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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder players, what do you like about the playtest rules?
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<blockquote data-quote="Kinak" data-source="post: 5925225" data-attributes="member: 6694112"><p>I've run one Pathfinder campaign and am started up on another. My playtest group included another Pathfinder GM and a Pathfinder player.</p><p></p><p>At this point the game flows much simpler with much less prep. That might just be first level, but if they can keep that up, I might just switch for that.</p><p></p><p>This shows through double for the monsters. Pathfinder is still hobbled by 3e's monster designs, but you just can't condense Pathfinder stats the way they did there.</p><p></p><p>Both the other GM in our playtest and I are independently considering bringing advantage/disadvantage into Pathfinder. It cuts down on math beautifully, creates a larger reward for improvisation, and makes the rogue totally awesome.</p><p></p><p>On a rogue note, skill mastery might end up replacing the rogue advanced talent of the same name. In general the "nevermind, I'm taking 10" was a big hit.</p><p></p><p>I really like how the cleric spells worked. Semi-spontaneous casting (or, honestly, full-on spontaneous casting) seem like a far better fit for a divine class.</p><p></p><p>The character creation seemed clunky. Which sounds weird, I know, with it not being included, but there are too many decisions made at first level. I'd be tempted to start at level 0 (with a race and background), then getting a class and theme as you level up.</p><p></p><p>Checks also had their ups and downs. The more freeform skills are mostly positive, but it feels like the attributes need bigger bonuses to differentiate characters when you have a random factor as large as a d20.</p><p></p><p>So, yeah, looks very good in all. As long as they keep the complexity down, I'm pretty excited. Otherwise, I'll break it down for parts.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 5925225, member: 6694112"] I've run one Pathfinder campaign and am started up on another. My playtest group included another Pathfinder GM and a Pathfinder player. At this point the game flows much simpler with much less prep. That might just be first level, but if they can keep that up, I might just switch for that. This shows through double for the monsters. Pathfinder is still hobbled by 3e's monster designs, but you just can't condense Pathfinder stats the way they did there. Both the other GM in our playtest and I are independently considering bringing advantage/disadvantage into Pathfinder. It cuts down on math beautifully, creates a larger reward for improvisation, and makes the rogue totally awesome. On a rogue note, skill mastery might end up replacing the rogue advanced talent of the same name. In general the "nevermind, I'm taking 10" was a big hit. I really like how the cleric spells worked. Semi-spontaneous casting (or, honestly, full-on spontaneous casting) seem like a far better fit for a divine class. The character creation seemed clunky. Which sounds weird, I know, with it not being included, but there are too many decisions made at first level. I'd be tempted to start at level 0 (with a race and background), then getting a class and theme as you level up. Checks also had their ups and downs. The more freeform skills are mostly positive, but it feels like the attributes need bigger bonuses to differentiate characters when you have a random factor as large as a d20. So, yeah, looks very good in all. As long as they keep the complexity down, I'm pretty excited. Otherwise, I'll break it down for parts. Cheers! Kinak [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder players, what do you like about the playtest rules?
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