Pathfinder 1E Sell me on Pathfinder

Hello jimmifett,

I have my feet planted in both camps (Pathfinder and 4e) so hopefully I can give you some helpful advice; no sniping, just useful observations.

The biggest difficulty I can see is having "complete" monster stat blocks in 4e to "incomplete" stat blocks in Pathfinder. At low levels this is barely noticeable as Pathfinder stat blocks are still very good. At higher levels though, you are going to still need to remember spell minutiae to play fully and fairly. I find having a laptop attached to the PRD the missing link in this situation. Alternatively, pre-printing spells for each encounter is still valid.

The biggest boon is taking the restrictions off of character development and getting that 3.5 buzz of opportunities rather than 4e options. However, I would be very strict on allowing Pathfinder stuff only and not allowing any of the 3.5 complete series, races of or at worst spell compendium. Paizo have had to tread a fine line between bringing the spellcasters power level into line with the non-casters while at the same time maintaining backwards compatibility. I think on the whole and from some fairly deep experience, they have succeeded if you stick to the Pathfinder Core. Save or dies have gone even though save or suck is still there. However, it is the crucial changes to the concentration "check" (not skill) that is important here. Casting on the defensive is notoriously difficult (DC 15 plus double spell level where the casters modifier is caster level plus main-casting attribute modifier) and so things that put pressure on concentration checks should be levered by the DM as a mechanism to keep casters in line as needed.

Because of the modularity and ease of informed houseruling, I'd say that you can also bring a lot of the things you enjoy about 4e play into Pathfinder. 4e's focus on teamwork and saying "yes" can be happily transitioned and encouraged giving you a system with the best of both worlds. If your group liked skill challenges, literally drop them straight in. There's a lot you can do here to foster the exact game you want to play without the rules getting in the way.

In terms of books to get, I can suggest the following benfits:

* Core Rule Book - Full of good stuff aside from just the core rules. I would purchase one for your players and one for you at the table. Physically having the core rules there is important. The subtle changes from 3.5 to Pathfinder as well as the incorrect assumptions that many groups can have regarding 3.5 mean that the core reference is pretty much mandatory.

* Advanced Player's Guide - This you already have and is in my opinion the best supplement produced for ANY OGL related product. There is just so much good stuff in here and all of it incredibly useable and fun.

* Gamemastery Guide - This might not be that useful for you as you most likely have all the good GMing advice you need. Having said that though, the advice given in here is top notch, relevant and worth having. The NPC section as a way of characterising class, level and role in a campaign world that maintains internal logic and is innately compatible with all the Pathfinder adventures and "stuff" is incredibly good. Full stat blocks for all NPCs is plain useful.

* Bestiary I and II are close to essential although the PRD basically has all the stat blocks. I find playing the monsters from the books easier although if I have the time, I'll do a print-out and use that.

* Adventure Paths
This is perhaps the real advantage. There are so many great adventure paths chock full of ideas that would be so much fun to play. This is the main line I would be taking if I wanted my 4e group to give Pathfinder a whirl. Kingmaker is an award winning sandbox-style adventure path or you even have the new Carrion Crown adventure path which some experts (referring to Steel Wind) are saying it is the best Paizo has ever produced which previously I would have handed to Erik Mona's Whispering Cairn. The opportunity to play in such high standard productions is notable. If you also hop on the Paizo boards and their forums, the coverage and advice for each path is monumental. There are so many resources that people produce to assist and augment the running of the different paths.

Any specific questions?

Best Regards
Herremann the Wise
 

log in or register to remove this ad

Thanks guys, the last two posts have been extremely helpful and in the vein of what I am looking for. I've had the first two AP's and half of the 3rd sitting on my shelf for years untouched, so I'm good with those to start off for adventuring. What else is available in the way of adventuring? I've heard something about a PF Society?
 

Oh, and another note about the bestiary - I've noticed that the upper level monsters in Pathfinder have a smaller spell list than a lot of the 3.5 upper tier monsters.
 

Thanks guys, the last two posts have been extremely helpful and in the vein of what I am looking for. I've had the first two AP's and half of the 3rd sitting on my shelf for years untouched, so I'm good with those to start off for adventuring. What else is available in the way of adventuring? I've heard something about a PF Society?

Sorry I can't offer much there. Society is organized play and I prefer my games disorganized. <Grin>
 

re

If you are DMing, be prepared to spend a great deal more time prepping to run the game unless you are running standard 15 point point buy and using Adventure Paths.

The Pathfinder system is very flexible and dynamic allowing for a greater degree of character diversity across the board. You can model almost anything that comes to your imagination and fit it within the framework that Pathfinder provides.

The adventure paths are the highest quality I've ever seen including back when TSR used to produce fun adventure series like Against the Giants and Slavelords.

Paizo is run like an RPG game company should be run: by people that love the game uninfluenced by corporate suit-types. The designers design from the heart. They love to play the game and it shows in the products they design. They seem highly influenced by fiction rather than other mediums and design the game with those fictional influences in mind. They listen to their customers and seem to do a pretty thorough job testing. A lot of interaction on the boards between the customer and Paizo designers and management. Which I think only enhances the connection with the company.

I think Paizo puts a high premium on storytelling, which RPGs are first and foremost about.
 


If you are DMing, be prepared to spend a great deal more time prepping to run the game unless you are running standard 15 point point buy and using Adventure Paths.
What are good things to keep in mind when DMing PF, as I never DM'ed 3.x, I never learned those tricks.

The Pathfinder system is very flexible and dynamic allowing for a greater degree of character diversity across the board. You can model almost anything that comes to your imagination and fit it within the framework that Pathfinder provides.
I can do that in 4e's framework just as easily. Not a valid point for me to pass on to my players.


Paizo is run like an RPG game company should be run: by people that love the game uninfluenced by corporate suit-types. The designers design from the heart. They love to play the game and it shows in the products they design. They seem highly influenced by fiction rather than other mediums and design the game with those fictional influences in mind. They listen to their customers and seem to do a pretty thorough job testing. A lot of interaction on the boards between the customer and Paizo designers and management. Which I think only enhances the connection with the company.

I think Paizo puts a high premium on storytelling, which RPGs are first and foremost about.
All I'm interested in is the game system itself.

[sblock=Skippable Rant Warning]
Not to dump on you in particular, just have seen plenty of "Paizo is the besht company EVAR" posts as reasons for me and my group to play. I'm not particularly interested in how Paizo is percieved to run internally to outsiders, or if they have PDFs of everything, or if they ride unicorns over rainbows that rain bacon (a great idea... yum). To me it's fan-(gender) specualtion/adoration of someone's current fave company until cheese gets moved. No company ignores it's customers if they want to survive, no company intentionaly puts out shoddy products if they want to survive. Companies are not required to be transparent or open in thier operation / design. Most companies allocate a budget and time frame to the development of a product as hire the best resources they can find / afford in the timeframe / budget. Most companies have lawyers and bean counters and other corporate suit-types that can put the kabosh on things like PDFs if it is deemed unprofitable or a threat to the bottom line or any other justification whether we as the consumer like it or not. Profit keeps companies in business, simple fact of life. The whole anti-corporation thing is absurd. :p
[/sblock]

So, back on track, from the DM side, what are things I need to know to help the game go smoothly?
 

The best way to get an idea of whet a game is like is to try it out. I can understand the hesitation in spending 100s of bucks on a game you may not like, but most of the information is either free from sites or in a cheap PDF form from pazio.

As for the society, I really can not help you, but I would like some info on it too. My group does not require it to play but I have seen at cons that they were requiring membership (a bad idea I think as a new player to rpg in general or someone who wants to try it out isnt going to just sign up or is less likely too try)

The main problem I can remember from 3.5 is that powerful casters overshadowed melee at high levels. I can not say if this was fixed entirely, but my group is lvl 11-12, we had 2 casters, cleric and sorcerer, and it was the ranger with a great sword who ran up and killed the last "big" baddie. Actually tripped him off the platform into the pool of lava below
 

I second this.

This should really be the answer to "Sell me on X system" threads. I'm not as polite as Dingo333, so ... my response would actually be, "Not my job to sell you on anything because I don't work for X" ... followed by, "You cannot at all know if a system is for you without PLAYING it."

Did you like D&D? Congratulations, you will probably like Pathfinder, since it's based on it. Did you like D&D 3.5? Even better!

<shrug> It's ENTIRELY possible to like 3.5 and dislike Pathfinder, or hate D&D and like Pathfinder, or any other combo ... go play it.
 

What are good things to keep in mind when DMing PF, as I never DM'ed 3.x, I never learned those tricks.

I wrote a blog about taking some of 4e's design goals and using them as inspiration for improving 3e. The same concepts apply to Pathfinder:

http://www.enworld.org/forum/blogs/pawsplay/1102-what-3e-gamer-can-learn-4e.html

Pay special attention to "Monsters are Simple." That advice alone can cut prep time in half if you are the sort of person who gets caught up in "perfecting" scenarios.

The second piece of advice I would offer is that you can led the story go where it may. There is no pressure to set up some elaborate set-piece with volcanic pools and what-not. It's okay if the PCs talk to NPCs. It's okay if the PCs dither; while it may seem like a pause in the action to you, if the players are really thinking hard about what to do, it seems exciting to them! Rather than conceiving of D&D as a series of encounters, play to 3e's "weaknesses:" variety, unpredictability, strangeness, random bits of "realism" even if they make something less thematically consistent.

Don't feel like XP has to happen on a schedule. It's okay to play really fast and loose with CR, XP, and treasure. You know what happens if you don't give out "enough" treasure? The PCs just level a little slower, effectively, since they have to fight harder for their XP. Hardly a gamebreaker. Similarly, "too much" treasure will help them fight superior opponents, causing them to level. You do want to pay attention to player sensibilities; if your player expects to get a holy avenger for his paladin at some point, it's worth it to think about how to get that player what they want, or something equivalent.
 

Remove ads

Top