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<blockquote data-quote="Emirikol" data-source="post: 5217797" data-attributes="member: 10638"><p>I switched from 4e after a year of trying to like it, to WFRP (awesome game systems) to Pathfinder.</p><p></p><p>Pathfinder won out for a couple reasons:</p><p>1. Adventure paths. Talk about easy on the DM! I need scenarios that are easy to prep and easy to run with good storylines.</p><p>2. Can EASILY be house-ruled. I like to house rule stuff..4e was a mess to houserule.</p><p>3. Living Pathfinder / Pathfinder Society Open Play == CONVENTION FRIENDS</p><p>4. I can still use my 3.5 stacks (and stacks and stacks and stacks). The only thing I really dig back to is the occasional monster and my players always like to have more classes.</p><p>5. Pathfinder has ALL the best writers and are uninhibited.</p><p>6. Scenarios are more than D&D miniatures combats with a good mix of plot and combats (although not as good as WFRP, WoD, or Cthulhu scenarios where the word "roleplaying" still means something)</p><p>7. Well-developed world with lots of cultures. You want Black Mawangi? You got it. </p><p>8. You can find players. One of the things that made it difficult to switch to other fine systems (savage worlds, wfrp, cthulhu, etc.) is that you don't have the player selection that D&D brings. I've found the bait and switch to work best: start with D&D until you get some people you like and then switch to whatever you REALLY want to play <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The Bad:</p><p>1. No minions unless you house rule them in. WFRP3e and D&D4e are on the right track with this thing. Having a 1hp mook that can ACTUALLY HIT YOU is necessary for the fun of the game. This is one thing that bothers me about the Open Play scenarios. Combats are either impossible or a cakewalk.</p><p></p><p>2. You're a GM instead of a DM. I'd liked to be called MOP..master over players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>3. Pathfinder classes are more powerful than 3e classes. To make up for that, you should find a balance such as granting an extra feat to the 3e classes every 3rd level.</p><p></p><p>4. STILL LACKING SKILL POINTS FOR NON-ROGUE CLASSES. Classes are still crap on skill points and they still use the obsolete mechanic of "class skills." This is one thing that holds back the roleplaying the same way that 3e did and even moreso in 4e the miniatures combat game.</p><p></p><p>5. It's OGL. As long as it's under the thumb of the OGL, evolution will be stunted.</p><p></p><p>I've some resources on my gallery site for Pathfinder if you want to download them: <a href="http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2" target="_blank">Jay H's Maptool Stuff</a></p><p></p><p>Here's the SRD online for the system:<a href="http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2" target="_blank">http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2</a></p><p></p><p>jh</p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 5217797, member: 10638"] I switched from 4e after a year of trying to like it, to WFRP (awesome game systems) to Pathfinder. Pathfinder won out for a couple reasons: 1. Adventure paths. Talk about easy on the DM! I need scenarios that are easy to prep and easy to run with good storylines. 2. Can EASILY be house-ruled. I like to house rule stuff..4e was a mess to houserule. 3. Living Pathfinder / Pathfinder Society Open Play == CONVENTION FRIENDS 4. I can still use my 3.5 stacks (and stacks and stacks and stacks). The only thing I really dig back to is the occasional monster and my players always like to have more classes. 5. Pathfinder has ALL the best writers and are uninhibited. 6. Scenarios are more than D&D miniatures combats with a good mix of plot and combats (although not as good as WFRP, WoD, or Cthulhu scenarios where the word "roleplaying" still means something) 7. Well-developed world with lots of cultures. You want Black Mawangi? You got it. 8. You can find players. One of the things that made it difficult to switch to other fine systems (savage worlds, wfrp, cthulhu, etc.) is that you don't have the player selection that D&D brings. I've found the bait and switch to work best: start with D&D until you get some people you like and then switch to whatever you REALLY want to play ;) The Bad: 1. No minions unless you house rule them in. WFRP3e and D&D4e are on the right track with this thing. Having a 1hp mook that can ACTUALLY HIT YOU is necessary for the fun of the game. This is one thing that bothers me about the Open Play scenarios. Combats are either impossible or a cakewalk. 2. You're a GM instead of a DM. I'd liked to be called MOP..master over players ;) 3. Pathfinder classes are more powerful than 3e classes. To make up for that, you should find a balance such as granting an extra feat to the 3e classes every 3rd level. 4. STILL LACKING SKILL POINTS FOR NON-ROGUE CLASSES. Classes are still crap on skill points and they still use the obsolete mechanic of "class skills." This is one thing that holds back the roleplaying the same way that 3e did and even moreso in 4e the miniatures combat game. 5. It's OGL. As long as it's under the thumb of the OGL, evolution will be stunted. I've some resources on my gallery site for Pathfinder if you want to download them: [url=http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2]Jay H's Maptool Stuff[/url] Here's the SRD online for the system:[URL="http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2"]http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2[/URL] jh .. [/QUOTE]
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