You came. You Playtested. You didn't Like It. Now What?


Alpha Playtest Feedback General Discussion


I'm curious what my fellow Pathfinder GMs are doing with Alpha Playtest rules that they have tried but haven't liked (for either mechanical or non-mechanical reasons):

Do you retain the "undesirable" rule as written for the purity of the playtest and wait for changes from Paizo or do you create a new house rule on the spot?

As for myself, I'm going to keep any "undesirables" intact and allow Paizo to make the changes between now and the final ruleset--at which point, I'll take stock of things.


That's pretty much what I'm planning on doing. Unless my players really, really don't like something. I don't want them not to have fun while we are doing this, but so far, nothing that major has come up. And most of the stuff that has come up is stuff that we would like to see tweaked, rather than removed, so we'll go with it as is, until we see what else comes down the pike.

RPG Superstar 2009 Top 8

Even if I don't like it I'm going to keep using the most current rules until the playtest is over.


We're also playtesting the rules Paizo submitted, so we can give appropriate feedback.

We added some house rules as well, but nothing that replaces Paizo's new rules.

- Zorg

Sovereign Court

Zynete wrote:
Even if I don't like it I'm going to keep using the most current rules until the playtest is over.

Same here.


Callous Jack wrote:
Zynete wrote:
Even if I don't like it I'm going to keep using the most current rules until the playtest is over.
Same here.

Me as well - though still integrating all the rules - half waiting for some things to change :)


My first playtest only ran about two hours, and the characters are 1st level (running Hollows Last Hope). So far no major problem with the rules, though I do think I will need to remind the players of a few things (extra hit points for favored classes, make sure they remember their new abilities from domains and such). Only one of the players have read through the Alpha release, and he made it his goal to break the skill system, only at first level, with his stats (18 Int) and his class and race (human rogue) it just isn't happening. In fact his skills are comparable to what a normal first level character with his race, class and attribute combination would have. The only I real problem I had was with grapple (there are several encounters that involve creatures that deal damage while in a grapple), but I think after a review of those rules and a re-reading of some stat blocks should clear up any confusion (I hope).

I'll post a full on play test report probably Sunday night, by then we should have finished the module (and then some) and discussed the rules as a group.
So far, no major changes or desires for house rules. This may change however.

Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Alpha Rules as written.


the only thing I did was min skills per any class is 4 not 2 other then that. as written.


Let's see. so far I've found grappling to be not to my liking. Any creature larger than medium is now far less able to win grapples. So all monsters are weaker, especially monsters that use grapple as their main attack methods.
But my players like the new grappling rules. We took a vote. 2 players didn't care, 2 players liked them, and I didn't. So I'm keeping the new rules.

Basically the whole "cmb" thing is still up for debate.

Turn undead has been received quite well, and cleric is now a class that people are willing to play (besides myself when I'm a pc)

One thing every player wants though is official notes by the pathfinder team that annote current and future pathfinder books that aren't pathfinder rpg(as its in alpha) but convert them accurately to alpha and beta pathfinder rpg, respectively, so we can test the game properly.

The only other issues I can think of are that there are many areas that are a little confusing. For one, clerics don't have domains but get domain powers, but if you take a prestige class that increases your caster level, does this give you new domain powers? Going by how normal "special abilities" that come with levels in a class go, then you wouldn't. So really, new multiclassing, and Prestige class taking has been a little gimped.

Further, the new skill system hasn't "really" changed anything at all. Social encounters are exactly the same the way they were before. Physical skills act the same way as well.
All that has changed is that skills are simpler to manage. I think skills need to be re-imagined entirely to be honest. Or, at least, social skills need this retooling. They need to be more dynamic, because currently in 3.5, social skills and role-playing skills feel lifeless.

These are my impressions as a DM. And I've tried to convey the general consensus of my players as of alpha 1.1.

I think I should add though, the changes from 1.0 to 1.1, while retroactivly removing many aspects, were significant in how they made combat feats far more fun and easier to use. The chaining system in theory sounded great, but in practice no one in my group liked them, and now everyone is happy with them.

The Exchange

So far my playtest group loves the Alpha rules.

The general consensus from them is they like the new grouping of skills, but miss the complexity of skill points and feel that the system may be broken at higher levels. As the DM I prefer the new static progression, makes it much easier to build NPC's on the fly.

We have made three house rules, changing the Linguistics skill to not encompass Speak languages (The elf rogue would have spoken 14 languages at first level), added action points ala Eberron, and adopted the 4th Ed preview rule that any amount of magical healing brings a character to 0hp before being applied.

CMB has been well received, and from a DM's standpoint makes odd combat actions easier to manage, such as tossing an upturned table to expose the goblin hiding behind it. All I had to do is set a DC for moving the table and let the PC roll his CMB check.

I also have a great fondness for the new sunder rules. Making sunder a effective without having to destroy valuable treasure was a stroke of brilliance, the broken condition may be the best advance in my opinion.

Ryn, who can't wait to see what happens next

Liberty's Edge

We've been doing house rules on the fly, on the theory that we might develop some useful suggestions for paizo.

A lot of them are of my own invention, but my group has come up with plenty of good ideas too.

Liberty's Edge

Rynthief wrote:

So far my playtest group loves the Alpha rules.

The general consensus from them is they like the new grouping of skills, but miss the complexity of skill points and feel that the system may be broken at higher levels. As the DM I prefer the new static progression, makes it much easier to build NPC's on the fly.

We have made three house rules, changing the Linguistics skill to not encompass Speak languages (The elf rogue would have spoken 14 languages at first level), added action points ala Eberron, and adopted the 4th Ed preview rule that any amount of magical healing brings a character to 0hp before being applied.

CMB has been well received, and from a DM's standpoint makes odd combat actions easier to manage, such as tossing an upturned table to expose the goblin hiding behind it. All I had to do is set a DC for moving the table and let the PC roll his CMB check.

I also have a great fondness for the new sunder rules. Making sunder a effective without having to destroy valuable treasure was a stroke of brilliance, the broken condition may be the best advance in my opinion.

Ryn, who can't wait to see what happens next

CMB is really good. Sunder is good too. We've been tinkering with the skill system as well.

Dark Archive

My group had already started to deviate from 3.5 since the 4e announcement. I had a OCR PDF copy of the PHB, and I was re-writing elements that I thought could be improved.

With the advent of 3.P, I've picked and chosen the elements I think are solid from the alpha playtest (CMB, fighter changes, arcane bond, cantrips and orisons, rogue talents, most of the racial changes), and I've left a number of elements out (revised domains, combat feats, skill system).

Watching these boards and listening to people's experiences and opinions is helping, and there are elements I am ambivalent about that I may or may not include (turn undead changes, some skill incorporations) in the long run. But with Alpha 2 coming out, I'm sure my house rule document handout for my players (which is 18 pages right now) will be growing ...

We'll see ...


Our group hacks up the rules anyway. If something isn't broken, we aren't going to fix it. We'll mod before we replace, but every game system gets at least one BONER rule that needs to be ditched.

Having only read the rules, I'm not certain I like rebuking. But again, we're running an actual playtest so I'll see how it works in play before laying any serious smackdown on it.

But in general, yes, I think our group is going to mangle those rules until they can't scream for mercy any more.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

We liked the new skill list - We really don't like the all or nothing skills, although it takes longer to level up characters, we do like the versatility to be able to take a few ranks in something.

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