My fixes...I just joined and need to catch up...sorry for redundancies if any


Alpha Release 1 General Discussion


I think that there are a few "broken" things in the otherwise fantastic Pathfinder rules.

I'll start with three glaring broken spells from 3.5 (that just didn't seem to be corrected by you guys, but really need to be)

1. Protection from evil (chaos/good/law). If a conjurer is worth much at all, this spell needs to be reduced dramatically. Perhaps it requires a save vs the spell to bypass the protection and touch the target? Then monsters with higher saves, but lower BAB's could be valuable because they could counter the defense, but it would still be a defense. Additionally, a similar strategy could be used for enchantment magics. Require the enchanter/dominator to save vs the spell in order to begin any dominating. Otherwise, as we all know, a 1st lvl spell negates conjuration(summoning) and enchantment(charm) pretty well...too well.

2. Similarly, true seeing. This is a mid level spell that I noticed was available as a spell like ability for more than one specialist (or cleric...not sure I remember totally). Again we have a spell that negates an entire school of magic. It is simply too powerful for its level (negating 9th level illusions? Gimme a break!). This could/should/needs to be fixed.

3. Death ward. Okay, yes pc's need protection from powerful undead, but again, we have an "all or none" paradigm. How about some amount of level and/or ability drain provided by the spell, appropriate to caster level, and with upper limits? Even better might be a single source (glowing from caster, positive energy orb, etc) that 1. called attention to the group, and 2. spread the protection out over all in a pool rather than individual protection.

Beyond that, there were two inovations that scared me personally.

1. The conjuration special power of an all day creature of any level that had max hp and better attacks. If you look at the summon monster spells, pc's can summon monsters with cr's equal to or higher than their level at very high levels. I'd hate to see my pc become the cohort to his own summoned monster. This seems to need some toning down.

2. The hp/monster question. It seems like the pc's are getting severe power boosts. I'm in agreement with that. I think that the question of hit point improvement can't really be answered unless one knows what monsters can dish out. It's my belief that if pc's are going to have so many more abilities to do damage, monsters may need some more hp (but not necessarily damage abilities) to remove the "meatgrinder effect" that is so often seen. If this is the case, I think that pc's might do well with bonus racial hitpoints. I guess the issue here is not so much "how do you make the pc's more sturdy" (as most of your solutions would be effective) as "what fluff do we want the crunch to reflect" (so is it my race that makes me tough, my con, or is it the fact that the average joe is just tougher now than in 3.x rules).

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