Page 35 the sidebarAllisterH said:One thing I wonder about is "should I be comparing these classes to other core classes WOTC released" or are they supposed to stand on their own...
DESIGNER NOTES: RACE AND CLASS POWER
These rules increase the power of the base races and classes
to some extent. This was done for a number of reasons,
the most important of which was to balance them with
the current level of power in the game. Over the years, a
number of other races and classes have been released that
are a bit more powerful than the base options. Since we
do not want the core races to be suboptimal choices, and
we cannot change the other material, adding to the base
choices seemed like the best option. We think that you will
find these changes are not all that intrusive, and might
even allow you to play with some of the other races and
classes on an even scale.
Something I've been wondering about . . .Voadam said:Upon finally reading the new skill section I like it a lot. I had always just house ruled that everything is a class skill, but I like this system of +3 bonus on class skills and removing the bonus slots of 1st level a lot.
I don't think much will happen in that regard. It requires a serious overhaul, closer to getting something like 4E, not to something like 3.75, that can stay mostly compatible with 3E.RangerWickett said:So far I haven't seen much talk about what I think really needs fixing:
1. Save or die and the swinginess of high-level combat.
2. The tedious amount of time it takes to calculate all the various bonuses and modifiers in even mid-level combat, such as when an inspired, hasted, enlarged, sickened, shaken ranger with favored enemy dragon (and 3 points of Strength damage) decides to power attack on a whirlwind attack with his +1 shocking goblin-bane spiked chain against seven different opponents, some of whom he has high ground to, some of whom are goblins, some of whom are dragons, and some of whom have concealment.
And sadly, I don't even think the above is a particularly unlikely scenario. It could have cropped up in Red Hand of Doom, I know.
They seem to try to change a part of this with the new slot affinities. I am not convinced that this will work, since most of the "Big Six" are AC boosters, and it doesn't help all classes. It might shift a stronger focus to buff spells, though.3. How necessary magic items are.
Oh, I haven't seen enough of MIC in action to see that problem. I suppose there is little one can do about it..4. How bloody annoying those new MIC items are when a PC has six different things that grant a tiny bonus if he spends a swift action. "Which one do I use this turn," he thinks, slowing combat to a halt.
Arcana Evolved tries to change spells (in a good way, IMO), Iron Heroes tries to remove magic items (this might go too far for standard D&D).5. How badly designed high-level monsters are.
Changing PC classes to make them more fun is easy. I've done it a ton of times myself. Changing the monsters and magic, though? That's tough.
If Paizo keeps the NPCs and monsters in their adventure modules mostly 3.5, this means 3.5 grognards only have to ignore the Pathfinder rules and continue using the adventures. (And hope they can cope with a possibly difficulty increase in the modules. Age of Worms was a killer-campaign for our group, using 3.5. I see the potential for Pathfinder reducing the problems a little bit...)mrswing said:The backwards compatibility is the albatross around Pathfinder's neck. Most changes are immediately considered heretical by the 3.5 grognards, so they get backpedaled something awful in the next release. Real solutions to the basic problems of the system (as listed above) are impossible because they do indeed require a complete overhaul of the monsters (and the underlying math as well).
Magic Item Compendium from WotC.One question - what are MIC items??
RangerWickett said:4. How bloody annoying those new MIC items are when a PC has six different things that grant a tiny bonus if he spends a swift action. "Which one do I use this turn," he thinks, slowing combat to a halt.
RangerWickett said:So far I haven't seen much talk about what I think really needs fixing:
1. Save or die and the swinginess of high-level combat.
2. The tedious amount of time it takes to calculate all the various bonuses and modifiers in even mid-level combat, such as when an inspired, hasted, enlarged, sickened, shaken ranger with favored enemy dragon (and 3 points of Strength damage) decides to power attack on a whirlwind attack with his +1 shocking goblin-bane spiked chain against seven different opponents, some of whom he has high ground to, some of whom are goblins, some of whom are dragons, and some of whom have concealment.
And sadly, I don't even think the above is a particularly unlikely scenario. It could have cropped up in Red Hand of Doom, I know.
3. How necessary magic items are.
4. How bloody annoying those new MIC items are when a PC has six different things that grant a tiny bonus if he spends a swift action. "Which one do I use this turn," he thinks, slowing combat to a halt.
5. How badly designed high-level monsters are.
Changing PC classes to make them more fun is easy. I've done it a ton of times myself. Changing the monsters and magic, though? That's tough.