These sheets are pretty nice overall. I like the placement of everything on the front page (especially EXP in the top corner). It's simply easy to read, which is also good. However, this might be a little nit pick but the text is very plain. Maybe give it a little more flavor as far as a fantasy-looking text goes, even if that's just using serif text. I've made a ton of sheets over time and I downloaded a bunch of fonts that were for lack of a better word, generic brands of the official D&D fonts (like the ones used in the FRCS 3.5, the 3.5 Core books, etc.) just gives the sheet more character, no pun intended. Photobucket isn't good for sheets, I'll agree. Use imageshack instead. You can upload high-res images and it won't dull the quality.
0gre wrote: I'm not entirely sure about this but it seems like it would be a touch low for damage boosting. This sort of damage boost is already doable just by taking vital strike, greater vital strike, etc. With iterative attacks players in my table generally do significantly more damage than that. That's a good concern. I've never got our group to play enough to reach level 10+. Just started getting back into pathfinder. I don't actually have my book with me to reference those feats. Would you think a higher damage bump then? Maybe steeping higher as levels progress (so low level characters aren't dealing out loads more damage)?
I'm thinking about house-ruling away multiple attacks and instead using the Star Wars Saga Edition way of dealing with attacks which is: 1. Use highest BAB attack bonus only
Pretty easy house rule to supplement. All creatures without classes would just use half of their HD for damage bonus. I liked this about star wars: saga edition, and figured it wouldn't matter too much if I used it in Pathfinder RPG. What are the foreseeable problems with this adjustment (if any)?
I just played a short session of Pathfinder last night. While I'm glad we're getting back into playing, I've noticed that the accounting for hit points rather annoys me, and sort of always has. I've purchased the Savage Worlds RPG over the summer, and ran a Forgotten Realms game with it once. And while I really liked the speed of the system, I missed the heaviness of D&D d20 (some people call me crazy). But I still think the wound system in savage worlds is onto something, minus a few points. If you've ever played SW, you'd know that 'wild cards' which are basically the PCs and important NPCs/monsters, get a 3 wound threshold before they become incapacitated. While minions, lackeys, peons, and pawns can only take one abstract wound before they are incap'ed. This system relies on a 'toughness' stat to determine how much it takes for your character to take a wound (much like how AC determines how hard it is for you to be hit). Higher toughness = wounded less often, and vice versa. I LIKE this wound system, but I don't like that how many wounds a creature gets is so predictable. SO, I was thinking, my games would run a bit faster if I didn't have to micromanage everything's Hit points. Of course, this would mean an overhaul of a lot of things, and a lot of math. I'm not sure I'm able to come up with a system like this on my own, while still keeping everything else Pathfinder. Does anyone know any systems like this for the D&D/Pathfinder rules? Or has anyone designed their own? If not, what are your thoughts and suggestions?
yes, the randomly generation treasure table was always tabbed in my DMG as it was extremely important. I understand leaving some tables out because of space issues but as I said these are a huge importance when running a game. Assuming everyone will have a v3.5 DMG handy is also faulty (although I'm guessing the majority will, since that's who PF is primarily marketed to). I guess I will have to use my DMG for treasure tables for now... Although for random encounter treasure generation (table 3-5 in the DMG), which correlates to the average Treasure values per encounter (table 3-3 in the DMG) would put characters on average 100 gp less value per encounter assuming you're using FAST exp/treasure progression in pathfinder, which is marginally above normal in D&D 3.5). You'd get a bit more on average if you used medium progression, but not too much. So, if I'm making any sense, using the 3.5 D&D random treasure generation tables will give FAST exp/treasure progressing characters in pathfinder less treasure on average, but the MEDIUM progressing characters more. Being closer to medium than fast. I guess this shouldn't be too much of a problem and I assume the PF staff will put these random generation tables more catered to Pathfinder in the GM's guidebook, but that isn't until february. -_-
what would I like to see? A full random generation treasure chart (you know, d% for each level). Even if it was a free pdf! It's what I want! what I need! ...maybe some orginal non-pathfinder campaign settings, if that's possible. Steering away from traditional fantasy and geared more towards novelty and uniqueness.
For the longest time I was so against Rangers being able to cast spells. Very recently, however, I've found that most of the ranger spells can be 'cast' to not look like spells at all. Certain spells like Tree stride can't be explained so mundanely, but most of the ranger spells can. When I looked at it this way it just made the Ranger class seem much cooler and epic. The problem I have with the pathfinder version is that there is still combat style. I thought paizo would drop this but it's still there. Rangers have always either been acknowledged as "that bow guy" or "that drizzt guy", and I hate it. I've replaced combat style with bonus combat feats until I can figure out a better variant.
Hydro wrote:
HD+5 does seem a bit too much at 1st level. Although considering 2 extra hit points is so insignificant (maybe providing enough spread for a mook's stab with a dagger and a 10 str at low levels), I didn't think it would be a big deal. I was thinking maybe a prerequisite of Con 11 would make a bit of sense. You'd have to be hardy to have a feat like toughness make sense, but it would kind of screw over the folks that the feat probably looks most attractive to at 1st level (ie: wizards, sorcerers), since Con isn't usually even a secondary attribute for these folks. as for the extra bonuses for fighters, I do like the idea but you're right in that every combat feat would need to be covered, or else there would be obvious choices and more scrapped feats that become worthless at higher levels.
Hydro wrote: If you use retraining rules (or just don't game past 6th or 7th level or so), this is an absolute must-have. Everyone will take it at low levels then retrain when it becomes useless at high levels. what are the retraining rules? are these in the pathfinder core book? I kind of like that idea. Also, you make good points on each of the feats I posted.
Here are some modifications from feats in 3.5. I found these on www.brilliantgameologists.com, they are NOT my creations. However, I modified some to be more compatible to Pathfinder/my group's gaming style in general. If you are interested in the original modifications, check out this link: http://brilliantgameologists.com/boards/index.php?topic=1889.0 I'm not sure if I want to supplement the skill bump feats into pathfinder, since all class skills get an immediate +3 bump (although it makes them pretty attractive now, I made a 1st level fighter with a +6 Perception bonus). I like the way they changed Weapon Focus, and gave fighters more bonuses when they take certain feats. But again, I've yet to run a PF game so I don't know if these would be OP'd. Let me know what you think. Acrobatic
Alertness
Athletic
Deceitful
Deft Hands
Far Shot
Great Fortitude
Improved Toughness
Iron Will
Lightning Reflexes
Magical Aptitude
Persuasive
Point Blank Shot*
Precise Shot
Self-Sufficient
Shot on the run
Skill Focus
Spring Attack
Stealthy
Toughness
Two-Weapon Fighting
Weapon Focus
Blind Fight: A character with Fighter levels gains additional bonuses from this feat. Such a character reduces his miss chance due to concealment in melee by 5% for every 2 Fighter levels he possesses, until he ignores the chance entirely at level 20. Combat Expertise: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 dodge bonus to AC when using Combat Expertise for every 3 Fighter levels he possesses, to a maximum of +6 at level 20. Combat Reflexes: A character with Fighter levels gains additional bonuses from this feat. Such a character may make one additional attack of opportunity per round for every 5 Fighter levels he possesses, to a maximum of +4 at level 20. Dodge: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 dodge bonus to AC for every 5 Fighter levels he possesses, to a maximum of +5 at level 20. Improved Bull Rush: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 bonus to opposed bull rush checks for every 3 Fighter levels he possesses, to a maximum of +10 at level 20. Add an additional +1 bonus to your CMD score to avoid being bull rushed. Improved Grapple: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 bonus to opposed grapple checks for every 3 Fighter levels he possesses, to a maximum of +10 at level 20. Add an additional +1 bonus to your CMD score to avoid being grappled. Improved Trip: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 bonus to opposed trip checks for every 3 Fighter levels he possesses, to a maximum of +10 at level 20. Add an additional +1 bonus to your CMD score to avoid being bull tripped. Weapon Focus: A character with Fighter levels gains additional bonuses from this feat. Such a character adds an additional +1 bonus to hit when using the chosen weapon for every 5 Fighter levels he possesses, to a maximum of +4 at level 20. Also, add an additional +1 bonus to damage when using the chosen weapon for every 3 fighter levels he possesses, to a maximum of +6 at level 20.
Thurgon wrote:
I'm with you. Never played 1st, and I only played 2nd a time or two so I'm not sure how they were. But personally I've always hated combat style. It tends to put every ranger into one of two boxes. I've houseruled combat style out of my game, and have supplemented it with fighter bonus feats for the time being. Not sure what else to swap it out for. |