What they're saying abut being ridiculed is probably the hardest block. In my experience though, it's unfounded to an extent. People playing dnd understand it, and you've got to stop caring about what other people think. The first time I played in PFS, my dwarf character was the most memorable thing about it. More so than the adventure itself. Not that he was pretty impressive in combat or anything, but the way he talked people remembered. I kept in character, even during out of character conversations. I.e: [insert over-the-top dwarf accent here] "Ah 'it 'im with me 'ammer." (rolls dice) "'At's a fi'teen. Do Ah 'it?" (GM: "NO") "!@#$"[/insert over-the-top dwarf accent here] So that's my advice. Don't be afraid of cliche's. People understand them for a reason. And once you get into character, stay there.
There is one in Pathfinder 1 "Burnt Offerings". The goblin warchanter, if you notice, is female.
Everyone else has covered the major differences pretty thoroughly. Expect combat at early levels to run a lot faster, especially if your players all played 3/3.5 as well. There're less hit points across the board than in 4e, and this was one of the big reasons I went to PF. In 4e a lvl 1 kobold has 20-some odd health, whereas in PF it has 5. In 4e a fighter has the capability to deal out around 4-13 damage per round at the high end. This is the same in PF, so you can see how fights won't last as long at the low end of things. Of course as more options become available, this evens out. In Pathfinder, your players will likely find a lot more to customize and personalize their characters, but it takes longer to make one IMHO, especially if you used the Character Builder for your 4e characters. If you're writing your own material, expect things to take much longer, as (especially at mid to high levels), you'll be having to creature your opponents from scratch, adding class levels and such. In 4e, designing balanced, yet challenging encounters was a much simpler process. If your planning on running mods, it's hard to recommend one without knowing your or your players' preferences. But an overview of all the Adventure Paths can be found here. I personally recommend Rise of the Runelords, Curse of the Crimson Throne, or Kingmaker for introductions into PF (Be aware that the first two are written for 3.5 and so might need some minor conversion). For games requiring less commitment, go with one of the modules. We Be Goblins is a fun one because it's short, and you get to be goblins. Hope this helps.
Played a kalashtar wilder in the Eberron setting one time. Technically he was half-kalashtar. Kalashtar can have children with any race humans can, and the child will match the species of the same-gender parent. Since basically kalashtar are humans just with an extra soul in there, and they look human, he was not aware he was kalashtar. He heard voices in his head sometimes, and had "dreams" that were actually memories from the soul he shared a body with. Of course this creature was a dream spirit from a plane that would be maddening to understand for a child. Naturally, children raised by their kalashtar parents would be taught all this from birth. Kalashtar lead very strict lifestyles to cope with this. My character had no such luxury, and as such was slightly insane. He would randomly change languages in mid sentence, stop what he was doing at the drop of a hat, and talked about things no one else (not being psionic) understood. In his debut session, the party awakens on an airship under attack. The others all look for ways off the ship when the elemental ring is destroyed, sending the airship into free fall, but he decides to stay on and enjoy the ride. He survived through magic item shenanigans and screamed "Let's do it again!" in a language only knew spoke.
The problem today isn't so much that kids aren't smart enough to get it, but more along the lines that kids aren't as interested in learning a ttrpg. As a 10yo back in the day, it was awesome. Today, 10yo's say, "okay, that's cool. I'm gonna go play WoW now." (not to bash WoW, I play it too.) Without flashy graphics and a big screen, it's a little harder to find kids that still like to use their imaginations. I did, however just get my 10, 6, and 5 year old cousins to play Gamma World, and they loved it. And I think this might just be the next step we take together in gaming.
Want to toss in my character for consideration: an as-of-yet unnamed Elf paladin (divine hunter) of Erastil. Questions: -How did you acquire your class? Never knowing her real family, as well as growing up seeing all her assumed family grow old and die caused her to fiercely cling to the idea of kinship. Once she escaped from Gaedren, the church helped get the young elf back onto her feet. Though it was the church of Abadar who aided her, her values led her to follow Erastil. She now stalks the city's underbelly hunting down those who would defile that which she holds dear: family, living off the land, and honest trade.
-How did you assemble your starting equipment? She managed to hang on to a little coin after getting away from Gaedren, and the church of Abadar showed her how to manage it and turn it into what she has today. Some of the first things she bought after striking out on her own are the tools she uses to enact justice. -What's the worst event of your life so far? The day her "sister" died. Gaedren fed her to the alligator. -What's the best thing that's ever happened to you? The job when she found the holy symbol of Erastil. Not only did it lead her to her calling, but it also lead to her being beaten so badly Gadren assumed her dead and through her out. -How do others perceive you in social interactions? Aloof. Like other Forlorn, she hides a deep depression which is often perceived by others as typical elven disinterest. -How assertive are you when making a decision? Compromising. Though driven, she has a long history of being told what to do that is hard to break. While acquiescing to the choices of the group, she sticks to her guns and has no problem reminding them of what her thoughts on a matter are. -How do you feel when faced by setbacks? Self-abusive. While no longer flogged within an inch of her life for the slightest error, she still mentally berates herself when she feels that she has not performed to her perceived standards. -Do you stay in contact with your family? What do they think of you? She has no memory of her birth family. Most of her "brothers" and "sisters" are still Little Lambs, and she hasn't heard from them since she escaped. She still has members of the church of Abadar that she maintains friendly contact with on a semi-regular basis. -Do you have any secrets or conflicts from your past that might come back to haunt you? Her birth family, her childhood of crime, and her Forlorn depression could all have interesting future possibilities. -How long have you lived in Korvosa and in what part of the city? All her life as far as she knows. She currently resides in South Shore, trying to find some sense of belonging among others of her kind. -What is your opinion of the current state of affairs in Korvosa? She feels that Korvosa is plagued by all manner of scum and villainy, and she intends to remove that problem. She is far to focused on the small scale that she rarely worries much about what the royalty and politicians are up to. -What is your connection (past or present) to Gaedren Lamm? For as long as she can remember, she's been one of Lamm's Little Lambs. That is, until she escaped. She's been trying to get over it, but you can bet that if she ever got wind of where he was hiding, he'd go strait to the top of her list of people who need to be removed from the city. |