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<blockquote data-quote="Azgulor" data-source="post: 5218059" data-attributes="member: 14291"><p>Pathfinder exceeded my expectations and continues to do so with the expansion of the line. Whether that's due to superior game design, an alignment with my personal gaming tastes, or both I can't say for certain.</p><p></p><p>Pros:</p><ul> <li data-xf-list-type="ul">Maintains 3e flexibility yet also managaes to produce a stronger old-school vibe (better trap, poison, & cursed magic item design).</li> <li data-xf-list-type="ul">Skill system is elegantyet addresses the flexibility issues of limited skill points.</li> <li data-xf-list-type="ul">Greater mechanical differentiation between the wizard & the sorceror. If I played more than I GM'd, I'd be hard pressed to choose between the two.</li> <li data-xf-list-type="ul">While the classes got an slight power bump overall, I'm finding smaller power variance between the classes as a result. The general design approach of more feats and no dead levels has gone a long way to address things without changing the power level to make things unrecognizeable.</li> <li data-xf-list-type="ul">GM choice on advancement rate: Slow, Medium, Fast.</li> <li data-xf-list-type="ul">Sexier class design results in strong case for single-classed characters.</li> <li data-xf-list-type="ul">Skill system changes and preserved multi-classing system results in strong case for multi-classing.</li> <li data-xf-list-type="ul">New feats result in greater class/character variance & extension of feat-chain options (e.g. archer, sword-n-board, 2-wpn fighting, etc.)</li> <li data-xf-list-type="ul">Unifying BAB & HD (Low-BAB = d6; Med-BAB = d8; High-BAB = d10). I only wish they'd done the same with skill points (4-pt, 6-pt, 8-pt progressions).</li> </ul><p></p><p>Cons:</p><ul> <li data-xf-list-type="ul">Did not remove reliance upon magic items</li> <li data-xf-list-type="ul">No specific changes on high-level play; no epic-level rules (neither is really an issue for me but they're somewhat frequent complaints)</li> <li data-xf-list-type="ul">Focus on standard races rather than monsters as races (this is actually a feature for me but again)</li> </ul><p></p><p>Some argue that Pathfinder didn't diverge from 3.5 enough while others argue it diverged too much. My assessment, Pathfinder stays true to the 3.5 design while removing some of the more noticeable issues. Also, for those who feel Pathfinder didn't change enough, it appears that products like the upcoming Advanced Player's Guide will go a long way towards addressing those complaints.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5218059, member: 14291"] Pathfinder exceeded my expectations and continues to do so with the expansion of the line. Whether that's due to superior game design, an alignment with my personal gaming tastes, or both I can't say for certain. Pros: [LIST] [*]Maintains 3e flexibility yet also managaes to produce a stronger old-school vibe (better trap, poison, & cursed magic item design). [*]Skill system is elegantyet addresses the flexibility issues of limited skill points. [*]Greater mechanical differentiation between the wizard & the sorceror. If I played more than I GM'd, I'd be hard pressed to choose between the two. [*]While the classes got an slight power bump overall, I'm finding smaller power variance between the classes as a result. The general design approach of more feats and no dead levels has gone a long way to address things without changing the power level to make things unrecognizeable. [*]GM choice on advancement rate: Slow, Medium, Fast. [*]Sexier class design results in strong case for single-classed characters. [*]Skill system changes and preserved multi-classing system results in strong case for multi-classing. [*]New feats result in greater class/character variance & extension of feat-chain options (e.g. archer, sword-n-board, 2-wpn fighting, etc.) [*]Unifying BAB & HD (Low-BAB = d6; Med-BAB = d8; High-BAB = d10). I only wish they'd done the same with skill points (4-pt, 6-pt, 8-pt progressions). [/LIST] Cons: [LIST] [*]Did not remove reliance upon magic items [*]No specific changes on high-level play; no epic-level rules (neither is really an issue for me but they're somewhat frequent complaints) [*]Focus on standard races rather than monsters as races (this is actually a feature for me but again) [/LIST] Some argue that Pathfinder didn't diverge from 3.5 enough while others argue it diverged too much. My assessment, Pathfinder stays true to the 3.5 design while removing some of the more noticeable issues. Also, for those who feel Pathfinder didn't change enough, it appears that products like the upcoming Advanced Player's Guide will go a long way towards addressing those complaints. [/QUOTE]
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