Voadam
Legend
Nellisir said:How exactly is a module going to suddenly become "Pathfinder" in the middle? Wouldn't it be either a 3.5 module or a Pathfinder module? Is this a new upgrade feature - when Pathfinder is released, all Paizo modules in existence will automatically become Pathfinder modules? 'Cause if so, that's pretty neat.![]()
Seriously, campaigns have breaks (between adventures, for instance). Throw in an extra adventure - I mean, if you're inserting 3.5 characters into a PF campaign in the middle, you're already adapting it. If you're running 3.5 characters in PF campaign from the beginning, start them at 1 or 2 levels higher than recommended and see how it works.
I just don't see this is a serious issue. I mean, even if you somehow "go Pathfinder" in the middle of an adventure and the party is outclassed and you -really- can't think of a solution, it's a one-time fix. You don't have to add another level every week.
I believe you are misunderstanding what I was talking about.
It was not that the module turns from 3e to PF in the middle of an adventure but that a DM running a 3e game and picking up a compatible PF module to use then finding out as the party is part way through it that it is tougher than he expected and his PCs are getting chewed up.
Pathfinder RPG and PFRPG modules are supposed to be backwards compatible with 3.5 stuff. A DM whose group continues with core rules only 3.5 is supposed to be able to pick up a PFRPG module and send the group into it and be fine. More, he is supposed to be able to mix and match 3e and PF modules in the same campaign.
PFRPG is based on a little power bump of PCs. Paizo stuff for 3e had a rep for being power wise challenging as is. Increase the baseline PC power assumption and I expect them to increase the bad guys accordingly, even if it is just in giving classed NPCs the pathfinder base class extra powers.
So now our core rules 3.5 DM has his, say, 7th level party and begins a PFRPG module designed for parties levels 7-9 and they are getting severely torn up a third of the way through the dungeon crawl.
Xanaqui in post 101 said its no problem to bump the party up to meet the challenges of the module.
I was saying it can be done but I don't think they are great options.
"Kapow! You're all two levels higher!" is one option but I don't really care for it.
Is it a big problem? Not really. Judging power levels even in baseline 3e is more art than science in general. Power levels have wiggle room and D&D has some buffer built into the system so a party can retreat when overwhelmed without it always being a TPK.
However changes in power levels are a problem for compatibility. Is the power bump negligible, one level's worth, or two as various posters have suggested? If it is two then that is like sending second level characters in to begin the Return to the Temple of Elemental Evil instead of 4th level characters.
The farther the suggested levels are off for a module the less useful it is for DMs to plan out their campaign paths. Either they misjudge the challenge presented or they have to evaluate the challenges presented and come up with their own 3e handicap for the differences from the 3e baseline, which is extra work for the DM.
Obviously this does not render such modules useless for 3e DMs, just less useful.