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<blockquote data-quote="Herremann the Wise" data-source="post: 5502621" data-attributes="member: 11300"><p>Hello jimmifett,</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>In terms of books to get, I can suggest the following benfits:</p><p></p><p>* 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.</p><p></p><p>* Advanced Player's Guide - This you already have and is in my opinion the best supplement produced for <strong><em><u>ANY </u></em></strong>OGL related product. There is just so much good stuff in here and all of it incredibly useable and fun.</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* Adventure Paths</p><p>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.</p><p></p><p>Any specific questions?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5502621, member: 11300"] 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 [B][I][U]ANY [/U][/I][/B]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 [/QUOTE]
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