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<blockquote data-quote="NewJeffCT" data-source="post: 5270585" data-attributes="member: 10784"><p>That was really my experience with 3.5 as well, almost exactly. </p><p></p><p>Then, when my players hit level 12+, it was almost like a second full-time job for me to just design encounters that would challenge my large group of players (myself, plus 7 regular players and one part-timer) and be somewhat original.</p><p></p><p>Unfortunately, because of that, I was not able to focus nearly as much on player development, NPC personality, working in backstory ideas and making the world come alive to the players. I had to spend so much time just learning all the abilities (spell-like, spells, class/race, prestige class, template, etc), skills, feats, magic items, etc that it was not humanly possible to do that and have a family and a job.</p><p></p><p>While Paizo & PF did clean up some of the rules, they also added in a layer of complexity by beefing up the base classes (and, my campaign had a straight fighter 18, a straight cleric 18 and a straight sorcerer 18 at the end...) that kind of killed my interest in PF. Plus, when my 3.5E campaign ended earlier this year, there was nothing out there like Heroforge to help me build my bad guys - sure, PF is somewhat backwards compatible, but there were enough changes that I would worry about the accuracy of Heroforge (I had asked on the PF forum here and got a negative response)</p><p></p><p>So, I have switched to 4E because building encounters is so friggin' easy, it will allow me to focus more on player development and giving my NPCs more personality instead of 4-5 pages of stats from Heroforge & Spellforge.</p><p></p><p>However, I do like Paizo's products and if I had a smaller group of experienced gamers who knew the PF rules, I would love to run a PF game. I think PF retains the feel of older editions of D&D more than 4E and I'm running a modified Paizo Adventure Path to start my current 4E game.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5270585, member: 10784"] That was really my experience with 3.5 as well, almost exactly. Then, when my players hit level 12+, it was almost like a second full-time job for me to just design encounters that would challenge my large group of players (myself, plus 7 regular players and one part-timer) and be somewhat original. Unfortunately, because of that, I was not able to focus nearly as much on player development, NPC personality, working in backstory ideas and making the world come alive to the players. I had to spend so much time just learning all the abilities (spell-like, spells, class/race, prestige class, template, etc), skills, feats, magic items, etc that it was not humanly possible to do that and have a family and a job. While Paizo & PF did clean up some of the rules, they also added in a layer of complexity by beefing up the base classes (and, my campaign had a straight fighter 18, a straight cleric 18 and a straight sorcerer 18 at the end...) that kind of killed my interest in PF. Plus, when my 3.5E campaign ended earlier this year, there was nothing out there like Heroforge to help me build my bad guys - sure, PF is somewhat backwards compatible, but there were enough changes that I would worry about the accuracy of Heroforge (I had asked on the PF forum here and got a negative response) So, I have switched to 4E because building encounters is so friggin' easy, it will allow me to focus more on player development and giving my NPCs more personality instead of 4-5 pages of stats from Heroforge & Spellforge. However, I do like Paizo's products and if I had a smaller group of experienced gamers who knew the PF rules, I would love to run a PF game. I think PF retains the feel of older editions of D&D more than 4E and I'm running a modified Paizo Adventure Path to start my current 4E game. [/QUOTE]
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