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<blockquote data-quote="Kaisoku" data-source="post: 5177929" data-attributes="member: 58447"><p>I'm the one Volaran is talking about. I played in the 3.5 version up to 9, and am currently running the game.</p><p></p><p>Pathfinder suits the game well. Conversion hasn't been hard at all really, since the campaign was written to allow modification (it seems like each adventure was designed to also be usable on it's own or to fit into another campaign if desired).</p><p></p><p>I follow the 'Don't Sweat the Small Stuff' approach. If an NPC has low face-time, I might ignore some of the lack of skillpoints or whatever. I do CMB/CMD conversion on the fly (it's just BAB + Str and then add Dex for most NPC anyways, maybe keep in mind the size modifier). It helps to know Pathfinder pretty well going into this.</p><p></p><p>The current group I'm running was only 3 players, and going by personal experience and the stories I've read on these boards, I had given each PC a little boost to round out covering the 4 bases.</p><p></p><p>I've also started this game with Fixed Hitpoints (max HD for 4 levels, and then 50% HD for the rest). Makes for easier NPC tweaking.</p><p></p><p>Overall, I've found that adding an extra NPC or two, or adding a good 10-30 hitpoints per NPC (depending on how critical or "boss-like" they are) covers most of the conversion work.</p><p>Any loss in feats or skillpoints due to the conversion can be handwaved. I give those NPCs Knowledge checks as if they had ranks or assume a skill focus feat here or there.</p><p></p><p>What I do end up doing (and consider the fun part of DMing), is rewrite some special encounters or memorable NPCs with the Pathfinder classes in mind (especially the Advanced ones).</p><p></p><p>One thing I had to do with the changeover that you might run into as well:</p><p>*SPOILERS*</p><p>[spoiler]The Inquisitors in 3.5 are built with the Magic domain, and are often kitted with arcane wands that assume they are able to use them. Now, since they are a modified cleric already, what with lack of normal channeling in favor of counterspelling, I decided to just create a new "Inquisition Domain" that gave the benefits I wanted.</p><p>If you'd like that information, just let me know. It's worked well so far.</p><p></p><p>I've also recreated the three Witches encounter in adventure 3 with the Pathfinder Advanced class (the Witch). That was a fun encounter...</p><p>[/spoiler]</p><p></p><p>.</p><p></p><p>Regarding the campaign itself, I must agree with pneumatik. It pays a lot of attention to details of the environment, the effects on the "normals", and gives a wide variety of locales. Encounters are often more than just "kill the enemy". Guards intend to knock out first, resorting to killing if threatened or if necessary... dragons can me negotiated with... Celestials might become your enemies (and not because you aren't Good aligned). Running away, or using non-lethal damage, or simply achieving the goal and avoiding combat are all reinforced in this game.</p><p></p><p>I really like that they give lots of opportunity to roleplay beyond combat, and allow a lot of "in the city, interact with the people" time, without sacrificing the mood or adventuring spirit somehow.</p><p></p><p>A simple dungeon crawl it is not.</p><p></p><p>I haven't played the 4e version, so I don't know about that one, however the 3.5e version really showcases what can be done with just the core rules. <strong>Everything</strong> in those rules are taken into account. If there would be a spell or magic item or class ability that would make a situation more simple or trivial, it is used, reinforced, or accounted for.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5177929, member: 58447"] I'm the one Volaran is talking about. I played in the 3.5 version up to 9, and am currently running the game. Pathfinder suits the game well. Conversion hasn't been hard at all really, since the campaign was written to allow modification (it seems like each adventure was designed to also be usable on it's own or to fit into another campaign if desired). I follow the 'Don't Sweat the Small Stuff' approach. If an NPC has low face-time, I might ignore some of the lack of skillpoints or whatever. I do CMB/CMD conversion on the fly (it's just BAB + Str and then add Dex for most NPC anyways, maybe keep in mind the size modifier). It helps to know Pathfinder pretty well going into this. The current group I'm running was only 3 players, and going by personal experience and the stories I've read on these boards, I had given each PC a little boost to round out covering the 4 bases. I've also started this game with Fixed Hitpoints (max HD for 4 levels, and then 50% HD for the rest). Makes for easier NPC tweaking. Overall, I've found that adding an extra NPC or two, or adding a good 10-30 hitpoints per NPC (depending on how critical or "boss-like" they are) covers most of the conversion work. Any loss in feats or skillpoints due to the conversion can be handwaved. I give those NPCs Knowledge checks as if they had ranks or assume a skill focus feat here or there. What I do end up doing (and consider the fun part of DMing), is rewrite some special encounters or memorable NPCs with the Pathfinder classes in mind (especially the Advanced ones). One thing I had to do with the changeover that you might run into as well: *SPOILERS* [spoiler]The Inquisitors in 3.5 are built with the Magic domain, and are often kitted with arcane wands that assume they are able to use them. Now, since they are a modified cleric already, what with lack of normal channeling in favor of counterspelling, I decided to just create a new "Inquisition Domain" that gave the benefits I wanted. If you'd like that information, just let me know. It's worked well so far. I've also recreated the three Witches encounter in adventure 3 with the Pathfinder Advanced class (the Witch). That was a fun encounter... [/spoiler] . Regarding the campaign itself, I must agree with pneumatik. It pays a lot of attention to details of the environment, the effects on the "normals", and gives a wide variety of locales. Encounters are often more than just "kill the enemy". Guards intend to knock out first, resorting to killing if threatened or if necessary... dragons can me negotiated with... Celestials might become your enemies (and not because you aren't Good aligned). Running away, or using non-lethal damage, or simply achieving the goal and avoiding combat are all reinforced in this game. I really like that they give lots of opportunity to roleplay beyond combat, and allow a lot of "in the city, interact with the people" time, without sacrificing the mood or adventuring spirit somehow. A simple dungeon crawl it is not. I haven't played the 4e version, so I don't know about that one, however the 3.5e version really showcases what can be done with just the core rules. [B]Everything[/B] in those rules are taken into account. If there would be a spell or magic item or class ability that would make a situation more simple or trivial, it is used, reinforced, or accounted for. [/QUOTE]
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