What I mean by Backwards Compatability


Alpha Release 1 General Discussion


There is a lot of talk about making sure that the PFRPG is backwards-compatible with 3.5 materials, but it is somewhat apparent that not everyone agrees on what that means.

To me, backwards compatibility means that the stat blocks for my adventures are as unchanged as possible. It doesn't really matter if the system for grappling is different, if the rules for trips and disarms changed, if the specific effects of a spell are new, or if the underlying system for determining skill bonuses changed. What matters is that the numbers on the sheet are the same. I can know what the rules for power attack are, so long as there is power attack. If there are slight problems, for example, if the cleric spell list was more restricted and an old stat block gives a cleric a prohibited spell, that's fine. I can ignore or quickly change that problem, but I don't want recalculate bonuses ever. Not just mid-game, but ever. Adding hit points or spell slots is easy, but recalculating modifiers is not.

So, change whatever rules you want, so long as the numbers aren't altered much.

What does backwards compatibility mean to you?

RPG Superstar 2009 Top 16, 2012 Top 32

I was just making this point on another thread, but I see you beat me to it.

I agree that backwards compatibility means stat blocks remain largely unchanged. A few consolidated skills here, a numerical bonus that can be ignored for minor NPCs there. Grapple modifiers renamed combat maneuver bonuses. Options that can be added to newly created NPCs but that don't need to be retroactively added to old ones.

The changes to arcane specialists and cleric domains represent about as far as things should go. Players can use these new rules, but if an NPC in an old adventure uses bonus spells instead, no problem. Just use the NPC as is, bonus spells and all. They're roughly equivalent to the school and domain powers in the new system anyway.

Also, upgrades to under-the-hood things like the cover rules, the grapple rules, and feat/spell definitions are fine. A stat block doesn't care if the Mobility feat works differently between 3.5 RAW and PRPG.


The redos of existing classes I could do without. Make something new instead of redecorating the fighter or rogue. I mean this is the chance to create new core classes for a new RPG. Take advantage of it.

The skill system I like as well as the Combat Maneuvers. Count me as happy with the ideas even though I have heard there is a lot of 4.0 in these rules. Paizo I am sure you will do a great job.

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