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Reconsidering Pathfinder over 4E
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<blockquote data-quote="Kaisoku" data-source="post: 5507365" data-attributes="member: 58447"><p>I've had a bit of experience converting a pile of NPCs to Pathfinder when I ran a pathfinder War of the Burning Sky game (up to 8th level stuff, uh... I think getting into the Mad King's Banquet stuff).</p><p></p><p>Specifically, I converted a decent level Druid, so I have some experience at their capabilities.</p><p></p><p>While they have been greatly "Equalized" in power (can't be awesome at everything), if you are willing to invest in the right magic items and buffing in advance, you can pull off some great combat ability alongside the full spellcasting.</p><p></p><p>As for the other classes, one thing I really noticed was that even with the less starting skills, the consolidation and lack of "half ranks" really makes it so that characters felt like they end up with more skill <em>options</em>.</p><p>I had to keep giving NPCs extra things to do with skills, because either a skill was folded into another one, or concentration was now a caster level check, or Favored Class bonus allowed for an extra skillpoint per level... that made it so they could pick up a knowledge skill or social skill or some other nice "extra" that they would never had before.</p><p></p><p>For example, in re-writing a standard "Soldier" build, based on a 10 Int Half-Orc Fighter, I could end up having positive modifiers in Climb, Intimidate, Ride, Survival, and Swim... <em>including</em> any armor penalties. Token scores in Climb, Ride and Swim (so they can get around), but an actual <strong>focus</strong> in Intimidate and Survival.</p><p>This was something I didn't expect from building the "basic grunt". It gave me a lot of opportunity to use them outside of combat, if needed. If the PCs needed to interact with them, I had decent options available.</p><p></p><p>I feel that the multitude of skill changes (and a number of them are subtle), created the biggest change to character gameplay.. and in the process they made making a character easier to do (especially building high level characters from scratch, yay DMs!) and without overpowering the character (giving more to do, not a higher bonus).</p><p></p><p>If you take nothing else from Pathfinder, the changes to the way skills are treated would be the most important and likely well received on all parties (players and DMs alike).</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5507365, member: 58447"] I've had a bit of experience converting a pile of NPCs to Pathfinder when I ran a pathfinder War of the Burning Sky game (up to 8th level stuff, uh... I think getting into the Mad King's Banquet stuff). Specifically, I converted a decent level Druid, so I have some experience at their capabilities. While they have been greatly "Equalized" in power (can't be awesome at everything), if you are willing to invest in the right magic items and buffing in advance, you can pull off some great combat ability alongside the full spellcasting. As for the other classes, one thing I really noticed was that even with the less starting skills, the consolidation and lack of "half ranks" really makes it so that characters felt like they end up with more skill [I]options[/I]. I had to keep giving NPCs extra things to do with skills, because either a skill was folded into another one, or concentration was now a caster level check, or Favored Class bonus allowed for an extra skillpoint per level... that made it so they could pick up a knowledge skill or social skill or some other nice "extra" that they would never had before. For example, in re-writing a standard "Soldier" build, based on a 10 Int Half-Orc Fighter, I could end up having positive modifiers in Climb, Intimidate, Ride, Survival, and Swim... [I]including[/I] any armor penalties. Token scores in Climb, Ride and Swim (so they can get around), but an actual [B]focus[/B] in Intimidate and Survival. This was something I didn't expect from building the "basic grunt". It gave me a lot of opportunity to use them outside of combat, if needed. If the PCs needed to interact with them, I had decent options available. I feel that the multitude of skill changes (and a number of them are subtle), created the biggest change to character gameplay.. and in the process they made making a character easier to do (especially building high level characters from scratch, yay DMs!) and without overpowering the character (giving more to do, not a higher bonus). If you take nothing else from Pathfinder, the changes to the way skills are treated would be the most important and likely well received on all parties (players and DMs alike). [/QUOTE]
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