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What Are The Changes In Pathfinder Remastered?
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<blockquote data-quote="JThursby" data-source="post: 9007204" data-attributes="member: 7025596"><p>I've been running this game weekly for a while now, here's what I would personally like based on my play experience:</p><ul> <li data-xf-list-type="ul">The Aid and Recall Knowledge actions are too vague, disincentivizing players from using them. The system does an excellent job with most other skill type actions, these are two strange exceptions.</li> <li data-xf-list-type="ul">Shields being separate from the Rune system makes Shields far more janky and weird than they have to be. Just give them runes to increase their hardness and hitpoints, especially now that there are many more types of Shields.</li> <li data-xf-list-type="ul">Not all weapon groups are created equal. Hammer and Flail critical specializations will obliterate encounters, as it causes Prone with no save. Hammer and Flail need to be brought in line by allowing a Fort or Reflex save to avoid the Prone condition.</li> <li data-xf-list-type="ul">Alchemist is not a bad class, it's actually quite powerful when understood. But it can't make Strikes worth a damn, even when played well. This turns off a lot of players from the class.</li> <li data-xf-list-type="ul">Swashbuckler has to invest too much into doing their two skills well, and it's the only other actions they'll be doing other than Strikes and Finishers. Swashbucklers should get boosts to their key skills, or reasons to do things other than Tumble Through + their other Panache generating action.</li> <li data-xf-list-type="ul">Counteracting and Afflictions are not explained well, even though the systems work just fine.</li> </ul><p>You'll notice none of these are particularly bad, or require a serious retooling of the rules. Things like giving Alchemist a better Strike progression, or codifying how Aiding works more, is basically just an errata. That appears to be the scope of virtually every change they've listed. Things like Talismans and the Witch and Oracle class get rated low, so they're being given a boost in power, but not fundamentally altered.</p><p></p><p>By far the biggest change to the identity of the game is the removal of Alignment, which is frankly overdue. It's a needless vector for arguments and controversy with little actual utility at the table. Do you need a Demon to be listed as CE to know it's bad news? This won't impact the mechanics as much, as classes like Cleric and Champion still need to respect their edicts, anathema and codes, and Alignment Damage is getting an equivalent replacement.</p></blockquote><p></p>
[QUOTE="JThursby, post: 9007204, member: 7025596"] I've been running this game weekly for a while now, here's what I would personally like based on my play experience: [LIST] [*]The Aid and Recall Knowledge actions are too vague, disincentivizing players from using them. The system does an excellent job with most other skill type actions, these are two strange exceptions. [*]Shields being separate from the Rune system makes Shields far more janky and weird than they have to be. Just give them runes to increase their hardness and hitpoints, especially now that there are many more types of Shields. [*]Not all weapon groups are created equal. Hammer and Flail critical specializations will obliterate encounters, as it causes Prone with no save. Hammer and Flail need to be brought in line by allowing a Fort or Reflex save to avoid the Prone condition. [*]Alchemist is not a bad class, it's actually quite powerful when understood. But it can't make Strikes worth a damn, even when played well. This turns off a lot of players from the class. [*]Swashbuckler has to invest too much into doing their two skills well, and it's the only other actions they'll be doing other than Strikes and Finishers. Swashbucklers should get boosts to their key skills, or reasons to do things other than Tumble Through + their other Panache generating action. [*]Counteracting and Afflictions are not explained well, even though the systems work just fine. [/LIST] You'll notice none of these are particularly bad, or require a serious retooling of the rules. Things like giving Alchemist a better Strike progression, or codifying how Aiding works more, is basically just an errata. That appears to be the scope of virtually every change they've listed. Things like Talismans and the Witch and Oracle class get rated low, so they're being given a boost in power, but not fundamentally altered. By far the biggest change to the identity of the game is the removal of Alignment, which is frankly overdue. It's a needless vector for arguments and controversy with little actual utility at the table. Do you need a Demon to be listed as CE to know it's bad news? This won't impact the mechanics as much, as classes like Cleric and Champion still need to respect their edicts, anathema and codes, and Alignment Damage is getting an equivalent replacement. [/QUOTE]
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