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Paizo Publishing will be closed in observance of Presidents Day Monday, February 20.
We will reopen on Tuesday, February 21.


Note: The Pathfinder RPG Prerelease Discussion forums will be locked on Friday, October 16, 2009. You will not be able to create new posts after this date, but existing discussion will still be available for reading.

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Taldor (Pathfinder Campaign Setting Charter Superscriber; GameMastery Superscriber)

I like most of what I read so far. Especially the approach to grappling et al. and the skill renovation sound promising.

There is one aspect of the rules alpha, though, that is both very unbalancing
in combination with 3.5 and therefore unsettling for me:

MOST of the enthusiastic readers here thank you for the built in backwards compatibility with 3.5. This promise isn't really true, though, as you mention on the very last pages of Alpha 1. And the reason for this can be found in the new base classes from my humble point of view.

The increase of feats and special powers in each new class increases their relative
power level so much that 3.5 classes (and monsters!!) pale in comparision considerably.

I understand your motives: Give players new powers/ feats at *every* level.
5on't let players feel bored. Unfortunately you throw one of the principles of alpha 1 over board: 'eep it simple!

Just have a glance at the length of feats and class ability descriptions in classes like fiighter or rogue.

The disadvantages are considerable:
- Complexity of the classes is rather increased than reduced (more abilities/ feats to be memorized and put into play)
- the often criticised 'point of no return' when PCs grow too complex to be played easily (thought to be around level 12 by some) will be reached even earlier than before (keep in mind: your PCs will accumulate more feats and powers per level than before)
- This considerable increase of power in comparision to 3.5 classes will render the latter virtually useless as the necessary 'upgrades' to.3.5 classes in order to keep them equal (and fun to play in PRPG) easily equal a complete revamp of the 3.5 class in question.
Already tried to convert a samurai or scout in a minute?
- 3.5 monsters won't be usable either without major adjustments (or willingly accepting underpowered monsters)

I don't think the necessary 'adjustments' to be minor ones. Additionally I expected PRPG exactly NOT to follow the 4e train of ever more powers per level.

You don't pacify 4e fans with this move and you alienate those who take your promises of backwards compatibility with 3.5 lteral.

The funniest thing is that this new edition is supposed to aim at classic D&D lovers but rather does so at high power.character fans who were supposed to be missioned by 4e.

Please reconsider this needless power up of all classes. Isn't one fighter feat per level enough? Do rogues really need so much sneak attack damage? Why not let D&D PCs stay compatible with PRPG? (Not complaining about minor changes like skill and feat changes!)

I hadn't thought that backwards compatibility from 3.5 to 3.0 would turn out to be that much easier accomplished than trying the same from '3.75' to 3.5..

Looking forward to a modified proposal, ,
Guenther

PS: Sorry for rephraing part of what I wrote in wrong thread before.


I completely agree. At first I was thinking, oh there are some good ideas in that, but then, I was thinking of all the prep time for scenarios. additionnal feats, new powers/domain for the spellcasters to remember.

And it will be the same for monsters. Either you put stronger monsters than before to the PCs, or you add powers trying to keep the balance. And for adding class levels to NPC/monsters, it will be more work than before.

It's further and further from the original DnD...

I'll go on buying Paizo modules/campaign for the great ideas, but as for the game system, I'll run it my way. If only you could have teamed with another company that has already released an alternative PHB...

Hyb' waiting for the beta version though


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