marc17 |
I've been working on something like this, pF 1.5, bot for house rules to my current pathfinder game and my own personal fantasy heartbreaker. PF/3E rules seems perfect for what I want which would be a more immersive, role play based RPG like we used to play AD&D like. It finally has a skill system, crafting rules, etc. I have lots of ideas, some of which I have put into play in the game I run, which has been going on almost four years and nearing 9th level PCs. Some things could be tweaks, some redone, some gotten rid of.
Still, I think the biggest issue is probably the tier system, with fighters and casters standing out the most. Fighters got dumped on with what is not even a straight translation and saddled with difficulties for no other reason than "realism" and to make the game more complicated. Meanwhile casters had all the things that used to hold them back and balance the class gotten rid of till they seemed almost as bad as a Glitter Boy compared to a Street Urchin as far as character classes go.
Anyway, intent is to return the Fighter to their place as being the best at combat, armor, hit points, and saves as they were in AD&D.
*Attacks of Opportunity - I never did like them that much. They complicated and slowed down combat. So, only fighters get them by default. If anybody else wants to stop somebody from running past them, they can hold and action or pick up the feat that lets them make AoO attacks (which requires a BAB +1 prerequisite). Still, that gives figures a neat thing, but not really that special.
*Saves - In AD&D they had the best save in all categories. Pretty much always saving except on a 1 at 20th level. Giving them all good saves would seem to front load them a bit too much. We want to help them out in later levels. I finally decided to go with 3rd and 5th level class abilities called Drill and Discipline. This lets them substitute their fortitude save for Reflex or Will saves respectfully so long as they are not under a condition that has a negative effect. Later the conditions that would cancel out these abilities get reduced in later levels and finally disappears in the teens.
*Armor Damage Reduction - Like the cavalier, after 5th level, they would get a DR that would apply to each die of an attack they take damage from. It would also work on spell damage in most cases so each die of a fireball would be affected if they were hit.
*Feats - Probably have to alter feats. Make some just normal combat procedures. Give Fighters Step Up and a few others early. Make being next to a fighter in melee a really bad idea if you are not suitable to melee.
As for Arcane casters. probably leave the classes mostly as they are. What I would do is change the spells.
*First, there is no reason for so many "ranged touch attack" spells, certainly not cantrips. Fighter's main advantage is their AC and these spells seem to have been made touch just to make it easier on spell casters. Being able to cast Ray of Frost is already equivalent to infinite throwing knives, do they really need to bypass all armor too? If anything should stop an apprentices attempt at barely magic, it would probably be a shield, armor, and heavy padding under neath to stop a bit of frost or acid.
*Second, I'd increase the casting time of most arcane spells one step or so. Instead of a single action, casting a spell would be a full round action. Return to their roll as the fantasy equivalent of a canon that needs to be protected or it will get disabled by cavalry.