Subtle Rule Changes

Gnome

First Post
If you are very familiar with 3.5, it is easy to overlook some of the rule changes if you do not look closely enough, since you skim more, and assume that you know how it works already. Here are a couple of examples that I noticed off the top of my head:

* Paladins and Rangers cast at their level - 3 rather than half their level.
* Specialist wizards can learn spells from their opposition schools, albeit with greater difficulty.

What subtle changes have the rest of you noticed, that could be easily overlooked like this?
 

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Alzrius

The EN World kitten
If a character is using a manufactured weapon and a natural weapon, not only is the natural weapon treated as a secondary natural weapon, but attacks with the manufactured weapon take two-weapon fighting penalties (the natural weapon being treated as a light off-hand weapon).
 



Admiral Caine

First Post
My group used the Beta, and often they didn't check the spell descriptions. We're converting to Final Core, and I'm going to remind them to read their spells again. There's a lot of small changes in there.

Mirror Image has been changed since Beta. Yet I found out no one had actually looked at the spell description for months and months.

Dispel Magic has been changed since Beta to Core. The 3rd level version no longer has an area effect, but the Greater Dispel Magic at 6th level does.

There are subtle changes everywhere. Most people noticed the Spiked Chain Alteration and that Clerics no longer get Heavy Armor Proficiency.. but thse don't jump out and smack you in the face.

There are really subtle ones like magical masks, which were part of the eye slot and are now part of the head slot.

BTW- I am really pleased that they cleaned up and consolidated the magic item slots... I had a player who joined my existing game and I allowed him some appropriate level magic items to start. He purchased a Hat of Disguise and a Circlet. However he was surprised when I said he couldn't wear both at the same time. I thought (and still do) that would be obvious. However, in the player's defense, he pointed to the 3.5 books and showed me all the items that occupy the hat, head, brow, and crown slots. While I don't think I would have made that mistake myself, I had to concede that that it was potentially clear as mud. Pathfinder consolidates the slots clearly, and also defines all the 3.5 slots into Pathfinder slots, which is helpful for conversion of old material.
 


Zaister

Explorer
BTW- I am really pleased that they cleaned up and consolidated the magic item slots... I had a player who joined my existing game and I allowed him some appropriate level magic items to start. He purchased a Hat of Disguise and a Circlet. However he was surprised when I said he couldn't wear both at the same time. I thought (and still do) that would be obvious. However, in the player's defense, he pointed to the 3.5 books and showed me all the items that occupy the hat, head, brow, and crown slots. While I don't think I would have made that mistake myself, I had to concede that that it was potentially clear as mud. Pathfinder consolidates the slots clearly, and also defines all the 3.5 slots into Pathfinder slots, which is helpful for conversion of old material.

It's a weird decision, though, to make both the headband of inspired wisdom and the phylactery of positive/negative energy channeling use the same slot, as the latter is mostly useful for clerics who probably would rather have their wisdom increased...
 


Remathilis

Legend
Any class can find/diable mechanical traps, but rogues (or any class with trapfinding) can find/disable magical traps (without resorting to detect & dispel magic).

While rogues still excel at it (1/2 rogue level to search) ANYONE can try...
 

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