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<blockquote data-quote="Herremann the Wise" data-source="post: 5882910" data-attributes="member: 11300"><p>Hello Mercurius,</p><p></p><p>I'm currently running a Pathfinder campaign, and playing in 4e (I'm a day dot DDI subscriber and have also DM'd), 3.5 and traveller campaigns so I'd like to think I have some measure of idea here. As a subscriber of every line Paizo has to offer, I also know what's up there too.</p><p></p><p>Based upon what you say, I would try Pathfinder if you have not already. Trying an "older" edition gets that nice balance of familiarity but freshness which it sounds your group is looking for. If you want a complete and established and incredibly well supported sandbox campaign, I can obviously suggest Kingmaker: the one I'm currently running. However, there are two further options here I would suggest if you are of a mind:</p><p></p><p>- Rise of the Runelords is being re-released in full hardcover with everything under the hood in the one package, updated to the Pathfinder rules (the original was 3.5). They are producing minis specifically for the campaign and the level of support and discussion is through the roof (to the point of most likely being overwhelmed by the support; you need support for the support almost).</p><p></p><p>- The new adventure path: Skull and Shackles starting with the Wormwood mutiny. This is fun piratey goodness by the looks of things but it is certainly aimed at a group of PCs that doesn't have any Paladin-like holier than thou types. New adventure paths are always fun.</p><p></p><p>It is obviously going to cost you a chunk of money but I've always found my Paizo purchases well worth it.</p><p></p><p>In terms of your questions:</p><p></p><p></p><p>Combat can be more centrally or clump-focused. With a dis-interested group, it can be just hp attrition but with a good group, combat is always going to have a dynamic element to it. 4e has more movement but you also have the raft of conditions to track which is fun for some but not for others. </p><p></p><p>We play "classic" 4e rather than essentials. At lower levels (3rd and under) Pathfinder is dramatically quicker (about half to one third the time) for a "minor" combat. In that 4th to 9th sweetspot, combat length is "perfect"; and still significantly quicker (I'd say closer to 70%). The important thing here is not so much the time taken but the use of that time. As long as you don't have a slow decision-maker, you're fine. From 10th to about 13th, things start slowing down to "on par" where as once you go for levels 14th and above, things can slow down dramatically. While there are ways to speed it up, on the whole, high level combat can really drag.</p><p></p><p></p><p>I would leave everything in. Things we use to speed things up include:</p><p>- Initiative board (magnetic with erasable pen).</p><p>- Minis</p><p>- Spell Cards</p><p>On the DM side of the ledger, I use Hero Lab to track characters as well as quickly create extra bad guys. Hero Lab is in my opinion better than the 4e CB although both are excellent. Lab certainly has more flexibility but it will cost about $100 for all the stuff.</p><p></p><p>In terms of books to use, I would suggest the following as "must-haves":</p><p>Core Rules</p><p>All the Bestiaries</p><p>Advanced Player's Guide</p><p>And these as really desired options:</p><p>Ultimate Combat</p><p>Ultimate Magic. </p><p></p><p>Each AP also has a player's guide which will give them a handful of campaign specific options which is always good.</p><p></p><p>Such is my humble suggestion.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5882910, member: 11300"] Hello Mercurius, I'm currently running a Pathfinder campaign, and playing in 4e (I'm a day dot DDI subscriber and have also DM'd), 3.5 and traveller campaigns so I'd like to think I have some measure of idea here. As a subscriber of every line Paizo has to offer, I also know what's up there too. Based upon what you say, I would try Pathfinder if you have not already. Trying an "older" edition gets that nice balance of familiarity but freshness which it sounds your group is looking for. If you want a complete and established and incredibly well supported sandbox campaign, I can obviously suggest Kingmaker: the one I'm currently running. However, there are two further options here I would suggest if you are of a mind: - Rise of the Runelords is being re-released in full hardcover with everything under the hood in the one package, updated to the Pathfinder rules (the original was 3.5). They are producing minis specifically for the campaign and the level of support and discussion is through the roof (to the point of most likely being overwhelmed by the support; you need support for the support almost). - The new adventure path: Skull and Shackles starting with the Wormwood mutiny. This is fun piratey goodness by the looks of things but it is certainly aimed at a group of PCs that doesn't have any Paladin-like holier than thou types. New adventure paths are always fun. It is obviously going to cost you a chunk of money but I've always found my Paizo purchases well worth it. In terms of your questions: Combat can be more centrally or clump-focused. With a dis-interested group, it can be just hp attrition but with a good group, combat is always going to have a dynamic element to it. 4e has more movement but you also have the raft of conditions to track which is fun for some but not for others. We play "classic" 4e rather than essentials. At lower levels (3rd and under) Pathfinder is dramatically quicker (about half to one third the time) for a "minor" combat. In that 4th to 9th sweetspot, combat length is "perfect"; and still significantly quicker (I'd say closer to 70%). The important thing here is not so much the time taken but the use of that time. As long as you don't have a slow decision-maker, you're fine. From 10th to about 13th, things start slowing down to "on par" where as once you go for levels 14th and above, things can slow down dramatically. While there are ways to speed it up, on the whole, high level combat can really drag. I would leave everything in. Things we use to speed things up include: - Initiative board (magnetic with erasable pen). - Minis - Spell Cards On the DM side of the ledger, I use Hero Lab to track characters as well as quickly create extra bad guys. Hero Lab is in my opinion better than the 4e CB although both are excellent. Lab certainly has more flexibility but it will cost about $100 for all the stuff. In terms of books to use, I would suggest the following as "must-haves": Core Rules All the Bestiaries Advanced Player's Guide And these as really desired options: Ultimate Combat Ultimate Magic. Each AP also has a player's guide which will give them a handful of campaign specific options which is always good. Such is my humble suggestion. Best Regards Herremann the Wise [/QUOTE]
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