What are your favorite changes in Pathfinder over 3.X?

I love the little boxes all over my character sheet after I leveled up. +5 electricity resistance. +2 to poison. +3 Str to Intimidate. There's a lot of bennies.
 

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Maybe this items should also give some skill ranks?

Further critics please with a suggestion how to solve it or an example how another OGL product solved it. This usually keeps things from getting to negative :)

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DM says he doesn't have a problem with it, issue solved. Same for Aladin and his magic carpet. I guess you could say it would be broadening the definition of natural flight or spell use for flight. We don't need to wait for Paizo to approve any common-sense rulings we can make on our own for corner cases.
 


My favorite things about Pathfinder:

- Feats at every odd level instead of every 3 levels.
- Not having to pay twice as many points for cross-class skill ranks.
- Consolidated skills (Perception, Acrobatics, etc.). I just wish they had done more of it, such as combining some of the redundant knowledges together, (like geography, history and nobility) and not adding the totally unnecessary Fly skill.
- 0th level spells at-will.
- Sorcerer bloodlines, and in general more options for customizing your class, like being able to choose whether you want an animal companion or a different feature instead, etc.
- Archetypes, which I love since they're more like ADnD kits than prestige classes, and allow you to customize your character at level 1 instead of having to wait and multiclass into a prestige class.
- Weapons bypassing metal-based DR if they are +3 to +5 weapons, eliminating much of the need for a golf bag of weapons.
- Fixing some of the spells, like Black Tentacles (which no longer takes an hour to resolve).

Some things I wish had changed but weren't:
- Get rid of iterative attacks and monsters making multiple, even several attacks each round (claw, claw, bite, wing, wing, tail slap, etc etc.... seriously?)
- Limit characters to 1 summoned monster at a time. NOTHING is more obnoxious than a player filling the board with monsters, each of which get their own entire turn and may be making 3-4 attacks EACH. Ugh.
- Why did they nerf some save-or-die and save-or-suck spells, but not others? They should just do the save-each-round thing that Hold Person does on all of those kinds of spells.
 

For me it's the archetypes. I love the variations on each class and the choices that it gives the players. You could have a party made up completely of bards and have four completely different characters.
 

Looks like archetypes are the big one for a lot of folks.

I know that because of the archetypes none of the rangers in my games are much alike. :)

It is also worth mentioning that paladins and sorcerers both got much more popular.

The Auld Grump
 

I speak as one who hasn't had a chance to find a Pathfinder game as yet, so there's the old "reading is one thing, play may be another" caveat here. But ...

... about the only thing I don't like that I've seen so far is they went to far with the combining of skills for me. Having Spot, Search and Listen differentiated made perfect sense to me, and I've read on these boards that some who do have the experience of play find Perception to be too much bang for the buck. I may well house rule at least Search back into existence if and when I get to run a game.
 

I speak as one who hasn't had a chance to find a Pathfinder game as yet, so there's the old "reading is one thing, play may be another" caveat here. But ...

... about the only thing I don't like that I've seen so far is they went to far with the combining of skills for me. Having Spot, Search and Listen differentiated made perfect sense to me, and I've read on these boards that some who do have the experience of play find Perception to be too much bang for the buck. I may well house rule at least Search back into existence if and when I get to run a game.

I like 'bang for the buck' and since this applies to all classes equally, there is no imbalance - I'm perfectly fine with the combined Perception skill. I will note that rogues have been somewhat lessened from 3.5 since they aren't the only one's skilled on roguish skills anymore.
 

I like what they did with the skills, and with Rogues don't discount the Rogue Talents. I really like the flavor they add to each individual Rogue.

PS: And for High level rogues, Master strike is REALLY powerful in my book.
 

I love what I see with most of the skill changes, and really look forward to giving it a try someday. Cross class rules were too much of a limitation and too much of a book-keeping pain-in-the-neck, so they became the option that effectively didn't exist since no one would use them anyway. I also like that the Fighter has a few more class skills, instead of being assumed to be a bonehead.
 

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