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YES! I've finally made the switch to Pathfinder with a new group, and our campaign is set in Sandpoint on the Lost Coast. If this set takes its cue's from the comics and fills in the gaps from Rise of the Runelords, I will be very very very happy, and today's preview, with unified themed minis that I could have done with last night, is already a good start!
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I think I own about 6 WotC tiny minis, and they rarely get used because they are so fragile, easy to lose, and hard to keep upright on tiles when in use. I'd rather they were on small bases as that solves all the above problems! The only issue is the idea that multiple tiny minis can occupy one space but I can live without that. On a separate note: Erik, did you ever hear anything from Wizkids as to why the recent sets have taken so long to reach the uk? If RoW follows the same 6 week delay as WotR, it'll be mid July before we get them over here. ![]()
Thanks for the comments guys. The comment re: scaling hp from the rests is one i'd been wondering about myself. I'm only intending to use the Beginners set and thus go upto level 5, so i'm not sure the scaling is too much of an issue. Would it be better as:
Having looked through the fighter again, I agree re: the fighters armour bonus. MurphysParadox: I'm not really trying to compare Pathfinder to any system, Pathfinder is great, and i'm not an edition warrior, I love D&D in all its forms. However, the layout and acronyms in the full core rules are difficult for me to parse thanks to my eyesight.
The beginners box on the other hand uses a really nice big font, colorful layout etc, which is a lot easier on my eyes. As such my ideas were based on tweaking the beginners box to a style of play i'm more used to and that I feel is a little more modern. ![]()
Let me begin this post by saying that the Pathfinder Beginner’s box is probably the best starter set for an rpg ever produced. It strips away all the complex rules from Pathfinder, leaving a wonderful streamlined system that’s fun, fast and simple. It packs the box full of stuff, and then gives you even more online. Whatever you think of my comments later, please remember, I think the PFBB is an amazing product! I feel I should introduce myself, since I don't think i've posted at the Paizo forums before. I'm a 32 year old UK gamer, partially sighted, who started with Basic D&D in the late 80's and have played a lot of systems since. I run an annual event here in the UK, the UK D&D Tweetups, where we support D&D by getting some of the best DM's and players together for a day of gaming, and recently ran out 5th major event which involved a lot of 13th Age.
In terms of my exposure to Pathfinder... I'm afraid to say its not been positive. I find the games massive vocal fanbase is often aggressive against non players and even amongst its own ranks, and I unfortunately was exposed to several such fans via my FLGS who gave the game such a bad image it would be enough to put me off.
I pick up pathfinder stuff now and again because of the detail they contain, but I don’t play it, I find the rules, with cmb’s and cmd’s and bab’s and a thousand other acronyms a barrier against entry. And despite all their books being detailed and illustrated, their layout sucks for a partially sighted person like me. So, when a couple of years ago they put out the beginners set, saying it was pathfinder with the complex rules removed, I jumped at it, got the pdfs and played it. It was ok, but at the time, I was still heavily into 4e. Time has passed and with a work colleague wanting to game, and the tweetup due, I decided to pick the beginners set up in physical form. This is where this product excels, it is a sturdy box, absolutely jam packed, and it has a totally different layout to the core pathfinder books, a layout that for my broken eyes is excellent. It’s world’s apart from the 4e starter sets, and is supported, not only by paizo, but the fans, with people using the ogl nature to make beginners box set versions of all the Pathfinder classes. Given you can get this box for £19 and it has 5 levels of play and so much support, it’s almost a crime to pay so little for it. I've played the intro adventure again now several times, to remind myself of the Pathfinder rules, for my family, and for my work colleagues family, and every time, the game has gone smoothly and has been really fun to play. However... Pathfinder doesn't feel modern. It's now what? 6 years old? with no major changes to the rules, and they themselves are built on stuff thats nearly 15 years old. It’s missing so many little things that other modern rules systems like 4e, Next and 13th Age have, such as in combat healing, extra actions, simple movement, class balance... none of this is essential, it just feels a bit incomplete to me. While the box sets rules are perfect for someone trying to learn pathfinder or rpg's in general, to someone like me, with 20+ years of experience in its rivals, I can see areas which make me pull my hair out and go “why, oh why, that’s so early 2000's”. In particular...
So not too much then! These are how I cam considering tweaking the Pathfinder Beginners Box rules to give it aspects of other modern systems and to make the game work for my style of play: 12+ Stats Bonuses
All I’m considering here is to up this benefit from a 12+ to a 13+, which brings it more in line with feat prerequisites and will help with some of the stuff I’m going to suggest later... Movement
Critical Hits
So what did I suggest? Simple, get rid of confirming critical hits, so a 20 is always a critical hit doing double or triple damage. And I would do this as a literal double like 13th age, i.e. two times the damage die roll plus mod, rather than rolling two damage dice. It does bring up an issue in that some weapons score criticals on 18 or 19 as well, but I’m actually ok with how deadly this makes the game. It makes weapon choice important, and speeds up play, while adding an element of risk. Healing
In the beginners box, beyond sleeping it off, the cleric using spells/channels to heal you, and potions, there is no inbuilt way to keep yourself alive. And this is to me where pathfinder shows its age. Next, 4e, 13th Age etc all have rests and self healing. I don’t want to break pathfinder totally, so here are my minor suggestions… Rests; short, extended and long.
It’s not much, but remember hp don’t just represent cuts and bruises, they represent exhaustion, being winded, headaches etc. Think of it like carrying a heavy bag of shopping home from the shops, you stop for a minute to change hands, and wiggle your fingers to regain sensation in them, that’s that 1 hp... An extended rest is what it sounds like, a longer rest, proper binding of wounds, bashing armour back into shape, sharpening swords, praying etc. It requires the characters to hole up somewhere safe for an hour, but let’s them regain 1 + CONS mod hp (minimum of 1). Again, it’s not much, but at level one the 2 or 3 hp regain is easily a quarter of a characters hp, and it puts pressure on time sensitive quests, without breaking them. Finally, you have long rests, which are several hours long, and in a dungeon require a safe place and a watch. The way I would do this is to differentiate in dungeon resting and at home/tavern resting. In a dungeon, a long rest should let you regain up to half of your maximum hp (and to break tradition, we’ll round that up like Next does), while in a tavern a long rest regains all hp. That way there’s a reason to travel back to their home base. In Combat Healing; 4e had second wind, 13th Age has rally, Next has [REDACTED]. ;) Second Wind was a bold move, healing that didn’t need a cleric, in combat, at the expense of an attack, which in the combat focused 4e was a big deal. And dwarves got it as a minor action, and with the right magic items, it could even be a free action. I like the idea, but I don’t want it to be the be all and end all of healing and make the cleric defunct. So let’s say... all characters have one Recovery Surge action per day. It’s a standard action, and heals 1 + CONS mod hp (minimum of 1) i.e. It’s like taking an extended rest in combat. But let’s revisit that 12+ change. Since Next was revealed, I always try and get a constitution score of 12, because the extra 1 hp can make a real difference. The pregens the beginners box set comes with have a similar idea, with all of them having at least a 12 cons score. I don’t want too many recovery surges, hence suggesting that it is now a 13+ change. So let’s say, if a character has a constitution of 13+ they gain an extra Recovery Surge per day. So two 2 to 3 hp heals in a day, not going to break it too much. Hit Dice: I don’t actually think the beginners box ever calls them hit dice, but we all know that what they are. Each class gains say 1d6 hp per level when they level up. I’ve hated rolling for hp ever since Basic D&D and was pleased when 4e did away with it and Next brought it back with a suggested amount. It’s a very minor change, but let’s copy Next. So the Wizard gains 1d6 (or 4) + CONS mod hp when they level up. Bloodied: it’s a really simple thing, but I liked that in 4e there was a name for when you were wounded below half your maximum hp. I’m going to re-add it, with no immediate mechanical benefit, but simply because I like putting red elastic bands round minis! Dying: I know I kept it separate in the original list but truthfully it belongs as part of healing. To be honest, I’ve yet to find a system that does dying well. I think what I’d like to see here is a mix of Pathfinder’s increasing difficulty as you bleed out, and Nexts critical success/fail and massive damage, something along these lines: At 0 hp, you are disabled. You can still take actions, but at the end of a round in which you take n action, you drop to -1 hp
Single Action Per Round
I actually quite like the choice per round pathfinder gives, but what I feel is missing is that extra push; you hit someone hard and want to follow it up with what you hope is a killing blow. In other words, I want 4e’s action points. Except I don’t, because to speed up 4e combat I gave everyone an action point per encounter. What I’m suggesting is that everyone gets a new, once per day Action Surge action, which let’s them take an additional standard action that round. And then as per the other features, if your constitution is 13+ plus, you get an extra action surge per day. Fighters
Pathfinder, with the options in the box actually ticks most of these issues straight away, but... it has some flaws... the wizard can fling his staff with about as much accuracy and damage, the cleric gets funky weapons, and the fighter suffers so much penalty for medium/heavy armour that it ends up being as lightly armoured as a thief. I therefore propose: 1) Move the fighters armour/movement bonus in medium armour from level 3 to level 1, and instead make that level 3 bonus a heavy armour one. 2) Give the fighter a new ability, a once per day Heavy Strike free action, that deals +1d6 damage on an attack. And then in keeping with other features, if their strength is 13+ they get an extra Heavy Strike per day. It’s not making them uber damage dealers that rogues are, but gives them an option to really hurt something and end combat quickly. 3) To improve its ability to deal with multiple foes, I’d like to suggest that the fighter does not grant enemies a flanking bonus until it’s Bloodied. It gives you a reason to target the fighter and then surround him! Rogues
My major issue is that a rogue should be sneaky, but to gain the benefit of sneak attack, basically has to flank it’s target. There is a nice simple tweak. If the rogue is hidden and attacks (melee or ranged), then it can deal sneak attack damage, and if the rogue makes a ranged attack against an enemy flanked by his allies, it can deal sneak attack damage. Spell Choice
Cantrips deserve a mention here. 4e and PFBB took a similar route, you get a very simple list and you get them all. And then 4e essentials came along and made people choose cantrips and added more cantrips to the mix. I like this idea myself, so I’ve added some missing cantrips and now, if you get the cantrips feature, you get to choose 4 out of the available ones. Feats
Two-weapon fighting
I actually quite like this, you give up maneuverability to deal more damage, but your less accurate and less powerful. Let’s keep it and add in the feats, with one tiny exception, absolutely no strength mod bonus damage on the second attack without another feat. |