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7 posts. Alias of Alexander Huyer.


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I both updated Foxit Reader and re-personalized and re-downloaded the beta, and now all is right in the world.

Thanks folks.


Just downloaded the long-awaited Pathfinder RPG Beta, and I have a small problem with the PDF. Every other page, through the whole book, is blank. It's not just a plain white empty blankness, it still has the normal 'paper' background, and it has the tan sidebars and such (though no next in them), but there are no other pictures or text on those pages.

I'm reading the book with Foxit Reader, a less-bloated Adobe replacement, but I've read a lot of PDFs with it and never had this problem before.

Any ideas?


hmarcbower wrote:
Pat Rat wrote:

I'm new to this forum so excuse me if this has been covered.

After reviewing the Alpha I noticed that one of the biggest problems in 3.x hadn't been addressed. The power level of the classed listed above.

Other than some spell tweaking I don't think this issue has been addressed. Wizards even have higher hit points now...

Welcome to the boards. :)

So one of the biggest problems *you* have with 3.x hasn't been addressed. I think you might find a like number of people who feel that there wasn't ever a problem there, and that since all the other classes got a real boost that now those classes fall behind.

That's the danger of any of us thinking that problems we have with 3.x are universally seen as problems.

Perhaps if you specified the problems you see, we could have a look and see if it's just a localized issue or a systemic problem. I think you'll find that concensus isn't possible, and statements about something being a systemic or universal problem aren't going to get very far without a lot of backup. Even then, you're going to have people who provide equally good arguments to the contrary.

It's fun. ;)

That's generally seen as one of the largest problems with 3.x, no real class balance, especially at high levels.

While all classes have been buffed to an extent, 9th level spellcasting classes, especially the cleric/druid/wizard, are still more powerful than other classes at mid-to-high levels. The only way to really fix that would be to go the 4e route, but I don't think anyone who's looking forward to the Pathfinder RPG wants that.

From what I've seen, balance between classes IS better, but still could use some work. Especially on the fighter.


The number of magical items founds is of course regulated by the DM, however, since the CR rules assume that the characters have the amount of wealth that they're supposed to have, and it also seems to assume that all that wealth is spent on magical items that directly improve their combat statistics and important stats, even using the standard 3.5e wealth/magic, there isn't much room for 'flare'. You can spend that 4,000 gold on this nifty little magical item which has some cool powers... Or you can spend it on that Headband of Intellect +2 (or whatever), which while not so cool, is probably more useful.

Another problem I see which makes it very difficult for DMs to make low-magic-item campaigns is that they are significantly more important to non-spellcasting classes than they are to clerics/druids/wizards/etc. Sure, you can ban those classes (akin to Iron Heroes, which has one modified spellcasting class which most people seem to think is still overpowered), but what if you want a world where crafting magical items is rare/nonexistant, but there are still mighty archmages (and lowly apprentices) and priests blessed by their deities?

I'm looking for something more akin to earlier editions of the game (though, hopefully, more balanced): A party which includes both mundanes and spellcasters, perhaps with some magical items, but not huge numbers of them... Maybe 2-3 per-character at 10th level.


Just curious, will there be any rules or suggestions for running a Pathfinder RPG game in a setting with few (perhaps even NO) magical items? One of my biggest gripes with 3e/3.5e is the fact that it is extremely difficult to have a game, especially at mid/high levels, where the characters aren't decked out like Christmas trees. Without all magical loot, just about every challenge needs re-balancing.

So, what if I wanted to run a game where magical items tended to be rare and unique, except perhaps for scrolls and potions?


Ernest Mueller wrote:


False Prophets - ultra cheeeeeeeze
Expanded Psionics Handbook - like magic, but better!

Er... What?

Psionics aren't for everyone or every campaign, but a 20th level wizard beats a 20th level psion, hands down. This has been pretty thoroughly proven.

I'd say that any book which could work in 3.5e could work in Pathfinder, depending on the DM, the campaign, and the players. Not all campaigns (perhaps not even most?) will be set in the default Pathfinder setting, and FR/Eberron books would certainly be expected in a campaign set in one of those worlds.

Whatever books are used, there'll likely be a lot of feats and spells which will need to be modified (a lot of feats would, at very least, become [Combat]).


First off, this is my first post here. I'm greatly looking forward to seeing how the Pathfinder RPG progresses, and I like much of what I've seen so far. None of my regular group is looking forward to D&D 4e, and I have some reservations, so it'll be nice to have a '3.75e' compatible with all our old 3.5e stuff.

Now, on to the topic of this post: Alpha Release 1 and 2 both mention that Hit Die size are now linked to a class's Base Attack Bonus... Full BAB = d10, medium BAB = d8, poor BAB = d6. The Barbarian is mentioned as the only exception, with its d12.

But the Paladin has a d8 for HD, despite having a full BAB. Is this intentional, or a typo?