Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Subtle Rule Changes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="porpentine" data-source="post: 4929970" data-attributes="member: 85339"><p>Lots of little subtle bits and pieces:</p><p></p><p>* Stats: a 7 now gives 4 spend points (this is one of the few changes I dislike)</p><p></p><p>* Races: Gnomes get a few small leg-ups (heh); Sylvan for free, and the aforementioned speak with (all) animals and class level cantrips.</p><p></p><p>* Classes:</p><p>- Barbarians get more attractive skills (Acrobatics and Perception)</p><p>- Bards have some minor perks (but not enough); slightly better spell progression, Any alignment, non-disruptive shield use.</p><p>- Clerics can't harm and heal with Channeling at the same time (I mention this as something sometimes overlooked)</p><p>- Druids get scythe proficiency. They can wildshape into small elementals pretty early - 6th - which gives considerable mobility.</p><p>- Fighters have no speed loss in heavy armour from 7th (again, sometimes overlooked). Their weapon groups include some esoteric combinations, including Monk weapons</p><p>- Monks get significant perks; not only the improved flurry, but a bonus feat, a special improved Stunning Fist, and (less significantly) short sword proficiency</p><p>- Paladins and Rangers have an improved casting level (-3); if Pathfinder traits are being used, this can be reduced to CL-1.</p><p>- Rangers get medium armour, and the favoured foe bonus applies to attacks and damage</p><p>- Rogues can only take each talent once (sometimes overlooked)</p><p>- Sorcerers have UMD (and very nice too)</p><p>- Wizard specialists can cast opposition school spells at double slot cost</p><p>- Multiclassing with divergent levels carries no XP penalty</p><p></p><p>* 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.</p><p></p><p>* Feats: gained every odd level. Changes to Cleave, Power Attack, Toughness, and probably all combat maneuver feats. Quicken Spell works normally for spontaneous castings.</p><p></p><p>* 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.</p><p></p><p>* Mundane Equipment: steps up for medium and heavy armour. Spiked chain nerfed. Blowgun a simple weapon, and poisons much more </p><p>interesting. Mithril, as mentioned, acts as alchemical silver, but weapons</p><p>are mightily expensive.</p><p></p><p>* Magical Equipment: Int-boosters have hardwired, non-stacking skills attached. Magic weapons ignore certain DRs from +3 onwards. Amulets</p><p>of Mighty Fists can carry special powers without initial +1s. The XP</p><p>penalty for magic item creation is gone, and is replaced by a (rather easy)</p><p>DC check. Caster level is a prerequisite for magical arms and armour creation.</p><p></p><p>* Spells: changes to confusion, death, polymorph and summoning spells. Dispel Magic, Ray of Enfeeblement and Web amongst other hard-to-find</p><p>changes.</p><p></p><p>* Conditions: Confusion much nastier. Grappled generally less serious. </p><p>Negative levels normally seem to give a new save each day in perpetuity.</p><p></p><p>- That's all I've got to date. Hope this is useful,</p><p></p><p>Porp.</p></blockquote><p></p>
[QUOTE="porpentine, post: 4929970, member: 85339"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Subtle Rule Changes
Top