Subtle Rule Changes

Wait, why would you use silver then if Mithral works just as well?
Cost.

Mithral non armor items cost 500 gp/lb. Silver costs 2 gp for ammo, 20 gp for a light weapon, 90 gp for a one handed weapon and 180 gp for a two handed.

180 gp added for a silver greatsword that does -1 damage. 4,000 gp for that 8lb. greatsword to be mithral.

Mithral is just better, and costs commensurately more.
 

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Concentration checks are more difficult and the difficulty scales with level fairly well.

I had to do some side by side comparisions to make sure, Concentration check aren't automatic anymore as there is no way to boost them except when casting defensively or grappling via the feat .


At low levels the failure rate of Defensive casting will sit around the 40% mark, a tad too high for me.

Mid levels it drops to about 20%, and high levels it is the roll a one or success.

I like how it gets better as you level, I do, I just think it starts a bit too high.

One more thing your primary casting stat adds to your concentration roll, so as you buff that you are also buffing your concentration rolls. ie cloak of wisdom +4 add to your concentration roll for a druid.
 

I haven't played D&D in a year, since my groups collapsed. I've been considering firing up a new game, but not the dreaded 4e. [I've played 4e a few times -- the minion rule alone makes me retch]

So I was going to write up house rules like "clerics don't get heavy armor proficiency" and "mithral = silver" and whaddaya know?! Pathfinder has all those!

So very excited. Pathfinder ftw. Thanks for this thread, too. I came over here looking for just this kind of thread.
 

At low levels the failure rate of Defensive casting will sit around the 40% mark, a tad too high for me.

Mid levels it drops to about 20%, and high levels it is the roll a one or success.

I like how it gets better as you level, I do, I just think it starts a bit too high.

One more thing your primary casting stat adds to your concentration roll, so as you buff that you are also buffing your concentration rolls. ie cloak of wisdom +4 add to your concentration roll for a druid.

I houseruled it to be DC 10 +3 per spell level. So at first level, when mages are absolutely not overpowered, it's DC 10 or 13 and quite do-able, while still not automatic. The DC rises faster, equalling PF's formula for spell level 5 and supassing it at higher levels. While this does mean that high level spells are difficult to cast defenisvely, it also means when you attain high level, low level spells are a cinch. I like it that way. The most powerful spells are always difficult to cast in melee, the lower level ones become child's play.
 

While there seem to be some vagueries with mounted combat still, Overrun at least looks to have been Unerrata'ed from the horrific nerf it suffered at the dawn of 3.5 to make absolutely sure your allies blocked your charge.

http://www.d20srd.org/srd/combat/specialAttacks.htm#overrun
Nerfed 3.5 Overrun
You can attempt an overrun as a standard action taken during your move [:eek:SNIP!:.-(]. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.


Now once again overrun looks like it ?might? be part of a charge.

http://paizo.com/pathfinderRPG/prd/combat.html#overrun
Pathmaker Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
 

Lots of little subtle bits and pieces:

* Stats: a 7 now gives 4 spend points (this is one of the few changes I dislike)

* Races: Gnomes get a few small leg-ups (heh); Sylvan for free, and the aforementioned speak with (all) animals and class level cantrips.

* Classes:
- Barbarians get more attractive skills (Acrobatics and Perception)
- Bards have some minor perks (but not enough); slightly better spell progression, Any alignment, non-disruptive shield use.
- Clerics can't harm and heal with Channeling at the same time (I mention this as something sometimes overlooked)
- Druids get scythe proficiency. They can wildshape into small elementals pretty early - 6th - which gives considerable mobility.
- Fighters have no speed loss in heavy armour from 7th (again, sometimes overlooked). Their weapon groups include some esoteric combinations, including Monk weapons
- Monks get significant perks; not only the improved flurry, but a bonus feat, a special improved Stunning Fist, and (less significantly) short sword proficiency
- Paladins and Rangers have an improved casting level (-3); if Pathfinder traits are being used, this can be reduced to CL-1.
- Rangers get medium armour, and the favoured foe bonus applies to attacks and damage
- Rogues can only take each talent once (sometimes overlooked)
- Sorcerers have UMD (and very nice too)
- Wizard specialists can cast opposition school spells at double slot cost
- Multiclassing with divergent levels carries no XP penalty

* Skills: tumbling much harder, tracking somewhat easier, healing possible, identifying magic cheaper. Linguistics gives a language per point plus skill uses. Perception can identify potions (is this new?). Concentration is no longer skill based.

* Feats: gained every odd level. Changes to Cleave, Power Attack, Toughness, and probably all combat maneuver feats. Quicken Spell works normally for spontaneous castings.

* Combat: grappling has changed in all directions. It's now possible to make attacks (including iteratives) with a light or one handed weapon, and to attack targets within reach. It's possible to spellcast, though the check is very difficult. To grapple requires two hands. More generally, CMB and CMD both include lots of rather fiddly little bonusses - appropriate attack bonusses for the former, and touch-AC-type stuff for the latter.

* Mundane Equipment: steps up for medium and heavy armour. Spiked chain nerfed. Blowgun a simple weapon, and poisons much more
interesting. Mithril, as mentioned, acts as alchemical silver, but weapons
are mightily expensive.

* Magical Equipment: Int-boosters have hardwired, non-stacking skills attached. Magic weapons ignore certain DRs from +3 onwards. Amulets
of Mighty Fists can carry special powers without initial +1s. The XP
penalty for magic item creation is gone, and is replaced by a (rather easy)
DC check. Caster level is a prerequisite for magical arms and armour creation.

* Spells: changes to confusion, death, polymorph and summoning spells. Dispel Magic, Ray of Enfeeblement and Web amongst other hard-to-find
changes.

* Conditions: Confusion much nastier. Grappled generally less serious.
Negative levels normally seem to give a new save each day in perpetuity.

- That's all I've got to date. Hope this is useful,

Porp.
 


From the Pathfinder Bestiary Preview II, attacks against incorporeal creatures now work a little bit differently.

Nonmagical attacks against incorporeal creatures are still totally ineffective, but attacks from magic weapons and spells now deal half damage (this includes holy water used against incorporeal undead). Corporeal spells and effects that do not cause damage have a 50% chance of affecting an incorporeal creature.

And of course, force spells and effects still affect incorporeal creatures normally.
 

* Stats: a 7 now gives 4 spend points (this is one of the few changes I dislike)
...
* Magical Equipment: ...Caster level is a prerequisite for magical arms and armour creation

I'm confused on the first point above...?

Magical Equipment: Magical Arms and Armor had caster level prereq's in 3.5 already; minimum 3x's weapon/armor bonus (i.e. +5 required minimum 15th CL)...now whether people paid attention to those or not is another question.
 

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