Pathfinder 1E New Pathfinder Is Up


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Urizen said:
I really, really like the sorcerer.

Those bloodline choices are just sweet.
Really, because mechanically they look like paper patches over gaping cracks.

The flavour is great, the implementation is poor.
 

Interesting compromise with the skills. Not perfect, but as it nails one of my longtime D&D bugbears between the eyes (namely, the 1st level skill point multiplier), I'm inclined to like it.
 

Psion said:
Interesting compromise with the skills. Not perfect, but as it nails one of my longtime D&D bugbears between the eyes (namely, the 1st level skill point multiplier), I'm inclined to like it.

I agree. The x4 multiplier for skills at 1st level was the single aspect of 3.5E skill system that I most disliked (though I did like the system overall anyway).
 

I would have liked to see the end of complex skills, too. Stealth and acrobatics works, I just wish that others had been combined as well. Otherwise, I really like the barbarian options.
 

I'm still formulating opinions, although one of the major concerns I STILL have is with whether this is still backwards compatible with all of the modules that I own. That was supposed to be the selling point, as I recall.

Aside from that issue:

I don't really see how the rage flavor supports getting low-light vision or darkvision.

I love this ranks system, where you simply pick the skills you want, and if they're not class skills, you don't get the +3. A nice balance between avoiding prep nightmares and my preference for customization. The one thing that I might suggest is a cap on the number of non-class skills. Right now, there's an incentive to have at least one rank in each of your class's skills just to get the +3 rather than the untrained roll.

Removing track's a great idea: so many modules flounder because they want the party to track. So they have to put in redundancies in the likelihood that no one chose ranger or bend the rules by saying that a search roll will do virtually the same thing as the survival tracking check.

I'd rather have the spell casters get more low-level abilities and domain powers than ones that scale as they grow. There's no problem with the power level of the high level wizard or cleric, except perhaps being over-shadowed by them. Giving these casters more low-level powers, however, gives them something to do when they run out of spell or while they're managing their resources. I say that you should get to use the low-level domain and arcane powers MORE as you improve rather than get HIGHER level ones limited in use.
 

I agree with the Rage flavor. Why would they get Darkvision, and how is 2-3 rounds of darkvision (after spending points) at all useful?

roguerouge said:
I'd rather have the spell casters get more low-level abilities and domain powers than ones that scale as they grow. There's no problem with the power level of the high level wizard or cleric, except perhaps being over-shadowed by them. Giving these casters more low-level powers, however, gives them something to do when they run out of spell or while they're managing their resources. I say that you should get to use the low-level domain and arcane powers MORE as you improve rather than get HIGHER level ones limited in use.

I think one of the ideas behind the Pathfinder classes is that they will provide enough options not to multiclass. There are supposed to be enough abilities, and at comparable power levels, to warrant a player sticking with a core class all 20 levels, as opposed to multiclassing or going into at least 1 prestige class.

This may be old news and already discussed when the first Alpha release came out, but I am absolutely IN LOVE with the new identify/detect magic spells and the appraise skill mechanic. As a DM, there is nothing more annoying that handing the PCs magic items that they can't use for the next four sessions, or forcing them to spend 100 GP to earn the use of a potion. It actually limits what you can do as a DM.
 

Man, this stuff is badass. :) I like the barbarian rebuild, with the concept of rage points and their application at higher levels...the idea of rage-fueled powers may not be a new one, but these are definitely above-par.

The druid is disappointing, though. Trade a domain for the animal companion, and that's it? I would have liked to see more done with this class...like the option to choose between becoming a "shaper" druid or a "caller" druid. Or even a "fey" druid, like what they did with the sorcerer and those wonderful bloodlines.

I'm not sure why the paladin's hit points are d8. Perhaps it has something to do with those powerful Auras she gets at higher levels...Aura of Justice is pretty tough. Outsiders have d8 hit points...could it be that they want to make the paladin more closely resemble a celestial fighter?

I've only skimmed it for about a half hour; I will delve deeper into all 126 pages of it later this weekend. But from what I'm seeing, it is full of sweet crunchiness.
 


Psion said:
Interesting compromise with the skills. Not perfect, but as it nails one of my longtime D&D bugbears between the eyes (namely, the 1st level skill point multiplier), I'm inclined to like it.

Pretty much sums up my opinion on skills as well. It's the best compromise I've seen to date. Gives a boost to non-class skills but I'm ok with that. I like that the idea that a fighter can put ranks into Stealth and still be effective.
 

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