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<blockquote data-quote="Anguish" data-source="post: 4929069" data-attributes="member: 27032"><p>PFRPG builds on nearly a decade of gaming "research". We as a community know what bits of 3.5 were less-than-smooth and how mechanics play out in the real world. We've got the benefit of post-3.5 innovations like the Tome of Battle introducing more or less at-will "powers" for melee classes. Basically, we as a community are smarter now. PFRPG contains a bunch of reasonable updates that reflect better understanding of what makes 3.5 fun and balanced.</p><p></p><p>A huge example is the cleric's new Channel Energy ability. Clerics have been powerful, yes, but have had to frequently consume their precious and interesting spell slots as cure spells. Now clerics (and paladins by the way) have a different ability that is usable to dish out the healing without impacting the cleric player's ability to use his spells to do interesting things.</p><p></p><p>PFRPG is somewhat more powerful than a base 3.5 core game, but not problematically so. The same modules and adventures you have laying around should be completely usable as-is and the new mechanics can be used on-the-fly. You don't need to upgrade the bad guys to maintain a challenging game. I tend to view it that PFRPG PCs have a <em>wider</em> range of abilities, not <em>deeper</em> abilities. A cleric (to use the above example) can spend a precious action either healing his friends or casting a spell, not both. The nuts & bolts of selection actions remains the same, but most classes end up with a couple extra options that make the overall gaming day more fun and reasonable.</p><p></p><p>You can use a screwdriver as a hammer, but once someone invents a dedicated hammer you'll never want to go back to only having one tool.</p></blockquote><p></p>
[QUOTE="Anguish, post: 4929069, member: 27032"] PFRPG builds on nearly a decade of gaming "research". We as a community know what bits of 3.5 were less-than-smooth and how mechanics play out in the real world. We've got the benefit of post-3.5 innovations like the Tome of Battle introducing more or less at-will "powers" for melee classes. Basically, we as a community are smarter now. PFRPG contains a bunch of reasonable updates that reflect better understanding of what makes 3.5 fun and balanced. A huge example is the cleric's new Channel Energy ability. Clerics have been powerful, yes, but have had to frequently consume their precious and interesting spell slots as cure spells. Now clerics (and paladins by the way) have a different ability that is usable to dish out the healing without impacting the cleric player's ability to use his spells to do interesting things. PFRPG is somewhat more powerful than a base 3.5 core game, but not problematically so. The same modules and adventures you have laying around should be completely usable as-is and the new mechanics can be used on-the-fly. You don't need to upgrade the bad guys to maintain a challenging game. I tend to view it that PFRPG PCs have a [i]wider[/i] range of abilities, not [i]deeper[/i] abilities. A cleric (to use the above example) can spend a precious action either healing his friends or casting a spell, not both. The nuts & bolts of selection actions remains the same, but most classes end up with a couple extra options that make the overall gaming day more fun and reasonable. You can use a screwdriver as a hammer, but once someone invents a dedicated hammer you'll never want to go back to only having one tool. [/QUOTE]
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