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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="Ahnehnois" data-source="post: 6293509" data-attributes="member: 17106"><p>I don't think it's that tough to guess.</p><p></p><p>I don't think it's nearly wide enough. What it needs is more support for the NPC classes and other noncombatant and or non/adventuring archetypes, as well as a wider range of crazy stuff for the adventurer types to do. I think it's stuffed into to small a box in the name of balance as it is.</p><p></p><p>Any version of D&D can be run successfully with as little or as much prep as you like. The only thing 4e has shown us is a game that we (particularly the we that like PF and, you know, want to fix its issues) don't want to prep for at all.</p><p></p><p>Cakewalks are largely avoidable through speed of play. If one encounter proves not to be a challenge, it's time to adjust everything else based on that knowledge, or simply zip through them and move on to the next, tougher thing. Moreover, any remotely intelligent enemies should not fight at all if obviously overmatched.</p><p></p><p>OTOH, if you're saying that you're not OK with a bunch of beginning adventurers getting killed, I have a hard time reconciling that with the popular notion of "zero to hero". If you want them never to die, why run a set of rules that allows death as an outcome? If you want them to die rarely, why play them at the level where they are weakest and combat is the swingiest? I don't see how this is a problem.</p><p></p><p>I think wanting games to reward skill is pretty universal.</p><p></p><p>That doesn't seem like a big problem to me. I don't recall that ever happening much, but even if it did, dying is a perfectly good way to start the hobby.</p><p></p><p>Most people who learn to ride a bike start by falling off. Most people who learn chess start by getting checkmated in five minutes by some superior player. Most people picking up an FPS game die over and over again. Failure is a part of learning in general more than it is part of D&D specifically.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6293509, member: 17106"] I don't think it's that tough to guess. I don't think it's nearly wide enough. What it needs is more support for the NPC classes and other noncombatant and or non/adventuring archetypes, as well as a wider range of crazy stuff for the adventurer types to do. I think it's stuffed into to small a box in the name of balance as it is. Any version of D&D can be run successfully with as little or as much prep as you like. The only thing 4e has shown us is a game that we (particularly the we that like PF and, you know, want to fix its issues) don't want to prep for at all. Cakewalks are largely avoidable through speed of play. If one encounter proves not to be a challenge, it's time to adjust everything else based on that knowledge, or simply zip through them and move on to the next, tougher thing. Moreover, any remotely intelligent enemies should not fight at all if obviously overmatched. OTOH, if you're saying that you're not OK with a bunch of beginning adventurers getting killed, I have a hard time reconciling that with the popular notion of "zero to hero". If you want them never to die, why run a set of rules that allows death as an outcome? If you want them to die rarely, why play them at the level where they are weakest and combat is the swingiest? I don't see how this is a problem. I think wanting games to reward skill is pretty universal. That doesn't seem like a big problem to me. I don't recall that ever happening much, but even if it did, dying is a perfectly good way to start the hobby. Most people who learn to ride a bike start by falling off. Most people who learn chess start by getting checkmated in five minutes by some superior player. Most people picking up an FPS game die over and over again. Failure is a part of learning in general more than it is part of D&D specifically. [/QUOTE]
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Community
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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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