Rules thats need update / change?


Pathfinder First Edition General Discussion

Silver Crusade

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I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?


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The rules are different, but I haven't really noticed either being better exactly. I do feel that the change produces a different emphasis between the two systems on raw pluses versus weapon properties.

The other DR types are still somewhat difficult to overcome without the appropriate weapons (or blanches, or spells or class abilities).

Dark Archive

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I feel the Summon Monster spells need updated. Besides a handful of additional options added by some adventure paths, everything summoned via SM I-X is still in the first bestiary. The same for Summon Nature's Ally.

Verdant Wheel

Summon Monster/Ally should have some sort of additional mechanism in place that restricts it's latitude.

Liberty's Edge

Summon Monster/Nature's Ally really does need an expanded chart. This came up during my group's final Jade Regent session. Our oracle wanted to summon something to help put the hurt on the Regent's companions, but nothing in the core was sufficiently Chinese/Japanese; we settled for a behir.)

Ability score damage/drain effects need to be dragged behind the woodshed and shot; nobody, and I mean nobody, should have to recalculate a bunch of skills/derived effects on the fly because you're getting pounded with Rays of Enfeeblement/Clumsiness. (Incidentally, the -6 penalty from Bestow Curse, as well as Feeblemind's "Your mental stats are all 1s now" work as intended. I do not know why I'm wired like this.)

Fighters (and fighters only, not just anything with a full BAB) should be the only ones getting more than one attack with the same weapon in a combat round. 2e throwback ahoy~

Ah, well, this is why I have Microlite20 and Spears of the Dawn to mess around with. =p

Liberty's Edge

Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I think the magic DR is fine.

Consider the ramifications beyond just the PCs. If a DR/10 magic monster barged through a village, the townsfolk would be devastated. Thank goodness there are some heroic PCs around to help hunt down the beast and save the town.

Silver Crusade

RedDogMT wrote:
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I think the magic DR is fine.

Consider the ramifications beyond just the PCs. If a DR/10 magic monster barged through a village, the townsfolk would be devastated. Thank goodness there are some heroic PCs around to help hunt down the beast and save the town.

The point is that when the monsters and DR was created there were few ways around it. Now there are many. This means the toughness of monsters is degraded. The game is Player vs monsters, so DR/10 magic should be devastated, unless there is 1 1st level divine caster there.

Any group with such a character will make sort work of a creature. What I'm really saying is while players have gotten a lot more powerful and creatures have not. Its all a matter of balance. I find that monsters CR are not the same as earlier in the game...

Silver Crusade

blahpers wrote:

The rules are different, but I haven't really noticed either being better exactly. I do feel that the change produces a different emphasis between the two systems on raw pluses versus weapon properties.

The other DR types are still somewhat difficult to overcome without the appropriate weapons (or blanches, or spells or class abilities).

There are a lot of low level spells and/or abilities that overcome then easily. Yes at very low level it take up spells that have other uses, but at level 5+ not so much and at 9+ many casters have so many spells its almost a non issue...


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Rogues SA loss via concealment. Means you cant sneak attack some in the dark (ironically making a dark alley the last place you want your ROGUE fighting in).

Either by changing how concealment via darkness works, or how SA works.

Silver Crusade

AndIMustMask wrote:

Rogues SA loss via concealment. Means you cant sneak attack some in the dark (ironically making a dark alley the last place you want your ROGUE fighting in).

Either by changing how concealment via darkness works, or how SA works.

I agree, and its funny...

Silver Crusade

Pathfinder Adventure Path Subscriber
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I see you really don't like TWF. I just wonder why?


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I'd be happy with updates or clarifications or errata to cover the rules that weren't worded very well. Eg double barrelled guns and their interactions with the various feats and actions. Spellslinger abilities: why do they have melee only enhancements for their gun barrels?

I agree that Sneak attack should be more effective when striking from the shadows.


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I would like to see some clarification on spells known/adding spell to class list. Because the FAQ that decided that adding to spells known does absolutely nothing (unless that wording is part a class feature and not anything else... because.. reasons?), but then printing a FCB for Human Shamans that lets them add cleric spells to their spells known. Which because of the FAQ does nothing, which... makes the whole thing silly. Adding to Spells Known should go back to meaning it's added to your class list.


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Monks are not proficent with monk weapons.

F%+# that.


rainzax wrote:
Summon Monster/Ally should have some sort of additional mechanism in place that restricts it's latitude.

Well honestly SNA is kinda weak over all... The list is tiny and they only really summon beaters... it doesn't help that most of the SNA list can also be summoned with SM but even stronger (with templates and all that jazz)

Sovereign Court

Actually - I believe you're thinking 3.0 where there were various difficulties at getting through DR/magic. I'm reasonably sure that 3.5 did away with it.


Koujow wrote:

I feel the Summon Monster spells need updated. Besides a handful of additional options added by some adventure paths, everything summoned via SM I-X is still in the first bestiary. The same for Summon Nature's Ally.

This is done on purpose. The summon monster spell is so powerful that giving out more options makes the spell a lot better. There are optional monsters you can add in various splat books, but I actually understand why they are not touching this one.


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Snorb wrote:

Summon Monster/Nature's Ally really does need an expanded chart. This came up during my group's final Jade Regent session. Our oracle wanted to summon something to help put the hurt on the Regent's companions, but nothing in the core was sufficiently Chinese/Japanese; we settled for a behir.)

Ability score damage/drain effects need to be dragged behind the woodshed and shot; nobody, and I mean nobody, should have to recalculate a bunch of skills/derived effects on the fly because you're getting pounded with Rays of Enfeeblement/Clumsiness. (Incidentally, the -6 penalty from Bestow Curse, as well as Feeblemind's "Your mental stats are all 1s now" work as intended. I do not know why I'm wired like this.)

Fighters (and fighters only, not just anything with a full BAB) should be the only ones getting more than one attack with the same weapon in a combat round. 2e throwback ahoy~

Ah, well, this is why I have Microlite20 and Spears of the Dawn to mess around with. =p

If you take ability damage the actual score does not increase, and you just apply a -1 for every 2 points of damage. Ray of enfeeblement is not supposed to impact your carrying capacity since it applies a penalty to your rolls, but the stat is never actually changed.


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AndIMustMask wrote:

Rogues SA loss via concealment. Means you cant sneak attack some in the dark (ironically making a dark alley the last place you want your ROGUE fighting in).

Either by changing how concealment via darkness works, or how SA works.

This I agree with. If someone with SA finds you in a dark alley you should be more worried, not less worried that you are in the dark.


myrmidarch magus could also definitely use a rules relook, since they're pretty much useless without a melee+range weapon (i.e. throwing only), despite being intended for archery i think.

that and throwing weapons in general just plain suck. might wanna be addressed as well.

Sovereign Court

Be nice if vital strike worked with spring attack.


or on a charge (though that might open up cavalier shenanigans until they get mounted skirmisher and ignore it entirely)


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Pathfinder Rulebook Subscriber

Full attacks in general I feel like have a lot of issues. The way every martial class turns into a turret as soon as they can reliably hit a second iterative or get an offhand weapon/natural attacks is something that's never really sat well with me. It doesn't feel good, makes the game a lot more rocket-taggy and frankly sounds a bit weird too when you think that simply standing an extra couple of feet away from an enemy can reduce their killing potential by a factor of four.


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i'd say let folks move+full attack like a mobile fighter at/after 11th level (or form 6th if they take a small penalty--like an inverted charge bonus), and/or maybe allowing a 5-foot-step between all attacks. works great for making martial characters more mobile in combat.

though that's in homebrew/suggestions territory since paizo will never take advice from us mere plebians

Silver Crusade

Charon's Little Helper wrote:
Actually - I believe you're thinking 3.0 where there were various difficulties at getting through DR/magic. I'm reasonably sure that 3.5 did away with it.

Yes that would be the point. Not for all monsters but for a few big baddies. Now by the rules many big baddies either die in 1-3 rounds, or have to be buffed up with lots of spells or adding many more HPs. It all seems like an unnecessary exercise.

Silver Crusade

Gorbacz wrote:
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I see you really don't like TWF. I just wonder why?

TWF?


1 person marked this as a favorite.
Thehigher cause wrote:
Gorbacz wrote:
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I see you really don't like TWF. I just wonder why?
TWF?

Two-weapon fighting. Characters that use TWF tend to do less damage per hit because they get lower (if any) Strength modifiers to their damage rolls. Consequently, damage reduction is much more difficult for such characters to overcome.

Sovereign Court

Thehigher cause wrote:
Gorbacz wrote:
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I see you really don't like TWF. I just wonder why?
TWF?

Because DR hurts TWF more than two-handed weapon users since their damage is spread out over more strikes. (though even as it stands - TWF is really only worth it with sneak attack or some sort of precision damage)

The Exchange

Magical Lighting/Darkness effects.

Explaining what happens when deeper darkness and daylight are both in effect is both confusing and not clearly supported by the text. (The interpretations most people use have come about from messageboard consensus, not from any clear explanation in a book or FAQ.)

edit: not to rehash that here. The consensus is both useful and not in contradiction to the rules. I'd just like to see it as an officially published thing.


Belafon wrote:

Magical Lighting/Darkness effects.

Explaining what happens when deeper darkness and daylight are both in effect is both confusing and not clearly supported by the text. (The interpretations most people use have come about from messageboard consensus, not from any clear explanation in a book or FAQ.)

edit: not to rehash that here. The consensus is both useful and not in contradiction to the rules. I'd just like to see it as an officially published thing.

Last I checked they negate each other...

Silver Crusade

Pathfinder Adventure Path Subscriber
Thehigher cause wrote:
Gorbacz wrote:
Thehigher cause wrote:

I feel that there are a number of rules that need some work how about you?

One rule I find needing the be changed is damage reduction. It worked for a while but now not so much.
5/magic for low level people is good
10/magic or higher is usually nothing for players about 4th level as everybody has a magic weapon or can have or a temp one
It just not the great defensive ability it was.
3.5 rule was 5/magic, 10/+2 weapon and so on. And the weapon needed have a plus two not just 2 pluses worth. I'm not sure that is the right answer either.
thoughts?

I see you really don't like TWF. I just wonder why?
TWF?

Two Weapon Fighting.

DR 10/+2 shafts anybody who goes into that, because suddenly you need to buy two +2 weapons. On the other hand, the 2H guy right next to you laughs in your face.


Oh I know, if you want DR to be relevant again, don't let enhancement bonus bypass it. If I get a +5 keen weapon I can bypass DR/cold iron and silver and Adamantine and alignment and epic. The only DR that can effect me is DR/- and two of the three DR/ weapon damage types.


would make the... transformative? enchant a bit more useful.

folks without it (because it IS a hefty enchant iirc) will have the age-old issue of being forced to carry a golfbag full of special weapons that would eat martials WBL more than they already do.


Charging and Mounted Combat.

...like...they just need to be rewritten completely. That bad.


The core game mechanics, in their entirety, are a stinking, disorganized pile of legacy complexity and painful-to-resolve-at-the-game-table confusion. They should be completely re-factored and streamlined from the ground up. Then, all the rich character creation content that we all love could be rebuilt back onto a cleaner and more coherent foundation.

Or we could just keep piling new stuff into the current mess and I'll love it just the same.

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