IS there some kind of "high level" overview of what it changes?

JeffB

Legend
Pathfinder RPG changes to the 3.5 rules set?

I have the last alpha preview, but frankly I hate PDFs, and cannot stand reading books on my computer. Although I'm a 4E fan and not a 3.5 fan, I'd like to support Erik & Co. in some small way and the Beta seems like a good value. But I'd like to see how different/better it really is.

Was just wondering if there is something similar to the 3.5 document that overviewed changes compared to 3.0.

TIA :)
 

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Well, the thing is... the Alpha pdf files are exactly what you are talking about: the changes that differ from 3.X rules.

Basically, anything not included in the Alpha pdfs are assumed to be the same as in 3.5e.

When the Beta comes out, it will be a full book, with all rules needed to play by itself (don't need to refer to the 3.5e rules for anything).


If what you are meaning is a thumbnail description of what's been changed.. well, you'll need someone who's familiar with the Alpha pdfs to explain that. Which is what we can do for you here. :)


Here's the basics of what's been changed:

- Races: Changed to be more uniform in bonuses (overall +2 ability score bonus, etc), as well as a slight boost to compete with splatbook races that came out after 3.5e.

- Classes: Base classes are cleaned up, tweaked and made a bit more clear. On top of that (or possibly as a higher priority), they've been improved to be able to compete against Splatbook base classes, and to give a reason to NOT just multiclass or head into a PrC asap.
This means Wizards, Sorcerers, and Fighter especially are given new sets of class abilities.

- Spells: Fixed problem spells that caused gamestopping issues, and a philosophical change to Save or Die/Do Nothing spells (mostly changing them to more saves or straight HP damage).

- Combat: In order to fix Grappling and to make combat maneuvers like Trip, Disarm, etc, more appealing and less scary to attempt to use, they made what's called a "CMB, Combat Maneuver Bonus". Use the same stat for doing anything, making attempting or resisting these things easier to adjudicate during combat.

- Magic Items: Philosophical change in how Stat boosting items are given out. An attempt to trim the Xmas tree effect.

- Fundemental Change... No XP Costs/Penalties.
Favored Class gives a bonus, instead of altering xp penalties... since no more xp penalties for multiclassing.
Spells and more importantly, Magic Items, no longer require XP. Spells with xp costs now have a gold cost (Wish has been toned down to compensate, etc), and magic items assume the cost of the Feat covers the xp that used to be required, so getting the Feat basically means you get that set of magic items at half price (but need to spend time).


There are likely quite a few changes I've missed, but the rest are all fairly minor compared to these big ones. They are the fundemental changes being made to the game.

Keep in mind though, that some of the specifics (numbers, feat requisites, spell descriptions, etc) are likely or have been acknowledged to have been changed for the Beta.
 


When the Pathfinder final version is released, I definitely want a document that shows what's different from standard 3.5.
 

Here's the basics of what's been changed:

- Races: Changed to be more uniform in bonuses (overall +2 ability score bonus, etc), as well as a slight boost to compete with splatbook races that came out after 3.5e.

- Classes: Base classes are cleaned up, tweaked and made a bit more clear. On top of that (or possibly as a higher priority), they've been improved to be able to compete against Splatbook base classes, and to give a reason to NOT just multiclass or head into a PrC asap.
This means Wizards, Sorcerers, and Fighter especially are given new sets of class abilities.

- Spells: Fixed problem spells that caused gamestopping issues, and a philosophical change to Save or Die/Do Nothing spells (mostly changing them to more saves or straight HP damage).

- Combat: In order to fix Grappling and to make combat maneuvers like Trip, Disarm, etc, more appealing and less scary to attempt to use, they made what's called a "CMB, Combat Maneuver Bonus". Use the same stat for doing anything, making attempting or resisting these things easier to adjudicate during combat.

- Magic Items: Philosophical change in how Stat boosting items are given out. An attempt to trim the Xmas tree effect.

- Fundemental Change... No XP Costs/Penalties.
Favored Class gives a bonus, instead of altering xp penalties... since no more xp penalties for multiclassing.
Spells and more importantly, Magic Items, no longer require XP. Spells with xp costs now have a gold cost (Wish has been toned down to compensate, etc), and magic items assume the cost of the Feat covers the xp that used to be required, so getting the Feat basically means you get that set of magic items at half price (but need to spend time).

Thank You :) This is exactly the type of info I'm looking for as regards to changes- not the nitty gritty for every rule, but the fundamental and general changes to systems/subsystems, etc. I sold my 3.0/3.5 core books a few years back so I cannot go through and match rule for rule, if you will.
 

to add to the list

Shapechanging/polymorph spells got changed to provide a range of bonuses that forms can give so that it does not matter so much which specific form is taken.

Classes have more high level class powers to make sticking with one class more comparable power wise with taking prestige classes.
 



Why wait for it when it comes out next year, when you can get the Beta (for free!) and can playtest it to make it better than 3.5 NOW? ;)

I did. :)

But once the final version is out, I'd be wary of missing subtle feat changes, spell changes etc., that I wouldn't necessarily think to look at. A list of feats, spells & mechanics that changed from the SRD would be most helpful.
 

- Classes: Base classes are cleaned up, tweaked and made a bit more clear. On top of that (or possibly as a higher priority), they've been improved to be able to compete against Splatbook base classes, and to give a reason to NOT just multiclass or head into a PrC asap.
This means Wizards, Sorcerers, and Fighter especially are given new sets of class abilities.
I disagree with the "cleaning up" part - the new Barbarian Rage Points or the Monk Ki Points, nor the spellcasters extra spell-like abilities feel like cleaing-up. The new class abilities are maybe one of my bigger complaint about the actual changes I have seen. (Aside from my complaints about the things that have not been addressed, but ... well, that's not a real complaint. I didn't really expect this to be possible within the "design parameters" of Pathfinder.)

- Combat: In order to fix Grappling and to make combat maneuvers like Trip, Disarm, etc, more appealing and less scary to attempt to use, they made what's called a "CMB, Combat Maneuver Bonus". Use the same stat for doing anything, making attempting or resisting these things easier to adjudicate during combat.

- Magic Items: Philosophical change in how Stat boosting items are given out. An attempt to trim the Xmas tree effect.

- Fundemental Change... No XP Costs/Penalties.
Favored Class gives a bonus, instead of altering xp penalties... since no more xp penalties for multiclassing.
Spells and more importantly, Magic Items, no longer require XP. Spells with xp costs now have a gold cost (Wish has been toned down to compensate, etc), and magic items assume the cost of the Feat covers the xp that used to be required, so getting the Feat basically means you get that set of magic items at half price (but need to spend time).
I definitely approve of these changes. ;)
 

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