I would like to add my voice to the column of people who have stated support for the new cleric system. I think it is great. I also agree that *many* players used domains as a way to get into PrCs that were never intended for clerics and broke the system. That aside, I would like to point out that while Pathfinder was intended to keep the 3.5 system alive, and be as backward friendly as possible, they can still only do so much. They are replacing the PHB, DMG, and MM with something that is backwards compatible with those books. They can not make things backwards compatible with everything. Simply cant happen. If you want something that is completely backwards compatible, simply don't change systems. Keep playing 3.5. Pathfinder strives to create a system that takes the best of 3.5, allows you to use your old books with minimal challenge, but still creates something new, and that they feel works better. It is a new system, plain and simple, but it is one that is very backwards friendly. There is no harm in using 3.5 characters, under the old rules, with new Pathfinder classes. Pathfinder is striving to give us the best of both worlds. Please give them a chance to do that. We are in Alpha testing, Beta will come out soon and it has been stated that Beta will be different than Alpha. Lets look at those and go from there. Just remember that 3.P is not a reprint of 3.5 and was never intended to be. It is an evolution. No one is forcing you to evolve, stick with what you enjoy. But as for me and my group, we will be happily playing Pathfinder.
hogarth wrote:
Thanks Hogarth. If thats the case I have no issue with it. Just was a bit confused since I thought this release would contain all the stuff that wasn't changing as well as the stuff being changed. *edit* Thanks Jason for the clarification! Cudos on a job well done with the Bard! Its everything i had hoped for.
I really like the recharge rules. I have always house ruled it that it slowly recharges (i never specified a real amount... just told them X charges had restored at the start of a new adventure/after a given time. but it equated to something about 10 a week). Honestly I have also always felt that the Staff was way to limited for what it represented in literature. I am happy with the 10 charge limit, though i don't see why a feat couldn't be added to increase that number (but only a little... like +5 charges?) Perhaps saying regains charges = caster lvl or something might also be fair. All in all, i think the recharging rules make this iconic item much much more usable. My wizard player was very excited when he found out about this.
I agree with Kirth mostly. I LOVE the idea of making rogues only able to use sneak attack once per round. That one thing would go along way to making them more in line with all the other classes. As far as the fighter/rogue balance is concerned (i'm not going to talk about paladins, cause i think they need a major overhaul) i think its more an issue of twinkablility. Rogues lend themselves quite easily to being broken by creative rules-lawyering. In fact, it is so easy even a novice can break a rogue fairly easily. Fighters/Rangers on the other hand are not as easy to break (some would say you cant). They are characters that tend towards simplicity/straightforward play. They can however make fantastic characters for simply playing for fun. I think alot of it is why you set out to play, for fun or for "leetness" I do think the rogue should be brought in line with other classes one way or another. And where ever possible, we need to avoid an "arms race" scenario. *Edit: My attempt to bring the thread back to the original question*
*post eaten by the forum monster* Lets try this again. I love the idea of the Shadow Bloodline. I was honestly suprised it wasnt already added when i read it. The added spells known would be a great idea and your ability ideas have alot of merit. Taking it a step further, what if your bloodline affected the spells you cast more directly. shadow would add the shadow subtype to evocation/illusion spells. Abyssal would give the hellfire subtype to all fire spells and maybe a bonus to charm spells. Those are just two quick examples (i'm at work) of possibilities. Any thoughts?
Herald wrote:
I also would like to know more about this. Would be good to know rules for character creation (whats allowed and whats not, point buy? how many points? etc). As well as special events or such. Also, I'm all for running or playing in a Pathfinder RPG game if i can find interested parties.
KaeYoss wrote:
I myself solved this problem much the same way. I house ruled that, like cleric spells, wizards can only gain spells back once per day. I sometimes bend this rule and make it 16 hours, but generally speaking, i wont let characters "rest" after every encounter. If they do, they loose, one way or another. Intelligence isn't just for PCs anymore.
In this HUGE thread, i thought i would add my own 2 cp. I like the idea of the Pathfinder RPG system, though i do understand it reduces "character customization." It is simple and easy and tends to flow with most of what my characters do. Pick skills and keep them maxed... they don't throw points around... everyone has exactly the same skills for every rogue, ever wizard, every cleric. On those grounds, the PRPG system works great.
As an alternative, here is what i do for my groups. #1. Eliminated all feats that give skill bonuses (to much complication of adding modifiers, and i hate having people that have +15 to a skill at lvl 2-3. At that point, why bother rolling? "aw, i rolled a 3. oh well still got an 18")
Skills are essential to 3.5, that cannot be disputed. But the system needs to be refined.
Must add my funny bridge story here. My group was worried about the bridge being trapped after noticing the dangling rope on the far side of the bridge (thanks to the rogues perfect 20 plus maxed out skill in spot). The rogue went across by himself, declared the bridge safe, so the rest of the group started across. Meanwhile, the rogue was examaning the dangling rope and noticed it quivering as the party moved across the bridge, decided to secure it, so pulled on it to tie it down. I even asked how hard he was pulling on it. His answer? "Nice and tight". So he yanked on it, sending the rest of the party into the drink below as they made their way across the bridge. (2 humans and a gnome, so i ruled they could all 3 walk on the bridge... gnome being small, and underweight anyway). Only one death... gnome wizard, and they managed to bring him back to life. But to this day they wont let the rogue live it down.
lordzack wrote: I dunno, sneak attack or something similar seems to fit for me. Hey maybe they could get something like the "Dashing Swordsman" Prestige Class that Elan took in Order of the Stick. They would use they're Charisma to help them in battle. I really like the idea of giving them some sort of charisma bonus to their combat skills. It would be really cool. Maybe a class ability that lets them use charisma rather than strength or something? I've always thought of bards as more of the dashing swordsman/swashbuckler type. The spells were a "neat trick" that they learned to help them survive, but primarily they were freespirited souls that made living by song/poem/story and the speed of their wit. I love the bard, but i agree it needs little tweaks. My ideas are as follows: #1. Give the bard more combat friendly abilities. Taunting strike, Kender insults, demoralizing quips. Letting the bard use his abilities to lower the targets AC, "taunt" targets to attack him rather than friends, and/or demoralize opponents. #2. As previously stated, i like the idea of turning his perform abilities to be "bard abilities" much like the rogue techniques. #3. I really think more sonic spells should be added to the bard spell list. I like the variety of cleric/wizard spells, but i feel some bard specific sonic spells are in order. #4. As will already happen, d8 HP to go with the medium attack bonus.
Reading what people say about fighters always intrigues me. I have never understood why people think fighters are so gimped. In my 20 years of DMing i have seen some amazing things with fighters. They are as complicated or as simple as you want them to be. Yes, you can argue that it all boils down to "hit it till it stops moving" but then you can say that wizards "hit it with spells till it stops moving" also. Its not that simple. Take this example. Want a dual wielding combat monster? Fighters can do it faster than rangers if they pick feats early.
These are but a few of the options i've seen used. Its all in how you use the feats they are given. Yes, they don't top out at the amazing power of wizards, but they start out way stronger. More powerful to start, less powerful in the end. I would like to see if you can make them scale better, but simply put, they are not near the "lack of thinking" class that i keep hearing complaints about. This isn't meant as a troll, its ment to inspire creativity. Just cause your a fighter doesn't mean you need a 20 str. Dex, Con, Cha, these are all great stats for a fighter. You'd be surprised how complex you can get. ;) |