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Pathfinder Adventure Path, Rulebook Subscriber. 18 posts. No reviews. No lists. No wishlists.




Pathfinder Adventure Path, Rulebook Subscriber

Looking to give players a option, get away from the "... so who gets stuck playing the cleric this time...?" conversation w/o going down the road of "wands of healing" and bags full of healing potions, etc...

Thanks for any advice!


Pathfinder Adventure Path, Rulebook Subscriber

When I say non-Vancian, I am looking for something where the player does not have to pick out his spells ahead of time and is screwed if he has picked the wrong spells. I believe this would also cover PF's words of power as I understand you still have a limited number of spell slots that you must preset each day.

Currently considering just grabbing the point/buy system from the Psi book and using that.

Comments, thoughts and advice all taken under consideration!

Thanks


Pathfinder Adventure Path, Rulebook Subscriber

If I have missed this in another post im sorry. Most posts I find about the Pathfinder Rogue tend to be: "they suck" "play a warrior/druid" etc etc. Now, I will agree, I do believe that rogue damage does suffer a tad because of backstab dependence. Any fight where a monster is backstab immune, and there are a whole lot of them out there, tends to put a serous damper on things. On the other hand, I love just about everything other than sneak attack dependency for rogues. But i am silly like that...

The UC topics all have to deal w/ only the new classes so I was curious if anyone has heard of other upcomming options that will add to the love of the rogue.

Tia


Pathfinder Adventure Path, Rulebook Subscriber

I have heard that 3.5/Pathfinder mechanics start to break down around lvl 17+ and was just curious what folks think would keep Pathfinder play both interesting in challenging in a lvl 20-30 type setting?

Would the game have to shift gears to some all new style or format? Would numbercrunching become so daunting you would need a reverise scientific notation calculator? What do ya'll think?


Pathfinder Adventure Path, Rulebook Subscriber

Just curious. I know part of the appeal of Pathfinder is that d20 is pretty darn simple to use, but to me its also pretty boring...

I like rolling dice and I enjoy how WFRP has set their system up with their (expensive) new dice system, you dont even have target numbers for rolls, gms just assign you "bad" dice to roll in your pool that can potentially counter the "good" dice. I also find it interesting that players can take a conservative or reckless stance in combat, and that this not only adds different dice to their dice pools, but also changes how some skills work. Finally, I very much like the idea of the "party card" in WFRP, that actually adds some flavor to the players party as well as gives some more combat options.

Now, dont get me wrong, I absolutly love how Pathfinder does 3.5 characters, I am just wondering if folks think it would be possible to add the WFRP options to Pathfinder characters without wrecking balance, or if anyone has tried it...?

Thanks for any constructive feedback


Pathfinder Adventure Path, Rulebook Subscriber

Has anyone tweaked with a points based magic system? I know the new ultimate magic has a hybrid points/vancian system but it seems to have alot of the limitations of both vancian and points based magic w/o giving much of the advantages of either.

Now, if you have ever looked for a AWESOME freeform magic for 3.5 based game, I would highly recomend the magic chapter from Monte Cooks WoD conversion (I think the chapter was written by Robin Laws).

I have no problem going in and making spells the long way, reading out of the book, but does anyone know, is there any rule of thumb when compairing original 3.5 spells to PF? I know pc's and monsters are more powerful in PF, was wondering if spells got that same bump across the board, or is magic still kind of at original 3.5 power levels.

Much thanks for any adivice.