TRAILBLAZER - PDF Release - Discussion/Questions/Errata

May I ask your opinon on that, Wulf. Seriously? As I go through the various forums, from here to Paizo to rpg.net, the amount of vitriol against the 3.x system seems almost limitless. Sometimes I even wonder if we play(ed) the same game. :.-(

Why do folks want, as you call it, "aggressive" changes yet deplore the 4th edition system? I like Pathfinder and Trailblazer.

I am not sure I understand your confusion.

As for 4e, I have my own opinions on why it was not well-received by some folks, and it isn't solely or even primarily the mechanics (except insofar as the mechanics affected the flavor).

Trailblazer is not perfectly backwards compatible-- certainly not as much as Pathfinder. I think this held Pathfinder back considerably and left a lot of problems unresolved, but nevertheless satisfied a large audience.

If there are people still vacillating between Pathfinder and 4e at this point, and still unresolved on Trailblazer, then I might be able to do a little more, and make Trailblazer a lot more self-standing at the same time.

Basically, I want to do some more design, and I'm happy to note there seems to be an appetite for it.

Clearer?
 

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May I ask your opinon on that, Wulf. Seriously? As I go through the various forums, from here to Paizo to rpg.net, the amount of vitriol against the 3.x system seems almost limitless. Sometimes I even wonder if we play(ed) the same game. :.-(

Why do folks want, as you call it, "aggressive" changes yet deplore the 4th edition system? I like Pathfinder and Trailblazer.

In my case, anyway, deploring 4.0 has nothing to do with the mechanical game system, it has to do with WOTC's insulting marketing campaign, fluff changes I thought were stupid, and the OGL/GSL debacle.

There are actually some elements of the 4.0 game system that pique my interest (e.g. skill challenges), and I'd be happy to incorporate a few such "4.0-isms" into my game.
 

Just wanted to add my late appreciate for Trailblazer (just finished reading it last night). You did a fantastic job taking some of the more difficult things in 3E and making them easier to work with. I also really liked the books layout and how you worded things; for example, combat maneuver AC is so much easier to remember as Touch AC + melee attack bonus + size modifier than 10 + this + that with, oh yeah, these things may apply too. I felt your explanations were clear and concise.

I plan on taking these for my Pathfinder RPG game:
* iterative attacks
* action points
* ability scores = Elite + 6
* saves = 2 good + 1 poor
* bonus starting hp = con score
* skills
* item creation feat limitation (scroll, potions, staffs, wands)
* stand up from prone = no AoO
* move 5 feet, always = no AoO
* combat exploits (except Cleaving Strike)
* allies & creatures smaller than target don't provide cover
* charge
* injury & dying (slightly tweaked?)
* aerial & water combat
* energy drain & negative levels

I'm a little on the fence about these but am thinking of grabbing as well:
* druid wild shape
* monk
* combat maneuvers
* combat reactions


Now on to a couple of questions.

What are your thoughts on giving the PCs and action point each day as opposed to a pool you get each level?

I did have some trouble with the math in the class comparisons (I'm pretty sure some of the underlying numbers weren't in the book). I really want to use the TB monk and at least the TB druid wild shape rules if not the entire TB druid. How do you think the TB classes compare to the PF one?

Thanks.
 

Just wanted to add my late appreciate for Trailblazer (just finished reading it last night). You did a fantastic job taking some of the more difficult things in 3E and making them easier to work with. I also really liked the books layout and how you worded things; for example, combat maneuver AC is so much easier to remember as Touch AC + melee attack bonus + size modifier than 10 + this + that with, oh yeah, these things may apply too. I felt your explanations were clear and concise.

Thanks for the kind words Elodan!

I'm a little on the fence about these but am thinking of grabbing as well:
* druid wild shape
* monk
* combat maneuvers
* combat reactions

I definitely recommend at least trying out the combat reactions system. A lot of people to like it so far as it keeps all players at the table involved in combat, even when it's not their turn

What are your thoughts on giving the PCs and action point each day as opposed to a pool you get each level?

By day do you mean per rest? I would recommend against it. First off, there are going to be battles where players are going to want (and need!) to spend multiple APs. And actually, that's kind of the point. APs are meant to be another resource that the DM can chip away at to challenge the players. If they refresh after a rest, that component is removed.

Hit points are meant to be a short-term resource; APs are a long-term resource.

I did have some trouble with the math in the class comparisons (I'm pretty sure some of the underlying numbers weren't in the book). I really want to use the TB monk and at least the TB druid wild shape rules if not the entire TB druid. How do you think the TB classes compare to the PF one?

Not really sure, I haven't studied them that close. I'll bring it up with Wulf.
 
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* combat exploits (except Cleaving Strike)

This would be one of those times I should have included a design note-- but the note is longer than the rules change.

"Cleaving Strike" is more important than you may think.

One of the problems with fighters (and I include all melee classes under that term for now) is that as they increase in level, they don't gain anywhere near the same effectiveness per action as the spellcasters.

I cannot emphasize this enough (though it shows up in my thinking on elite and solo creatures): There is no single factor more important to balance in D&D than the economy of actions.

[sblock]The economy of actions is also one of the advantages behind the "Big Six;" as (I think it was) Andy Collins rightly pointed out. The Big Six are great choices because they do what they do without you having to spend an action to activate them. They are always on, always working for you.[/sblock]

This ultimately relates back to Lanchester's Square Law (and I'm working on a long design primer on that, for folks who are interested); and it's related to one of the idiosyncrasies of hit points: a creature with 1 hit point is as effective and deadly as a creature at full health.

So when the fighter spends his one and only action to attack that creature at death's door, any damage above and beyond what's necessary to drop the creature is wasted.

If you're following me so far, you should be ahead of me at this point.

In order for the fighter to get the full benefit of his action (and then some), it's important that he get another attack when he drops a creature.

In fact, if I had my druthers, ALL characters would get Power Attack and Cleave for free. But barring that, the combat exploits that "duplicate" a gimped version of these feats are really more important than you might think.

(Power Attack works similarly, in that as a fighter levels up, his attack bonus outstrips what is necessary to strike most of his foes; if he has no way to convert that extra attack bonus into damage, then his BAB increase is of no value to him.)

How do you think the TB classes compare to the PF one?

I never actually went through a rigorous analysis of the PF classes. I think there's a philosophical difference in the design: the PF classes add more interesting options that are divergent from the existing core rules (rage or ki points as an early example); whereas I tried to expand the classes first along the spine, and then primarily using the same design "language" that already existed (bonus feats, expanding existing class features from class to class, etc.).
 

...
By day do you mean per rest? I would recommend against it. First off, there are going to be battles where players are going to want (and need!) to spend multiple APs. And actually, that's kind of the point. APs are meant to be another resource that the DM can chip away at to challenge the players. If they refresh after a rest, that component is removed.

Hit points are meant to be a short-term resource; APs are a long-term resource.

I meant per day but your explanation has made me see the light :).
 

This would be one of those times I should have included a design note-- but the note is longer than the rules change.

"Cleaving Strike" is more important than you may think.

One of the problems with fighters (and I include all melee classes under that term for now) is that as they increase in level, they don't gain anywhere near the same effectiveness per action as the spellcasters.

I cannot emphasize this enough (though it shows up in my thinking on elite and solo creatures): There is no single factor more important to balance in D&D than the economy of actions.
...

I was thinking of omitting "cleaving strike" as it's very similar to the cleave feat in PFRPG. Seeing it as part of the economy of actions, I'll introduce as is.

I do wish you included more design notes. They were my favorite part of the book.
 

I do wish you included more design notes. They were my favorite part of the book.

Glad that you liked them! We enjoyed writing them and it's good to see they have been positively received.

Wulf and I definitely had a lot more "notes" (or at least discussions between us) that didn't make it to the final version, mostly because of layout and space constraints. We wanted to see how the "audience" responded to them as well.

There is a chance that the revised pdf and print edition may have a few more here and there.
 

Page 92: Speed mentions being slowed down by medium armors. Since you changed the armor, you need to change this sentence.

Page 92: Initiative "An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll." is redundant and seemingly excludes the Improved Initiative feat. I realize that's the SRD language but you can clean it up to be shorter and clearer.
Also, can Flat-Footed characters make any Combat Reactions? Only AoO is mentioned.

I'll add others as I get through the Combat chapter with an eye towards errata.
 

I'll add others as I get through the Combat chapter with an eye towards errata.

Thanks; it's appreciated. It looks like Glassjaw caught the items you mentioned but please don't let that stop you from posting anything you find.

(Our list of errata/clarifications is embarrassingly long.)
 

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