weapons with a few pages of 'equivalent' weapons so that GMs can quickly customize the weapon lists for their own game without needing pages and pages of game stats.

Not in the Beta.

9. Moving of 'game breaking' spells to higher levels in the new 1-30 range (teleport, raise dead, etc...)

Spell levels are still on the 1-9 scale. Some spells, like instant death effects, have been tweaked.

10. DMG must open the game system so that it supports multiple types of game play from high fantasy with low magic (Wheel of Time, Elric) to Sword and Sorcery style games (Conan, Fafrd, Historical) without needing complete redux for monster CR assumptions and magic item assumptions.

Not sure how this would be done with the system, but the GMing section of the Beta has a sidebar about high and low magic games as well as different rates of advancement.

11. Elimination of random rolled hit points as default.

Nope.

12. Elimination of random rolled game stats as default.

Point buy is listed as an option, as are a variety of random rolling methods.

13. Higher survivability for low level characters. No pet, like a house cat, should be able to kill a 1st level mage.

The Beta had several hit point options for 1st-level characters, but I don't know what the final version will have. As stated before, favored class can now be used to give an extra hit point per level. Also, the Toughness feat is now somewhat more useful, granting 3hp plus 1hp at every level.

14. Utility for low level characters. Low level characters should not get hit by a battle axe and have to rest for the day. They should not cast one spell and have to rest for the day.

Changes to channel energy and lay on hands have increased the party's healing capacity. The heal skill can also be used to recover lost hit points, albeit limitedly.

15. Better explanations of starting character levels for various levels of gaming. The core rules have a very much "start at first level" feel. The DMG has to go into pages and pages of how to start characters at higher levels.

No idea.

16. Make combat a skill.

Nope.

17. Do something with saving throws. The game has many problems in the spell casting area where spells sometimes require a to hit roll, and a saving throw, and reduced effects, etc.... If you're hit by a fire ball, sucks to be you. Hope that armor protects you. You don't get to magically avoid the fire because you made a saving throw.

Spell save DCs have supposedly been reworked, but I don't think it's the type of sweeping change you're looking for here.

18. Core book builds on bogus fantasy by eliminating bard, druid, monk classes or makes those options you can build on the martial/skilled type characters.

Bards, druids, and monks are all still in.

19. Monsters that are simple to use and simple to understand. Monsters that professional designers can get right the first time to streamline the amount of screw ups that are fairly standard.

Apparently, monsters have been reworked. We won't know the final result until the Bestiary comes out, though.

20. Reduction/elimination of different bonuses. Great idea in theory but never kept to a small enough pool to be very useful. "holy, luck, circumstance, etc..." blah. Either make them additive up to double the initiatl bonus or make it higher bonus with other bonuses coming in after durations expire.

I don't think that's changed.

21. Action Points that are meaningful all the way to 30th level with abilities that increase as you rise in level with options to do more things with them but give players who 'hoard' them a reason to do so. (minor xp bonus, ability to turn them in when changing levels, etc...)

No action points as of the Beta.

22. Elimination of the CR = XP. "Players should advance in levels every 13 challenging encounters or when the GM feels that they need to be a higher level to progress in the story." The time wasted adding xp, dividing by character levels, etc... is just that, wasted. True 20 did things right there.

The XP system has been changed somewhat, with story awards factored in and fast, medium, and slow advancement paths. They didn't got the True20 route of arbitrary leveling up, though.

23. Elimination of stats that follow a formula for all stats and all classes or elimination of the stat and just the bonus. Why bother having a 3-18 scale when it could be a -4 to +4 scale? Less math = more fun. There is no reason going forward why WoTC shouldn't ape True 20 on this. "What's my bonus? I have a 17 strength. Is that +3 or +4. Well, -10, then divided by 2, then round down..." No. I have a +3 strength. What's my bonus? +3? Damn, that's simple!

Nope. Ability scores are still in.

24. Strength does not effect to hit rolls. To damage rolls, sure.

Nope.

25. Favored Character Class: This becomes something that gives you a bonus when you stay it in, not encourages you to multiclass into other classes because you don't get an XP penalty. Stat bonuses in primary abilities, feat trees that require you be a certain level in the favored character class, etc...

As of the Beta, favored class gives either +1 hit point or +1 skill point every time you take a level in that class. Speculation is that the final version allows you to choose your favored class rather than have it allocated by race.

26. Elimination of attacks of opportunity. Put them in an 'advanced' appendix alongside grappling, hit location tables, and other potentially useful, but game slowing mechanics.

Nope.

27. Establish NPC classes that do not use the same rules as characters if the story doesn't call for it with rules on training for NPCs to explain their higher skill rolls, or provide numerous examples of how low level characters can be 'the best in the land' without being high level in terms of circumstance bonus, taking 20, skill focus feats, etc...

NPC rules look to be largely the same.

28. Redistribution of feats. No feats should obviously suck. Toughness, I'm looking at you. Dodge, I'm looking at you. In addition, feats should continue to be useful as the character gains levels without having to double dip for improved, greater, etc... Power Attack is a good example here. It potentially increases every level and has situations where it can be more useful.

The feats have been reworked. Toughness and Dodge are both improved, as are others.

29. Talents/Birth Abilities: Only taken at first level gives the character a little 'oomph' in his field. Think Background options from Rolemaster.

Not in the core system that I know of, but there is a backgrounds system in the Pathfinder Adventure Paths.

30. More feat acquisition. One of the most annoying things about d20 is that that are thousands of feats but unless you're playing fifty characters at a time, you'll only get to use a handful of them.

All classes now get a feat at every odd level, in addition to bonus feats.

31. More material on role playing and role playing styles in the Player's Handbook. Not in the Dungeon Maste'rs Guide. Not in some Dummies book. Not in the Player's Handbook II. In the core Player's Handbook. Provide numerous examples of such.

I'm betting this stuff will be in the Game Mastery Guide, not the core book.

32. In terms of #10, alignments should go away and be retained as an option for 'classic' flavor. The game currently has far too many factors built into it to allow easily elimination of it. A new edition could provide alignment as option rules. So many game systems don't have alignment, and while it has it's charms, it's a lazy GM's tool to keep the players in line as opposed to the dreaded tools of psychological disadvantages or just trusting the players to trust each other.

Alignments are still in.

33. Board Game Support: Basic D&D had several adventures that had great maps to go with them. I want some board games that come with adventure maps, all the necessary miniatures and customized GM screens for that adventure. I want it to serve double duty for my other fantasy games, and I want to be able to use them for my D&D miniature games.

The adventures have several good maps. I don't know what Paizo offers for tiles/boards, though.

34. Don't screw up the electronic support. Yeah, lots of big talk now but hell, I had a 3.0 PHB. I had the little demo disk that came with it. WoTC screwed the pooch on that one. Lots of promise, lots of potential with no good resolution and a lot of 3rd party support of various quality.

As far as I know, Paizo hasn't done anything regarding a character creation disk or the like. There's PDFs, but I think that's all the game has for electronic support on launch.

35. Electronic/PDF releases of books should cost 50% of the hardcopy of the book. They should also be updated frequently with errata, FAQ, and rules revisions, not relying on the original purchaser to make due or buy a compendium for the changed versions.

The core book pdf is priced at 20% of the hardcover.

36. Restructure the way size works in the game. A horse is not a 10 by 10 creature. The miniatures for trolls, ogres, hill giants, fire giants, frost giants, etc... should not almost be identical in size. Dragons should not have to be made to look like they're taking a dump because if they were sized to fit on their base they'd look too small. Come up with new ways to work these tools.

Space taken on a grid is an abstraction and remains that way, as far as I know.

37. Cross-reference your own books. GMs should not see five different feats that ALMOST do the exact same thing. WoTC has no problem repritning swift and immediate actions, don't worry if you reprint the luck feat instead of having the luck feat, the luck of the gods feat, the rogue's luck feat, etc... where each one does something different

38. Cross-reference your own books Part II: Be aware of what's come out an be helpful editors and writers and put side bars into the books to note what 'mash ups' can result from what books and what should be disallowed based on flavor text, mechanical results, etc... Don't act like players are not potentially min-maxers and that GMs are wise sages there to handle WoTC inability to keep their own game straight.

I guess we'll have to wait and see what the rules supplements for the game look like.

39. Spell Resistance: Similar to saving throws. It's too huge a blanket and effects too much of the game. Provide ways for monsters to get around the 'big' effects that can get rid of them quickly without nerfing them. Fire giants for example, immune to fire. Works in it's own way. Something like DR for spells as opposed to an all or nothing and then the inevitable saving throws?

Spell resistance is still in, as far as I know.

40. With the understanding that an ability is an ability is an ability, elimination of the whole ECL vs level vs CR vs racial hit dice. Some type of restructuring where playing a powerful monster doesn't cripple your options. Got the ability to use your power multiple times a day? Great. So does the monk, fighter, rogue, and other classes. They are not considered an ECL + hit dice effort.

One of the designers has stated that level adjustment and ECL is out. Dunno how it will look in the final, though.
 

Remove ads

Top