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*Pathfinder & Starfinder
So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6294259" data-attributes="member: 5143"><p>The more I read this thread the more I remember that my answer to the original question is: "everything". Adamantine weapons that act as lightsabers, constant debates about wizard vs everyone else power levels, having to remember that obscure rule about saving slots and preparing it later and exactly how long it takes and how it works, a boatload of magic items and having to assume that all of the PCs have a boatload of them...or assuming that and finding players who DON'T have a boatload of them and finding they are unable to pass the challenges you've designed.</p><p></p><p>But most of all, my issue tends to be with the rock, paper, scissors design of magic in the game. Magic and magic items are EXTREMELY powerful. To the point that anyone without magic or magic items doesn't stand a chance against someone with them. A level 1 character with a bunch of powerful magic items can easily win against someone 4 or 5 levels above him with no magic. So, the entire campaign world has to revolve around this concept. Players have flight: All castles must have closed off roofs/magic barriers protecting their top/magical dispelling fields to dispel flight/a squad of men with flight to intercept anyone flying. This has to apply whether the town has 50 people and is in the middle of the wilderness of a million people and the capital city. Failure to do so causes PCs to weak havoc over a campaign. The same thing applies to scrying magic, magic for opening doors, invisibility, teleportation, charming, illusions, and any number of other magical abilities.</p><p></p><p>Each form of magic requires that the enemies be wielding the counter to the magic. Which means everyone the PCs encounter have to be as steeped in magic items as they are. Which means that when they are defeated, the PCs get all their magic items and become ever more powerful.</p><p></p><p>It's that the entire system creates a situation where the ONLY campaign you can run is one that is super magical.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6294259, member: 5143"] The more I read this thread the more I remember that my answer to the original question is: "everything". Adamantine weapons that act as lightsabers, constant debates about wizard vs everyone else power levels, having to remember that obscure rule about saving slots and preparing it later and exactly how long it takes and how it works, a boatload of magic items and having to assume that all of the PCs have a boatload of them...or assuming that and finding players who DON'T have a boatload of them and finding they are unable to pass the challenges you've designed. But most of all, my issue tends to be with the rock, paper, scissors design of magic in the game. Magic and magic items are EXTREMELY powerful. To the point that anyone without magic or magic items doesn't stand a chance against someone with them. A level 1 character with a bunch of powerful magic items can easily win against someone 4 or 5 levels above him with no magic. So, the entire campaign world has to revolve around this concept. Players have flight: All castles must have closed off roofs/magic barriers protecting their top/magical dispelling fields to dispel flight/a squad of men with flight to intercept anyone flying. This has to apply whether the town has 50 people and is in the middle of the wilderness of a million people and the capital city. Failure to do so causes PCs to weak havoc over a campaign. The same thing applies to scrying magic, magic for opening doors, invisibility, teleportation, charming, illusions, and any number of other magical abilities. Each form of magic requires that the enemies be wielding the counter to the magic. Which means everyone the PCs encounter have to be as steeped in magic items as they are. Which means that when they are defeated, the PCs get all their magic items and become ever more powerful. It's that the entire system creates a situation where the ONLY campaign you can run is one that is super magical. [/QUOTE]
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