The Pathfinder Practicality Paradox


Pathfinder First Edition General Discussion

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Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
AndIMustMask wrote:
really anything but "whoops, no fixing it now!".

So no, there's nothing more he can do for you.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

AndIMustMask wrote:
TriOmegaZero wrote:

Is there something more he can do for you?

Maybe write a new game people will like and want to use?

not screwing it in the first place would have been nice, or going bak and fixing the mistake before he left/more books came out (so that "m-muh pagecount/legacy buyers" couldn't be used as an apparently ironclad excuse of why paizo cant fix their books). even an FAQ/errata would have sufficed.

really anything but "whoops, no fixing it now!".

Sean K Reynolds has access to time travel?!

That bastard! How dare he hog this incredible discovery all to himself!


i suppose it's just common sense to me that pathfinder should aim for fun instead of realism--you're already in a world with flying beard men who can destroy the universe with a wave of their hand. realism is already long dead.

the aim for realism (even if false, such as bows being somehow better than crossbows due to one RL battle on a hill) has crippled a great many things in the system that will never be corrected.

RPG Superstar 2009 Top 16, 2012 Top 32

Benchak the Nightstalker wrote:
Sean K Reynolds has access to time travel?!

Of course he can time travel. He's got a sword for that.


Starbuck_II wrote:


No, slings being weaker is not realistic. Real slingers are just as good at range. Firing speed is better in real life too.

Check out Youtube videos of Lars Anderson shooting 3 arrows in under 1.5 seconds. I can't imagine slings matching that firing speed.


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AndIMustMask wrote:
TriOmegaZero wrote:

Is there something more he can do for you?

Maybe write a new game people will like and want to use?

not screwing it in the first place would have been nice, or going bak and fixing the mistake before he left/more books came out (so that "m-muh pagecount/legacy buyers" couldn't be used as an apparently ironclad excuse of why paizo cant fix their books). even an FAQ/errata would have sufficed.

really anything but "whoops, no fixing it now!".

What?! A designer made a mistake, you say? Quick! Bring me my pitchfork!


Zoe Oakeshott wrote:
AndIMustMask wrote:
TriOmegaZero wrote:

Is there something more he can do for you?

Maybe write a new game people will like and want to use?

not screwing it in the first place would have been nice, or going bak and fixing the mistake before he left/more books came out (so that "m-muh pagecount/legacy buyers" couldn't be used as an apparently ironclad excuse of why paizo cant fix their books). even an FAQ/errata would have sufficed.

really anything but "whoops, no fixing it now!".

What?! A designer made a mistake, you say? Quick! Bring me my pitchfork!

more "a designer made a mistake that they never fixed and is now set in stone for us to suffer through, being apologetic after the fact (and plugging their new product) is just backhanded", but carry on.


In fairness to SKR, he has indicated that some of Pathfinder's issues are things he didn't necessarily agree with, but was overruled on and subsequently felt obligated to defend as part of the Paizo company line.


AndIMustMask wrote:
i suppose it's just common sense to me that pathfinder should aim for fun instead of realism

It was aimed in the 'realism, plus magic' zone, rather than 'fun' (which is too loosely defined to be a good metric of game design). There were lots of other games that didn't try to simulate realistic weapons, environmental effects, encumbrance limits, etc. But many people at that time wanted a game in the style of D&D 3.5, which was also fairly simulationist in its approach, and that's what Pathfinder provided. Other games are available.


Matthew Downie wrote:
AndIMustMask wrote:
i suppose it's just common sense to me that pathfinder should aim for fun instead of realism
It was aimed in the 'realism, plus magic' zone, rather than 'fun' (which is too loosely defined to be a good metric of game design). There were lots of other games that didn't try to simulate realistic weapons, environmental effects, encumbrance limits, etc. But many people at that time wanted a game in the style of D&D 3.5, which was also fairly simulationist in its approach, and that's what Pathfinder provided. Other games are available.

The problem that often comes up is that when you mix realism and magic/fantasy, what falls under realism and what falls under magic can start to feel like a fairly arbitrary distinction.

That's not getting into the fact that most people's sense of realism when it comes to medieval combat is often rather far away from what's actually realistic. It's usually more dictated by popular movies/books than any actual knowledge of the time period.

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