So, I did a little converting from 3.5 to Pathfinder v3. Figuring out conflated skills and class changes took much longer than dealing with the additional skill ranks on a Fighter. In play, the low skill count has come into play several times; the Fighter has had to choose between being an athletic meathead, or being basically 'with it' but strangely milquetoast outside of combat; with 2+, there's no middle ground.
For the most part, I do things on a 'per book' basis. There's a definite bias towards WotC official material, but as long as the player is ok with letting me look over their hardcopy to look over, I don't usually have a problem going further afield. Depending on the game, I may encourage or discourage certain books; for example, 'skill tricks' or whatever their called from Complete Scoundrel end up adversely affecting character competence, because of the assumed 'you need this trick to do this,' so I discourage players from getting them. On the other hand, Book of Nine Swords has proven to be fairly balanced. The only problem I have is if someone wants to play a Fighter next to a Warblade; the Warblade is balanced against the Cleric and Wizard, AND gets more skills AND weapon familiarity, so I'd probably ask one of the players to consider switching.
seekerofshadowlight wrote:
One of the problems with the Fighter's current incarnation is that you see lots of people with levels of fighter; up to four, in fact. Fighter 1 is one of the best levels in the game, in fact! While I like these changes, they don't solve the problem of the Fighter having little to make it attractive later in the game, but DO make it even more desirable to take a level or two in.
We've been playing for a while now; the combat feats tend to discourage the fighter from trying anything but the most proven tactics, and he tends to fill up on interoperable stuff instead. I don't think the benefits most of them give are really justified with 'only one per turn!' especially given the fact that many take standard or full actions to use.
Evanta wrote:
I think that Power Attack gets hurt more at higher levels...while Combat Expertise got hurt across the board. Fighters who would otherwise take it with their ample feat selection no longer want to, and if they need it (usually for a third party feat) it feels like a punishment feat.
Commodore Jones wrote: Where is this limit written at? I'm not seeing in the latest Alpha release. Page 52: "Combat feats represent various maneuvers and tricks that
I think that combat feats really feel like an artificial break on players who like to tweak everything until they get monsterous characters. While I don't think that's a bad goal, I think the current list of combat feats has a lot of entries that really shouldn't be there, and a lot of them don't justify their status as 'this and nothing but this for one turn.' I've also noticed that (at least in play up until level 5) it tends to either A) make players pick 'regular' feats to use in battle beyond one combat feat that they like and B) encourage players to fight the same way all the time. A little testing at levels where multiple attacks came into play shows that there's some switch up between multiple attacks/full round combat feats...but you can do that -anyway- with feats that count as full round actions. In fact, I suggest that feats that are Full Round Actions are already so limited that making them combat feats makes them quite lackluster at higher levels, since they both A) can't be used in conjunction with full round actions and B) can't benefit from defensive Combat Feats. I think that the current list needs to be reevaluated, and feats be weeded out/upgraded to make sure they're worth A) not using another Combat Feat with/in place of, and B) Not full round actions unless they have some unholy combination with a defensive combat feat.
Weylin Stormcrowe 798 wrote:
Especially given the changes made to hit points, I really think this is a good idea.
orian wrote:
This is an issue that's been around since 3.0; D&D (and now Pathfinder) assume that magical items are both generally available...and generally available to be exchanged for a similar (if lesser) amount of magical gear. Pathfinder isn't setting out to change that paradigm, so you have the assumption of (if not a magic 'shop') some manner of broker for magical items. If you're worried about it on a worldbuilding level, just qualify that the cost isn't just for miscellaneous supplies, but SPECIFIC esoteric ones. So, for most magical items, a person can't just buy the supplies in any but the most cosmopolitan or magical cities; they have to go get the supplies, which may involve more real cost than the item is worth, ultimately. I'm not advocating this as Pathfinder's default, but it's -very- easy to spin it in that direction if a GM so chooses. I like the change as is.
Jadeite wrote:
Which is a case of neat skill synergy, and not at all overpowered. Since, as was pointed out, the chair leg doesn't work at all on the lion, making it a suboptimal strategy at best. In fact, I think that the feat could use a boost as written.
Back in pre-3rd edition D&D, half-orcs got a charisma penalty but no affect to intelligence. Half-orcs were supposed to have the strength of an orc with the intelligence of a human...but still get a raw deal because no one liked them because they were half-orcs. (They also got a comparatively meager selection of classes and painful level limits.) However, I still prefer the Pathfinder solution to the 3.x one, as the 3.x solution rather blasted the poor fellows.
Rhavin wrote:
The fact of the matter is that the power line was established with the very first wizardly spell list. It's either a question of nerfing all the casters, or making the Fighter more competitive. I think the latter is both A) less work and B) more rewarding for all involved. I don't like the 19th level Fighter DR bonus being reduced from 10/- to 5/-; The former does a lot to making them the force they should be at 19th level (especially for a single classed fighter) while the latter is a rather meager measure that doesn't seem to do that much in tests.
Two things: The first is that the ToB classes, while in some cases quirky, don't break the game. While they make the core fighter look sad (Warblade especially), they don't overpower the barbarians or casters of the game. In fact, I'd be curious how the Pathfinder Fighter fares next to them. That being said: For playtest purposes, I think that characters using Pathfinder rules would be a bit more useful. While using classes from other products is certainly great for testing how well Pathfinder 'plays nice' with 3.5 products, they'll probably see less use than, say, a pure fighter or cleric. |