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<blockquote data-quote="CleverNickName" data-source="post: 4928834" data-attributes="member: 50987"><p>It wasn't that I thought the sorcerer was bland in 3.x, per se; it seemed to have plenty of panache. The trouble was, there just wasn't a way to make them distinctive...if you saw one sorcerer, you had seen them all. See also: barbarian, bard, monk...</p><p></p><p>And as a side note, I never did like the "magic comes from dragons" assumption that the 3.x sorc perpetuated. But maybe that's just me.</p><p></p><p>This is, far and above, my favorite part of Pathfinder. My group's biggest gripe with 3.x was the amount of bookkeeping and math involved, especially where skills were concerned. It's still math-heavy, but at least it all makes sense. The streamlined skill system alone is worth the purchase price of Pathfinder, IMO.</p><p> </p><p>I have only scratched the surface of this in my game, but I am --really-- liking it. I have a rogue in my group that is always attempting something elaborate, like jumping over someone and attempting a ranged disarm while passing overhead. The CMB/CMD rules really clean up a lot of the 3.X game mechanics into a single, standardized rule that can be applied to all of these crazy situations.</p><p> </p><p>Even the non-Pathfinder players at my FLGS say that this is one of the most beautiful gaming books they've seen in years. I agree with aIM; the artwork and materials are all top-notch. I'd also like to add that the content is well-written, organized in a logical format, and comes with an index that is actually useful. Kudos to the editors.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4928834, member: 50987"] It wasn't that I thought the sorcerer was bland in 3.x, per se; it seemed to have plenty of panache. The trouble was, there just wasn't a way to make them distinctive...if you saw one sorcerer, you had seen them all. See also: barbarian, bard, monk... And as a side note, I never did like the "magic comes from dragons" assumption that the 3.x sorc perpetuated. But maybe that's just me. This is, far and above, my favorite part of Pathfinder. My group's biggest gripe with 3.x was the amount of bookkeeping and math involved, especially where skills were concerned. It's still math-heavy, but at least it all makes sense. The streamlined skill system alone is worth the purchase price of Pathfinder, IMO. I have only scratched the surface of this in my game, but I am --really-- liking it. I have a rogue in my group that is always attempting something elaborate, like jumping over someone and attempting a ranged disarm while passing overhead. The CMB/CMD rules really clean up a lot of the 3.X game mechanics into a single, standardized rule that can be applied to all of these crazy situations. Even the non-Pathfinder players at my FLGS say that this is one of the most beautiful gaming books they've seen in years. I agree with aIM; the artwork and materials are all top-notch. I'd also like to add that the content is well-written, organized in a logical format, and comes with an index that is actually useful. Kudos to the editors. [/QUOTE]
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