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<blockquote data-quote="Voadam" data-source="post: 4126830" data-attributes="member: 2209"><p>Yeah, it'd surprise me. Their stated goal is backwards compatibility with 3.5 for their modules which I want. It makes sense to design pathfinder modules so their fans could mix and match with Paizo's own game mastery or old dungeon adventures to make a campaign without messing with awarded loot levels.</p><p></p><p>They have not stated that Christmas Tree effects or the general wealth per level guidelines are what they are trying to fix. Reducing wealth will damper the tree effect by delaying a few levels the acquisition of such useful items, perhaps at most pushing a desired "sweet spot" out a few levels. </p><p></p><p>Having played in both high and low point buy games I saw no impact of base stats on the desire for big six items. In a game where stats did not give bonus spells however my wizard eldritch knight chose to use a hat of disguise instead of a headband of intellect.</p><p></p><p>Of course, I was surprised at the bump in race and class powers given their stated goal of backwards compatibility. And as I think about it more the change in xp and feat progressions similarly messes with compatibility a bit when designing an adventure path. </p><p></p><p>I ignored the change in Arcana Unearthed XP and expect to do so in pathfinder too. But I haven't gotten any AU modules yet so I'm not sure how much that affects loot acquisition and pacing.</p><p></p><p>I'm hoping they won't make too many more changes to baseline D&D assumptions but focus on distinct rules elements that can be easily adopted or not as a DM wants, such as their new grapple system and hopefully a streamlined NPC/monster format. I use lots of variant rules elements in my D&D games but I prefer my modules and sourcebooks to be as compatible with 3.5 stuff as they can be.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4126830, member: 2209"] Yeah, it'd surprise me. Their stated goal is backwards compatibility with 3.5 for their modules which I want. It makes sense to design pathfinder modules so their fans could mix and match with Paizo's own game mastery or old dungeon adventures to make a campaign without messing with awarded loot levels. They have not stated that Christmas Tree effects or the general wealth per level guidelines are what they are trying to fix. Reducing wealth will damper the tree effect by delaying a few levels the acquisition of such useful items, perhaps at most pushing a desired "sweet spot" out a few levels. Having played in both high and low point buy games I saw no impact of base stats on the desire for big six items. In a game where stats did not give bonus spells however my wizard eldritch knight chose to use a hat of disguise instead of a headband of intellect. Of course, I was surprised at the bump in race and class powers given their stated goal of backwards compatibility. And as I think about it more the change in xp and feat progressions similarly messes with compatibility a bit when designing an adventure path. I ignored the change in Arcana Unearthed XP and expect to do so in pathfinder too. But I haven't gotten any AU modules yet so I'm not sure how much that affects loot acquisition and pacing. I'm hoping they won't make too many more changes to baseline D&D assumptions but focus on distinct rules elements that can be easily adopted or not as a DM wants, such as their new grapple system and hopefully a streamlined NPC/monster format. I use lots of variant rules elements in my D&D games but I prefer my modules and sourcebooks to be as compatible with 3.5 stuff as they can be. [/QUOTE]
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