Not Sold, Fence, or Tickled Pink? My Alpha Read


Alpha Playtest Feedback General Discussion

Liberty's Edge

Hi brave and listening Paizo folks. There are so many threads about first impressions I wasn't sure where to begin. I don't want a long running text but I want to let you know what initially jumped out and smacked me from my first Alpha read-through.

RACES: Tickled Pink. I have NO complaints. Getting an extra +2 bonus does mean all +0 LA races from other sources should no doubt also get some additional +2 ability bonus to some score as determined by the DM. No big deal.

CLASSES: Not Sold yet, as in the changes seem quite radical, and until I playtest it my concern is they overpower all other core classes from the basic 3.5 rules set and related sourcebooks. That's seems just a power surge problem that is not necessary. There are some articles on the WotC site once about "dead levels" which had some interesting powers to fill in the levels that didn't power-up the class so much.

SKILLS: On The Fence, but about to be tickled pink. I opened SWSE and the skill system struck me as the greatest thing since sliced bread. But "oh, how I would hate to see this for D&D!" I said at the time. However the rules are clear, make sense and will be easier in making NPCs. I THINK I like deleting skill points. Needs testing.

FEATS: Tickled Pink. They make sense regarding the new rules so far and read clear. Nice new additions, too. No complaints.

COMBAT: Best Chapter Evar. CMB has me Tickled Pink. Totally usable right now and will see playtesting this coming session. Easiest integration, thumbs up.

SPELLS & MAGIC: On The Fence. I see some neat additions, like making specialist wizards more, well, special. Domain changes means fiddling with previous Domains from other sources, which doesn't sit to well with me. But on the other hand, those Domains sure cover wide ground. THANK YOU for not adding or deleting from lines of spell stat text. The updated descriptions make sense to take advantage of the new rules, that's fine and makes sense.

RUNNING THE GAME: Not Sold yet, but also just "eh". As in what game have I been playing for the past 5 years that I have NOT had any issues at all building encounters using the system as is or with creature CR's to party power? So this system is fine, but strikes me as: same thing, different number fiddling. XP also strikes me as odd, as the system I use is fine, I don't know how this is superior. But it changes because the Pathfinder classes are more powerful? That leads me back to classes, which is why I wasn't sold there either.

Basically I give the document a B-. Really my concerns are with character level and therefore compatibility with previous books' power levels, which, if off, is just a headache waiting to happen. Otherwise the combat chapter is right on the money. Feats and Spells also are heading in the right direction.

Thanks for listening. More as I playtest in the coming weeks.

-DM Jeff

Liberty's Edge

I think what sells the XP section is that its a combination of diversified(different progressions based on group preference for leveling speed, which is often a point of debate) and simplified. Adding up XP at the end of a session is genuinely easy now. Not just because it does the division for you, but because however many party members are in the group it evens things out. No more looking at three hundred divided by seven and figuring that they each get 43xp(after rounding of course).

Also, having a bit of range for each number of players means that its less likely having an NPC(or occasional player) join up with them for a session that is going to be harder will mean they get severely undercut with xp. If you have 4 players you get the same amount of xp as if you had 5 players. However in 3.5 adding a fifth person means that you get a noticeable chunk of xp less, especially on the fights that are tougher(and thus give out more XP.)

Liberty's Edge

Tarlane wrote:
Adding up XP at the end of a session is genuinely easy now. Not just because it does the division for you, but because however many party members are in the group it evens things out. No more looking at three hundred divided by seven and figuring that they each get 43xp(after rounding of course).

That makes sense. Easier in this case is better, and I can see it adapting quite easily.

-DM Jeff


I too am worried about balance issues, all the classes are a bit more durable, that's not too bad, and the extra racial stats and changes to hlaf-breeds are all doable, but the classes just seem that bit more powerful than existing 3.5 core. Which I don't know I like, I could be wrong, and obviously this is alpha, but I hope the classes end up balanced with the re-released monsters, and easily translatable for power,etc. with existing books, tohguh admittedly I use mostly core now, and am planning to use mostly just core Pathfinder RPG, I know alot of people will want it to be easy to power scale thier monsters into the game, and I want this to work financially aswell as as a game mechanic.

Dark Archive

At first I was worried about class balance too. Especially because the wizard got upgraded and the sorceror didn't, when it was already the more powerful class. But at the back of the pdf they say that they'll upgrade the rest of the core classes in an update soon. I don't think they can do the non-core classes though if they aren't in the srd.

Liberty's Edge

Crodocile wrote:
I don't think they can do the non-core classes though if they aren't in the srd.

Right, that's my real only concern. If my next group has a Pathinder Barbarian, Wizard, and Ranger, will the Warlock and Spririt Shaman working alongside them from non-OGL sources pale in comparrison to them? That would be uncool.

-DM Jeff

Liberty's Edge

Crodocile wrote:
the wizard got upgraded

I'll be honest. I'm not really seeing this, and I've seen references to it in several places. Can anyone explain to me the great boost in power wizards got?

From my perspective, it looks like they sacrificed versatility for reliability - basically a wash. I admit that the d6 hit die is nice and all, but specialization doesn't get you an extra spell slot anymore, so you can't pick and choose between the things you want to add - you just get a fixed spell-like ability instead. Doesn't that largely result in a null shift in power? What am I missing?

Jon Brazer Enterprises

Shisumo wrote:
From my perspective, it looks like they sacrificed versatility for reliability - basically a wash. I admit that the d6 hit die is nice and all, but specialization doesn't get you an extra spell slot anymore, so you can't pick and choose between the things you want to add - you just get a fixed spell-like ability instead. Doesn't that largely result in a null shift in power? What am I missing?

Specialist wizards no longer HAVE to give up schools. General wizards have the spell like abilities too.


I've read the document.

Races - Love them. Has instant gratification with solid choices among all the races. The gimmicks are now useful. Excellent.

Classes - I haven't playtested it yet - but on paper I like what I'm seeing. Yes they are more powerful. Rather - they're more organized in ability. I *like* this. A lot. Granted I need to see the other classes, so far so good.

Skills - HRMMM. This is an interesting means of bypassing a constant complaint in my own campaigns. Not enough skills. Or the skills in 3.5 are too general/specific that they don't balance out in overall use in the campaign. I have used the Skill-Groups from Iron Heroes to help reslove this - and now my players are complaining that certain skills are simply too powerful to get around (Alertness for us - which with Pathfinder - it's virtually the same as Perception). The Pathfinder system is interesting - but it almost forces people to multi-class (which is not an issue but for some people it might be). I'm not sure how I like it. I think I'd prefer a re-work of the actual Skills themselves and readjustment of skill-points to various classes. Personally, I feel classes should not necessarily be the determiner of skills: rather there should be a general pool of specific trained/untrained skills - and certain classes get bonus points for skill-groups specific to their schtick.

For instance - Rogues would have access to a Rogue-Skills grouping where they could customize their Rogue as they see fit. If non-rogues buy into those skills it costs more. But ultimately everyone gets the same amount of General points. The current 3.5 system is too arbitrary. I know some people might say 'what's the difference?' I think the skills need to be reworked and re-organized to fit the points better. Until then - I think Pathfinder's method might be a simpler solution. But my gut tells me I don't care for it.

Feats- Iffy. The class-section does a great deal to alleviate another issue I personally have with 3.5, that is Feat acquisition. The system in 3.5 almost forces characters to be cookie-cutter in concept. The Class section for Pathfinder helps a LOT in alleviating this. What I *dislike* about the Combat Feats is the round-by-round pre-requisite manuevers. Negative. Big red flags (for me). It caters not to having choices round by round, but potentially paralyzing the game due to lack of choice AND players not being satisfied when all that setup come to nothing on a miss or some form of interupt. Do not like. Do not want.

Combat - Okay... here's where I might take some arrows from the crowd. I think, *personally* Pathfinders changes in order to streamline combat misses the mark completely. Granted, I realize they're not trying to get away from 3.5 entirely, but there are certain mechanics that simply do not work well that Pathfinder simply does not address (and again I realize they did not intend to apparently - but they are changes I feel D&D needs that 4e may not address either).

Embracing simplicity - these systems are:

Iterative Attacks - GET. RID. OF. THEM. They are a headache for new players. They are a whip for specialized players who dual-wield and have unarmed combat with a small gauntlet in one hand and a foot to kick with, and a kama in the other. The point is - just give players another attack at full bonus every +5 BAB. And bring back the 3/2 iteration.

BAB = +1 - +4: 1 attack per round
BAB = +5 - +9: 3/2 (two attacks on round one, one on round 2)
BAB = +10 - +14: 2 per round
BAB = +15 - +19: 3 per round
BAB = +20: 5/2

I know people will groan - but I swear to you, I've used it in my campaigns to replace the spreadsheets my players use for their Bonus Matrixes to HIT on iterative attacks based on which attack routine they want to use... and it sped up gameplay 1000-fold.

Also - get rid of the extra-feats relating to dual-wielding. Just allow one single off-hand attack with Two-Weapon Fighting and the regular rules. Why? Because if you allow people their full attack routines despite movement (to make up for the fact they generally have fewer attacks) it balances it out. Yes that means you can more than 5-foot step and do a full routine of attacks.

It's easy. It's elegant. It can be done. (and I'm actually doing it. My players love it... of course monsters get it too.. heh.)

CMB - I'm iffy on it. I will have to test it out. It looks... okay.

Armor Class - Yeah another sacred cow to kill. Let me preface this by saying the fact that nothing was really done (that I've seen) to address this WHILE all of the classes (especially the melee classes) have been statistically and racially buffed is a bad sign. The AC system is mathematically HORRIFYING. The abstractions of what Armor IS vs. what it's supposed to do is nowhere close to being reflected in 3.5. Yeah yeah you can say "Well HP is also supposed to be part of it as it's a reflection of blah blah blah blah... /barf" and what it gets down to is this:

AC is meaningless if it's not improved. Statistically - by 10th level most melee characters will be tagging everything they swing at well past their "Challenge Rating" (/snicker). With the buffs to the races and classes in Pathfinder - this issue is magnified. I could recommend a combination of possibilities. But DR and Avoidance needs to factor in here somewhere in a big way. Armor absorbs damage. It doesn't make you harder to hit. Yes, HP is an abstraction, but that doesn't mean people think of it that way when they play. When you get hit - you get hit. And it doesn't matter that your Swashbuckling Fighter wearing no armor has 150 HP - he's supposed to be nimble and fast and impossible to lay a hand on... but you just got hit by someone inferior to your skill. Why? Because your AC sucks, and his to-*hit* bonuses say so along with that "10" he rolled. Tag. You're it.

As it stands - I use the Iron Heroes Defense Rating plus Armor as DR. If Pathfinder wants to really make solid changes to the system without requiring people to buy an entire new set of books - they need a system similar to this. Sticking with the same old same old broken AC system... well you get just that. If you're cool with it - have at it. I'm just saying here is an opportunity to really make a stab at it that is worthwhile.

Spells and Magic - I like what I see. I want to see more. Let's get rid of Fire/Forget casting. Let's make Specializing BEEFIER and more worthwhile. If you want to be a universalist caster - fine. But make being a specialist SPECIAL. It's the right direction - but it needs more, in my opinion.

I *want* Pathfinder to be special and stand out from the 3.5 system and from 4e as well, but not so far that 3.5 players need to burn their collections. I do not think the changes (and keep in mind - I'm just using the systems above as examples - not "how it shoud be" unless it's your cup of tea). I believe that making small changes are good - but why not make the big changes and make it better? These systems I've pointed out CAN be made while still requiring very little conversion from 3.5. In fact I know they can all be done on the fly without hardly any book reference. Certainly no more than it will take to pick up the Pathfinder PHB and glance it - which is what most people will do initially anyhow.


I'll have a better post when I can more thoroughly digest and playtest the material. So far, it seems like aces.

My main dread was that the psion was missing. I was hoping that since Paizo was jumping the gun and giving the fans a treat early, that this would include my favorite class. So, I guess I'll have to wait for WotC on this one in another year or so?

I'd ditch the Fly skill as "n/a." I'd figure someone who has access to fly would become as familiar with it as humanoid to walking. I'd just have as a given that a mage/ cleric with that skill does so in the spare time, perhaps learning the subtleties before even attaining the spell in the first place. (i.e. upon attaining that ability, the caster has just mastered the basics)


XP Chart

I like the idea of the DM picking how tough or easy he wants his campaign to be.

Ive never liked the idea of class switching without penalties, so I might adopt the idea that single class characters stay on the easy path, but if they switch to a new class, they move to medium xp, then if they want another jump, they move to hard xp.

GM


With regard to the new class abilities, I agree that it makes them more powerful. A Pathfinder fighter will be better than a bog standard 3.0 or 3.5 fighter.

However if this is leading to less dependance on characters having a cornucopia of magic items to keep up with the neighbours, er... I mean monsters, I am all for it.


DM Jeff wrote:
Crodocile wrote:
I don't think they can do the non-core classes though if they aren't in the srd.

Right, that's my real only concern. If my next group has a Pathinder Barbarian, Wizard, and Ranger, will the Warlock and Spririt Shaman working alongside them from non-OGL sources pale in comparrison to them? That would be uncool.

-DM Jeff

I may be wrong but my understanding is that the Pathfinder RPG is not being designed to be used with the 3.5 system but as a replacement, so you are naturally going to find problems when you throw in your Warlock, Spirit Shamans, Hexblades....

I think what they want is for you to be able to use your Pathfinder APs and modules with either PRPG or 3.5, and to be able to convert 3.5 monsters and NPC from one to the other but they do NOT intend to use PRPG with say, Tome of Magic.

I may be wrong Jeff, they have not said this precisely on the threads I've seen. But, GOD, there are so many.


If the PRPG is supposed to be backwards compatible, then it should make it possible to play a pathfinder module or AP with the new PRPG base classes alongside a warlock or shaman. Otherwise, all those people who are still looking for a way to keep their old books, will find most of them obsolete. If they wanted that, then they would be posting on a 4th ed. message board.


In the interests of compatibility - I think you're right. However, there is a fine line in making *any* kinds of changes that require a review of the new version of the rules and playing an entirely new version of the game.

That said - the changes that desperately need fixing in 3.5 are

The AC system - easily fixable using a Defense Rating based on the relative skill of the class in question. In Iron Heroes it's a simple table that makes sense. You only get your DR if you're aware of the attack. Armor absorbs damage. Shields add to DR. It's not perfect, but it's a lot better than the standard AC system. And once you use it for a session or so - you never have to refer back to it.

The Skill system - The skills need to be better defined and weighted to justify even buying them. Skill points if used, need to be better balanced. There are a LOT of ways to do this. The Pathfinder method I feel is the one of least resistance. I think it could be better than this - I prefer balancing the skills (merging some for example) and giving each class the same number of points to buy skills.Add Class Skill Groups that each class get extra points to put into to allow them to fulfill their roles better. Not penalize them by making non-class specific skills cost more.

Magic System - needs a total overhaul.

Combat - The general manuevers in combat need to be cleaner. Pathfinder's approach is better. Not sure if it's the way to go.


If you want to play d&d with a totally overhauled magic system maybe you should be looking at 4e? Personally I'll stick with Vancian spellcasting, thanks.


Tenbones wrote:

Iterative Attacks - GET. RID. OF. THEM. They are a headache for new players. They are a whip for specialized players who dual-wield and have unarmed combat with a small gauntlet in one hand and a foot to kick with, and a kama in the other. The point is - just give players another attack at full bonus every +5 BAB. And bring back the 3/2 iteration.

BAB = +1 - +4: 1 attack per round
BAB = +5 - +9: 3/2 (two attacks on round one, one on round 2)
BAB = +10 - +14: 2 per round
BAB = +15 - +19: 3 per round
BAB = +20: 5/2

You know that 5/2 is less than 3 attacks per round, right? 5/2 is 3 one round and 2 the next, 5 every 2 rounds.

Scarab Sages

DMcCoy1693 wrote:
Shisumo wrote:
From my perspective, it looks like they sacrificed versatility for reliability - basically a wash. I admit that the d6 hit die is nice and all, but specialization doesn't get you an extra spell slot anymore, so you can't pick and choose between the things you want to add - you just get a fixed spell-like ability instead. Doesn't that largely result in a null shift in power? What am I missing?
Specialist wizards no longer HAVE to give up schools. General wizards have the spell like abilities too.

Actually they do, they have to choose 2 forbidden schools, but have the flexibility of using those spells if they REALLY need to, if they do, then they lose their specialist abilities for the day.

Reread the section.

The core classes under PfRPG actually make you want to possibly make a level 20 fighter or wizard instead of getting a PrC or cross-classing. Compare the P-core classes to the new classes from ToB...Those are balanced.

Lilaxe wrote:

XP Chart

I like the idea of the DM picking how tough or easy he wants his campaign to be.

Ive never liked the idea of class switching without penalties, so I might adopt the idea that single class characters stay on the easy path, but if they switch to a new class, they move to medium xp, then if they want another jump, they move to hard xp.

GM

Oh that's an interesting idea. Or possibly if they break the preferred class then they move to the next chart, this would also work for adding levels to ECL equivalents.


Xaaon of Xen'Drik wrote:


Actually they do, they have to choose 2 forbidden schools, but have the flexibility of using those spells if they REALLY need to, if they do, then they lose their specialist abilities for the day.

No, they only lose the bonus when they prepare spells from prohibited schools. They don't lose access to any of the level-based abilities.


I hope the core melee won't be in the dumpster again and the druid and cleric are toned down a bit.

Also, I've houseruled a system that bases combat manuevers on saves instead of hit-to-hit, which I would like to see, but I certainly like the new idea better than the old one.

It's based on a combat modifier number that we came up with fairly easily...we made it the same thing as spell progression only based on attack leveling.

For example, the strong progression levels in combat modifier number like the wizard does spells, so at 5th level a Ranger or Fighter has a modifier of +3 and then adds the relative ability score for what we have worked out. AoO's are still there without the feat, and the feat also adds +1 to the Combat modifier making the feat more useful. Weakest progression gets the equivalent to Ranger/pally progression, Middle gets Bard spell progression, and strongest gets Wizard/Cleric.

So basically lets say trip was VS RFLX... for this 5th level Ranger with the improved trip, his number would be 10+Combat Mod+ability+misc...lets say he has a strength (or dex...made optional feats for dex as well) of 16....this would be 10+3+3+1= 17. The DC of the save would be 17 and then add the modifiers for size and whatnot to the save.

I have been tweaking the save adds because +4 per size category is MASSIVE for saves, so I marked it down by 1 to start out with...changing it to 3 (along with the dwarven stability). We ended up changing it back because not all the bigger creatures have excellent Reflex saves, so obviously I still have some indecision on it. 4 legs instead of 2 also changes things...

This should seem like a pretty familiar mechanic, because it's basically how spells work...pretty simple.

This does however add a totally new dimension to the fighters because they can now exploit saves like the caster can, giving them alot more to do with a simple change in mechanic.


Tenbones wrote:
Spells and Magic - I like what I see. I want to see more. Let's get rid of Fire/Forget casting.

I'd like to see this too. Or at least alternate rules for a new method for daily spell use. In my campaigns, I've gotten rid of the cast and forget method. When a wizard learns a new spell, he knows how to cast it. Period. Instead, I prefer the idea that the casting of spells is mentally exhausting. The wizard can only cast a certain number of spells per day without being mentally drained.

I've messed around with a couple work arounds. I've allowed the PC to cast any spell he knows per day equal to the amount he would have normally memorized. We really didn't have any issues in those games, but my players don't play wizards very often. I also see how this makes the sorceror a bit obsolete.

I've also wanted to create rules for what may happen if a wizard attempts to cast spells after the daily allotment is gone, or he is exhausted. However, I've never had the time.

Liberty's Edge

Kruelaid wrote:
I think what they want is for you to be able to use your Pathfinder APs and modules with either PRPG or 3.5, and to be able to convert 3.5 monsters and NPC from one to the other but they do NOT intend to use PRPG with say, Tome of Magic. I may be wrong Jeff, they have not said this precisely on the threads I've seen. But, GOD, there are so many.

I beleive you are right, but there is not enough time to read all threads! I get what you are saying. PRPG may not work too wekk with Compelte Mage or Magic of Incarnum but basic stats of an adventure and monsters, traps and the like will be compatable with. That's valid. It still goes against one of the main concerns of many fans, however, that they will have a load of books they can't use anymore, and I don't think Paizo will intentionally try to invalidate them.

-DM Jeff

EDIT: Aha! Found it!

James Jacobs, cool dude wrote:
More importantly, the Pathfinder RPG is completely backwards compatible with the mountains of game books that everyone already owns.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Xaaon of Xen'Drik wrote:
Oh that's an interesting idea. Or possibly if they break the preferred class then they move to the next chart, this would also work for adding levels to ECL equivalents.

I agree, these classes are more balances out against Book of Nine Swords classes which is fine. Warlocks are cool and all, but it won't bother me if they fall short, many of the splat book classes are underpowered anyway.

DM Jeff wrote:
It still goes against one of the main concerns of many fans, however, that they will have a load of books they can't use anymore, and I don't think Paizo will intentionally try to invalidate them.

Paizo can't improve Core 3.5 without some old stuff becoming less desirable.

Fighter is weak compared to ToB class. Fighter is suppose to be good but it's not anymore.. fix it.

Wizards run out of things to do. Fix it, sorry Warlock.

Clerics shouldn't only be able to heal and turn low level undead. Fix it.


RACES: Sold, sold, sold (with one pettifogging exception). The race descriptions and powers give them enough flavor without being overpowered. I love the idea of working in the dwarven greed as a game mechanic. One thing, though -- couldn't y'all consider changing the Gnome's favored class back to "illusionist," where it had been since the dawn of time (or at least 1e)? :P

CLASSES: Not completely sold. Some of the classes (rogue, I'm looking at you!) seem a bit 4e-ish to me.

SKILLS: On the fence, although I like the pruning of the skills tree and unifying certain skills into one.

FEATS: Not impressed. On some of them, it seems to be more tools for powergamers, min/maxers and other assorted character overclockers to make the perfect Godzilla fighter. Particularly when they can be used once every other round. And when one of them scores an autocrit, perhaps once every three rounds (not a threat, mind you but "just roll critical damage"), that is made of pure, weapons-grade broken, in my opinion.

COMBAT: Sold! I hope that people at the Prestidigitators of the Pacific are kicking themselves good and hard for not thinking of Buhlman's elegant, even beautiful, grapple and unarmed combat system. That one is going into my game as soon as possible.

SPELLS & MAGIC: Fence-sitting. I'm not too fond of the school/domain powers (particularly the high-powered ones, and giving mages, IMHO, the power to cast wish once a day out of the blue is like giving a woodchuck and atom bomb, and with a lenient [or worse, careless] DM could be the rule that launched a thousand Waldorfs.) The revamped spells aren't too bad.

RUNNING THE GAME: Mostly OK, but I'm not completely understanding the XP table -- it could have been made a little clearer. Also, I'll decide on the number of monsters in my own encounters, thank you very much. :P

EXPERIENCE: Thouroughly sold on the XP progressions -- It's the answer to my prayers, and a system that is going to be enacted as soon as we get back to the EttRoG campaign in a few weeks. XP in 3.5 was just too fast. I had PCs levelling (even when going by the book) nearly every session, and not after the DMG's 13 encounter benchmark.


Lilaxe wrote:
I might adopt the idea that single class characters stay on the easy path, but if they switch to a new class, they move to medium xp, then if they want another jump, they move to hard xp.

Interesting - please post to let us know how this works out if you use it!

Thanks!

tfad

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