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*Pathfinder & Starfinder
Monte Cook joins Pathfinder team
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4217340" data-attributes="member: 710"><p>Monte + Paizo - sounds like awesomeness gets together... </p><p></p><p>But - Monte, what's with your novels? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>My advice: Don't convert the NPCs. From my experience (only as a player, though) in the Adventure Paths and a few other adventures outside of that, the power level of opposition was ramped up anyway. It's not that challenges where unbeatable, but you had to twink, and 25 point-buy characters where always at the edge. </p><p>With the Pathfinder "mods" to the classes, you'll be able to compensate. If you really think that the adventures are getting to easier, "cheat" - add extra hit points, improve saves or attacks, but don't bother applying the full rule changes. That is just to much work...</p><p></p><p>So, I definitely agree with high-powered. There is no way to deny it. But that doesn't mean it's bad. If Fighter advancement gets more interesting and rewarding then previously, that can only be a good thing.</p><p></p><p>But aside from backwards compatibility issue with player material (especially PrCs and new Core Classes), I also worry a bit that the game won't really get simpler for a DM, and inter-combat mathematics won't be improved either. But then, I am not sure the latter was ever really advertised as a goal. The former is a bit more sad. I remember people complaining that switching to 4E meant that their old 3E rulebooks (many of whom they haven't even really begun to use) would become null and void. I am not seeing this change a lot. But maybe Monte has a few ideas to handle this? I haven't read the BOXM, but from what I hear, some of the changes might be helpful even for non-core classes (more feats, for example, a different hit poit mechanic...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4217340, member: 710"] Monte + Paizo - sounds like awesomeness gets together... But - Monte, what's with your novels? ;) My advice: Don't convert the NPCs. From my experience (only as a player, though) in the Adventure Paths and a few other adventures outside of that, the power level of opposition was ramped up anyway. It's not that challenges where unbeatable, but you had to twink, and 25 point-buy characters where always at the edge. With the Pathfinder "mods" to the classes, you'll be able to compensate. If you really think that the adventures are getting to easier, "cheat" - add extra hit points, improve saves or attacks, but don't bother applying the full rule changes. That is just to much work... So, I definitely agree with high-powered. There is no way to deny it. But that doesn't mean it's bad. If Fighter advancement gets more interesting and rewarding then previously, that can only be a good thing. But aside from backwards compatibility issue with player material (especially PrCs and new Core Classes), I also worry a bit that the game won't really get simpler for a DM, and inter-combat mathematics won't be improved either. But then, I am not sure the latter was ever really advertised as a goal. The former is a bit more sad. I remember people complaining that switching to 4E meant that their old 3E rulebooks (many of whom they haven't even really begun to use) would become null and void. I am not seeing this change a lot. But maybe Monte has a few ideas to handle this? I haven't read the BOXM, but from what I hear, some of the changes might be helpful even for non-core classes (more feats, for example, a different hit poit mechanic...) [/QUOTE]
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