Merisiel

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Just as the revised classes get a special boost for sticking it out to level 20, the 4 level casting classes (Paladin, Ranger, Assassin) need a unique 4th level spell. The Paladin's Holy Sword spell is an example. The Ranger needs an equivalent - several 3E products had such a spell - I believe it was called Bane Bow or Bane Weapon, but essentially a spell that turns the Ranger's weapon into a +5 weapon with the Bane property against a favored enemy. Such a spell will give the Ranger spell list a nice boost, something unique, and a nice balance to the Paladin.


Appreciate the feedback from everyone.

I think multiclassing is one of the great strengths of 3E (and one that was completely discarded by 4E). The 3E multiclassing system fixed many of the broken aspects of 2E, but at the expense of several classic character archetypes, in particular the fighter/magic-user (sometimes called the "gish"). I think there is a happy medium though for those who want to mix magic and melee classes - and whether using clever feats to optimize these class combinations or using the fractional or magic rating methods from UA - I'd like to see something more for multiclassers incorporated into the ruleset.

Everyone seems in agreement that ASF is a clumsy system. I'm glad to see the Arcane Armor Training Feat to deal with the restriction that ASF places on the multiclass spellcaster, but I still think the underlying mechanic is poor. I'm open to other suggestions, but perpetuating the current ASF method is not something I'm in favor of.

As for Saves as Defenses, I still think putting the dice in the hands of the player is the right way to go. Almost every other class attack in the game involves the player trying to roll high, but many spells require the DM to roll low to succeed. Just not as fun and it adds math. Nevertheless, I concede the point that it is hard for players to surrender their own saving rolls to the DM. Still, in this case, I think the simplified book keeping of Saves as Defenses carries the day. Perhaps the best method is one where players roll attacks against NPC defenses, yet NPC attacks force player saving throws. But that's even more complex, and a compromise that would probably leave everyone unsatisfied.

As for Rogues, I find their role as the master of stealth being encroached by the Ranger, who has gained Concealment and Hide in Plain Sight since the original 3E class was introduced. Hide in Plain Sight for Rangers is especially odd to me, considering that this ability was first introduced for the Shadowdancer Prestige Class in 3E and later in 3.5 the Assassin received this ability. These prestige classes were clearly Rogue oriented, yet the Ranger now incorporates this ability into the base class. I'm fine with that, as Rangers have always incorporated stealth into their skillset, but I think the Rogue should have this ability in its talent tree. As for Darkvision, I see that the Alpha ruleset is already allowing Rogues to gain 1st level spell-like abilities, so Darkvision for an Advanced Talent seems balanced. However, I'm far less attached to Darkvision than I am to Hide in Plain Sight. If Rangers get it, Rogues should also have the option.

As an old 1E player, I still remember Rangers casting a handful of magic user spells. It seems every iteration since 1E has further marginalized the Ranger's spell casting ability. In 3E, someone clearly spent more time on the Paladin, as their spell list included great and unique Paladin specific spells like Bless Weapon and Holy Sword. I think Pathfinder has a chance to correct that oversight and give the Ranger their due.

My two cents - again, appreciate your comments.


I'm intrigued and excited by Paizo's continued evolution of the 3E ruleset with the Pathfinder RPG, as opposed to the revolution in rules represented by 4E. After reviewing the Alpha, I thought I'd post my own suggestions.

1. Point Based Ability Scores and Fixed Hit Points: These should be the default character generation methods, with random ability generation and hit points as options for gamers who prefer this method. Why? For one, you can generate higher level PCs and NPCs faster. Second, it enhances portability of characters between campaigns by establishing a standard - which is why point based ability scores and fixed hit points are used in RPGA's Living Campaigns. Third, I've seen too many 'Randomness is fine - just reroll 1s, 2s, etc' comments - if 1s and 2s aren't acceptable, then the method itself is flawed. Again, lets not eliminate the option of randomness for those that prefer this method, but the inherent balancing and fairness of the fixed system should make it the default method.

2. Multiclassing: I already like what Pathfinder does with Favored Classes. Lets go further. The Unearthed Arcana rules are OGL and have a lot of great ideas for multiclassing - incorporate what works. Magic Rating for non-spell casting characters makes multiclass spellcasting a more attractive option. Fractional BABs and Saves also eliminate the multiclass penalty. Multiclass Feats in the theme of those that the Complete books introduced - that allow certain class levels to stack for specific features (such as Ascetic Hunter) can also enhance the multiclass experience.

3. Arcane Spell Failure: Time to go, completely. ASF is a clumsy mechanic - nothing else in the game relies on percentile rolls in combat. I recommend disallowing arcane casting in armor for anyone who does not have the requisite class feature or feat. Instead of reducing the arcane spell failure chance, the Arcane Armor feats should permit spellcasters to use a class of armor - i.e., Arcane Armor Training (Light) would permit casting in all Light Armor, Arcane Armor Training (Medium) would permit casting in all Medium Armor, etc. Use level and feat prerequisites to ensure these feats are balanced.

4. Saves as Defenses: Saves as Defenses isn't a 4E innovation - this has been around since Unearthed Arcana. I prefer that player spell casters make the roll to see if their spell works, as opposed to the DM making a roll to see if it doesn't. Putting the dice in the hands of the players is almost always a good change. This also speeds up combat - instead of the six Goblins in the Wizard's Fireball burst radius each rolling a save, the Wizard makes one roll, which is compared to each Goblin's Reflex Defense.

5. Class features: Love the Rogue Talents. I'd like to see some of the Shadowdancer prestige class features appear as Rogue Talents. If Rogues are masters of stealth, then Hide in Plain Sight should be a class option. A talent that grants Darkvision should be another.

6. Spells for Rangers, Paladins: I've always liked the Holy Sword spell for Paladins - a great pinnacle spell for the class. Rangers and any other 4 level spell caster need their own pinnacle spell, such as Bane Bow from the Complete Warrior. If Rangers are to remain spell casters, give them worthwhile spells!

Welcome your thoughts, and thanks to Paizo for giving us the opportunity to voice our suggestions!