The following review is based on some limited play testing, in-depth evaluation and discussion among several player/DMs. It's a little long. Excuse me for that.
Races: Interesting changes, especially for the Half-elf and Half-orc (those that needed the update the most.) However, the problem with most of these changes is that they are no longer in line with the core races or the plethora of races from other sources.
Changes to races should simply bring the races in line.
Classes: These changes are also interesting but they are a bit deep and bring balance into question.
- The new domain powers change clerics but also part of the spell system.
- The fighter gains unneeded extra attack and damage bonuses. Fighters could be “fixed” with a far simpler increase in fighter bonus feats, perhaps granting them automatic weapon focus, weapon specialization and so on at the levels where they are gained (1, 4, 8, 12, etc)
- The rogue has enough new abilities that we will need a bit more time to render an opinion.
- I love the new school powers but I can’t help but feel that the change is too extensive. Specialists probably could use some better benefits but
Most spell casters have, in my opinion, always had a problem in the levels where they don’t get a new spell level. It’s like a dead level. I’ve taken to granting special bonus feats at every level where no new spell level is gained. It’s never broken any of my games (the barbarian still dominates) but it allows for great customization.
Skills: This system is far too much like Star Wars Saga Edition and the way 4e will be doing it. While it may work, it would require a bit too many changes whether on characters to NPCs to skill DCs. Plus, as many have already mentioned so far, removing skill points also removes a certain level of customizability.
The altered skills (combined) is a move in the right direction. We’ve already implemented the Stealth and Perceptions skills in my various games so seeing them here is comforting. Some of the other combinations seem a little hasty in my opinion.
I was disappointed to see that Tumble works the same as in the core rules. I dislike the fact that it’s as easy to tumble by a 20th level character as it is a first level character. Monte Cook has a good version where the DC is the targets Attack roll (or +5 to go through the target’s square.)
Feats: I will report back on this section when we’ve had more time to review this section. But I can say that feats that require that you’ve done something the round before, while interesting, only adds to the bookkeeping that bogs down 3.5.
Combat: - Was there that many problems with cover that we need a rule change?
- The CMB is a good idea overall. By this I mean there are good things and bad things in regards to the combat maneuvers.
The good relates directly to having one bonus to remember when trying to execute any of the affected combat options. A problem with 3.5 is that each of the different options (grapple, sunder, disarm, etc) were resolved differently. Unifying this is a large step in the right direction.
The not so good refers to the static target DC for these maneuvers. To hit 15 + the targets CMB is the same as opposed rolls where the target rolls a 15 on a d20. Why 15? Is there something wrong with opposed rolls?
Also, why change the size modifiers for CMBs?
I think this just needs to simmer a little longer before it’s ready.
- The new turn undead rules are still untested. That should be done in the days to come.
Spells and Magic: - While the content of the new Domains and School powers are quite neat, the changes seem too extensive.
It is my opinion that the changes should be simple and in line with what already exists. We don’t need to reinvent the wheel.
- Kudos on the unlimited casting of 0 level spells! It’s nice to see that in print.
- You did inadvertently hit upon a possible fix for a 3.5 subsystem that requires a good look: metamagic. The metamagic mastery ability (8th level universal power, pg 49) has a good take on the way metamagic should work. The “uses” per day could also serve as the same kind of resource that clerics get in turn attempts with all the feats that support that.
General: All in all, every idea has been good. They just don’t all fit. I appreciate the effort Jason and the gang have put in so far.
My suggestion would be to keep it all simple. Only change what needs to be changed and change it only as much as it takes to get the desired results.
Are there any plans to look at iterative attacks? Or multi-classing spell casters?
Have you considered partnering or consulting with Monte Cook? (Just a suggestion!!!)
Thanks Paizo for even doing any of this!