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I'm looking at running the Harrowing for my homebrew campaign setting, but I'm a bit confused by it.

When the party is first sent there, how do they figure out what they're supposed to do? How much do I tell them about how the world works, and how do I show this to them? How do they move from one realm to another? How do they know they can use the cards (and exactly how do they use them - I understand what the cards do, but not how they're activated).

I feel like I'm missing something, reading through the module. But it does look very promising, so I want to figure that out.


Stebehil wrote:

The experience system should work without too much trouble, I guess - the PF medium advancement track should result in pretty much the same advancement speed as the 3.5 system, and it has been said several times that using older adventures should be made using this track. So, this should be relatively easy. I can´t say anything about using the xp penalties from 3.5, but if you use the whole 3.5 xp system, then it should fit in rather seamlessly. But I´m just talking from reflecting on the xp system here, not experience.

Stefan

Thanks. I thought the same, but having not played Pathfinder yet, I wasn't at all sure that there wasn't some roadblock I was missing.


I do appreciate the response, but I'd rather not make this a debate about the merits of experience loss versus negative levels. My players (okay, most of my players) and I agree that we prefer the steeper penalties and costs involved in the 3.5 experience system.

My question is, has it been tried, and how difficult is it to convert things? What kind of problems could be caused by it?


I'm going to be starting a new campaign soon, and will be switching from 3.5 to Pathfinder.

On the whole, Pathfinder looks awesome. However, there is one thing I don't like. Costs for some things seem too low to me. No cost for death except a temporary penalty and some gold, no cost for crafting except gold, so long as you craft things within your skill level (which includes most things the same character could've crafted in 3.5, usually). Much less significant cost for many spells (such as wish and miracle). And I've realized it all boils down to the experience system.

Since experience rewards are fixed, not based on character level, there was really no option to have experience costs for anything. But I think experience costs were an excellent way of balancing things. Making death really hurt (which it should), and making crafting and spells really cost something substantial (not just gold that can be easily weighed in a cost/benefit analysis).

So, my question is, how hard would it be for me to run Pathfinder, but with the 3.5 experience system... and therefore the 3.5 crafting costs (maybe keep the skill based crafting, maybe just make it work exactly like in 3.5), the 3.5 death costs in lieu of the penalties in Pathfinder, and the 3.5 experience cost for spells that had an experience cost?

Has anyone tried this? Does it translate well?