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Brybry's page
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Hello! The purpose of this thread is to have a central place for people to post conversions for 1st edition modules to PFRPG, since these resources are scattered on various message boards across the internet. I primarily play Pathfinder, but I love the "vibe" of AD&D/B/X. I've had a lot of success running a few modules out of the book with on the fly conversions by cross-referencing enemies, hazards, etc. from the Bestiaries, Core Rulebook,and GM book. This can cause a lot of clutter around the game table; as you can imagine; but my group has a lot of fun with it!
I know there have been attempts like this in the past on other sites (ENworld, which I'll link to), but I'd like this one to focus specifically on Pathfinder rule set. 3.5 conversions totally work, but I know people have made pfrpg updates from hunting around on the message boards, but oftentimes being hit with dead links, or having to send PM that don't get responded to.
So, if you have a PFRPG conversion on your hard drive that you'd like to share, please post it here!
Here's the link to the ENworld 3.5 conversion archive: http://www.enworld.org/forum/showthread.php?245278-Attempt-to-rebuild-conve rsion-library-please-upload-conversions-to-3-5-here
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UnArcaneElection wrote: Occult Adventures first glance impressions (no chance at playtest yet):
Kineticist: This seems to be the answer to WotC's D&D 3.5 Warlock. Not a bad idea with respect to theme or balance, but confusingly written. Also would rather see a power pool rather than Burn, or allow Burn to be healed (perhaps with extra difficulty).
Medium: Thematically cool, but like some types of Alchemist, seems very dangerous for the practitioner. Could also use some work on the clarity of writing.
Mesmerist: Seems overpowered -- at least allow a save for victims of the Mesmerist's Stare to remember that they have been manipulated. At least this one is easy to understand with the way it is currently written.
Occultist: This one seems almost like it could be a Magus Archetype or Alternate Class. At least it is easy to understand with the way it is currently written.
Psychic: This one seems almost redundant with Arcanist/Sorcerer/Wizard, and could be rebuilt as an Archetype or Alternate Class of one of these. At least it is easy to understand with the way it is currently written.
Spiritualist: This one almost seems redundant with Summoner, and could be rebuilt as a Summoner Archetype or Alternate Class. At least it is easy to understand with the way it is currently written. (Edit: And some of the text even still mentions "Eidolon". Also note the error in the Spells Per Day for Level 1, where the columns got shifted over to make it look like a 1st Level Spiritualist gets Level 2 spell access.)
I do like the "Undercasting" mechanic, but I wish that they would just make this generally available for all Ranked Spells (the ones that go in Lesser-Greater or Roman Numeral series), for all spellcasting classes, and as an automatic side effect of Heighten Spell/Intensify Spell (sort of hankering after what D&D 5th Edition does with casting spells at higher levels, which is one of a small but noticeable number of things I liked in the 5th Edition free PDF).
And yes, since they went to the trouble to call...
I was going to post my two cents, but you beat me to it! Bravo! This is exactly how I feel as well!
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wakedown wrote: For the folks who continue to express concern about swashbucklers and rapier damage, I encourage you all to take the rapier-only swashbuckler archetype through a DPR spreadsheet and really be certain it's lacking on the damage output compared to a swashbuckler wielding a battleaxe... at least before venting a sixth or seventh time.
There is a swashbuckler archetype that focuses exclusively on the rapier which has a number of goodies like getting an extra feat at 1st level (hey, free Weapon Focus on top of finesse) and who's weapon training damage is an advancement step ahead of the regular weapon training damage advancement.
This is the same one with the bigger panache pool that gets to add Intelligence to attack rolls. It also gets the ability to spend a point of panache to automatically threaten a critical hit and an improved critical range ability that stacks with keen and improved critical. That's right. Stacks!
I suspect if you took the rapier swashbuckler at level 1, 5, 8, 12 and 20 - you might fight not only does it do just as much damage, it does even more.
I suspect this is why the designers/developers are quiet here as well, since they've already gone through this exercise.
There is also an obscene amount of swashbuckler magic gear in this book, from capes to rapiers to sleeves to hat plumes. Swashbuckler looks very strong.
This sounds awesome, I am very excited about this aaaand I cannot wait to have my book shipped and at my door in probably a few weeks. A rapier focused archetype is exactly what I wanted
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Malachi Silverclaw wrote: A better fix for Derring-Do (if it costs panache to use) is the ability to choose to spend the panache/get the bonus after you see the result of the roll, allowing you to use it if you're close to the DC, while not utterly wasting valuable panache on rolls which were either made anyway or failed by a large margin. Something like 70% of you d20 skill rolls will be in the 'totally wasted' category.
Spending panache should make a difference, not be 80% likely to be totally wasted (I'm looking at you, Opportune Parry)!
This is a really solid fix, in my opinion
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I'm also having a lot of fun! I think this thread is very constructive, and I really like what people have brought to the table.
It seems that people want to see similar stuff fixed, such as-
- the low Fort save
- weapon Finesse at first level instead of second.
- increase skills per level.
- The Opportune Parry/Riposte costs. Some people have suggested some really good solutions, like Parry requiring a panache point in your pool, but Riposte require spending a point
- Daring-do is the only non-combat deed, and it isn't worth the cost
- Not enough weapon options for the class (archetypes my change this)
- Precise strike doesn't let you do two-weapon fighting, which is a classic swashbuckler thing from the movies. Again, an archetype might fix this. Or maybe a feat?
I'm the kind of gamer who doesn't really like using archetypes except for a few that stick out, but this class has a lot of potential for really fun ones;
- A musketeer, where you can use a musket and maybe a bomb or two?
- Sword and pistol pirate
- drunken swashbuckler
- a masked hero/Zorro guy
- Two Weapon Fighting, who can use a dagger/light weapon/whip in the off-hand
- a "scoundrel" that uses Dirty Tricks/Improvised weapons in the off-hand
- a "wandering warrior" type. I already feel like the flavor is already useable with the samurai alternative class, but I can totally understand the appeal for this concept using the Panache/deeds mechanics
I think it would be awesome parry with a candlestick or a metal tankard in a tavern fight.
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I'd like to see the Swashbuckler be able to use a Buckler without sacrificing Precise strike. Since the the buckler is written to be strapped onto your arm, It seems like it would function more as a light armor than a shield you have to hold. Especially since you cannot shield bash with it. SO you still have a free hand to swing from a chandelier and do other swashbuckler stuff.
So, if you aren't wearing any armor, but have a Buckler (+1 AC) which equals Padded Armor, you loose the Precise Strike deed. But if i give my guy Padded armor, he can use this Deed? Padded armor weighs 10 pounds, whereas the buckler is 5.
I do historic fencing as a hobby, and having a dagger or buckler in your off-hand while thrusting does not inhibit my ability at all.
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It would be really funny if this keeps up until April 1st, when they would finally post an update saying something like- "APRIL FOOLS, THERE ISN'T GOING TO BE AN ADVANCED CLASS GUIDE"
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