How modular is PFRPG?


Alpha Release 1 General Discussion


I confess, there's a lot of stuff in the new Pathfinder game I don't like, almost as much as the stuff I do like. My question, then, is how "interconnected" are the changes to this system?

If I wanted to use the new Rogue class but hated the new wizard powers, would my New Coke rogues be overpowerful compared to my Coke Classic wizards? I like the altered skills (for the most part), but want to keep skill points. Will my characters then have too many skills?

Does this version allow my to cherry pick or should I be cautious about allowing A and B without allowing C?

Dark Archive

Fletch wrote:

I confess, there's a lot of stuff in the new Pathfinder game I don't like, almost as much as the stuff I do like. My question, then, is how "interconnected" are the changes to this system?

If I wanted to use the new Rogue class but hated the new wizard powers, would my New Coke rogues be overpowerful compared to my Coke Classic wizards? I like the altered skills (for the most part), but want to keep skill points. Will my characters then have too many skills?

Does this version allow my to cherry pick or should I be cautious about allowing A and B without allowing C?

I'll be honest, I've chosen only selected elements of Pathfinder to incorporate into my game thus far -- some is interconnected, so if you choose to use the new grapple rules, you will need the bigby hand spells that have been changed, and the feats that use the new Combat Maneuver Bonus rules, but you can choose certain elements over others, certainly.

I'll be honest, some of the elements are overpowered, so that's why I've left them out of my game. I'm not running a clinical playtest, but an ongoing game, and it's integrity and balance are a priority for me. But I'm very confident that Jason will tone down and smooth out the bumps in the rules as presented thus far ...

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

Fletch wrote:
Does this version allow my to cherry pick or should I be cautious about allowing A and B without allowing C?

In general, I think you could cherry pick if you're careful and watch for disruption of balance at your table. Let your players know up front that you want to try x,y, or z but if it doesn't work out it may go away.

As for skills...If you want take the new list and keep your skill points it will make no differnce. You'll need to HR a way to do languages but that should be faily simple...Or wait until Alpha 2 it's more than a little likely that skills will be revamped.

With classes I would be particuarly careful about letting in one without the rest but I wouldn't say no outright. If you let in the new cleric for example but not the new wizard you will probably need to tweak the wizard a little. However if you bring in the new rogue or fighter it may never be a issue.

Paizo Employee Director of Brand Strategy

Fletch wrote:
Does this version allow my to cherry pick or should I be cautious about allowing A and B without allowing C?

I'm playing Savage Tide now, and we've implemented a lot of similar hR's to these over the course of the campaign. One of the first was merging like skills. We have used perception and stealth since day one, and now have combined pick lock and disable device. We have maintained skill points, it just means that spending a point in perception is the same as spending a point in both spot and listen, so the net result is that everyone has more skills. From our experience, taking some parts and leaving others has worked great. As long as everyone is using the same system, the game should remain balanced. I don't know how well players will respond to giving one class extra abilities, higher HD etc, without spreading the love to everyone, though,

Liberty's Edge

yoda8myhead wrote:
Fletch wrote:
Does this version allow my to cherry pick or should I be cautious about allowing A and B without allowing C?
I'm playing Savage Tide now, and we've implemented a lot of similar hR's to these over the course of the campaign. One of the first was merging like skills. We have used perception and stealth since day one, and now have combined pick lock and disable device. We have maintained skill points, it just means that spending a point in perception is the same as spending a point in both spot and listen, so the net result is that everyone has more skills. From our experience, taking some parts and leaving others has worked great. As long as everyone is using the same system, the game should remain balanced. I don't know how well players will respond to giving one class extra abilities, higher HD etc, without spreading the love to everyone, though,

I've had to beef up a few classes. I've got a swashbuckler in my group, and a Ninja, both classes that probably won't see update with the PF system, so I threw them some minor class boosts and filled in dead levels a bit. Nothing huge; I gave Ninjas slightly better acrobatic abilities and added stealth bonuses in, and gave the swashbuckler some extra defenses from the Duelist prestige class. Of course, Swashbuckler needed a boost back in regular 3.5, but that's a different issue.

Some prestige classes have needed an upgrade as well (Arcane Trickster, for example).

So far it's worked well, but yes, some core classes, especially alternate ones, need a bit of a boost. The only one that I've seen that doesn't need anything is Scout, so far.

Sovereign Court

Plognark wrote:
I've had to beef up a few classes. I've got a swashbuckler in my group, and a Ninja, both classes that probably won't see update with the PF system, so I threw them some minor class boosts and filled in dead levels a bit. Nothing huge; I gave Ninjas slightly better acrobatic abilities and added stealth bonuses in, and gave the swashbuckler some extra defenses from the Duelist prestige class. Of course, Swashbuckler needed a boost back in regular 3.5, but that's a different issue.

If you wanted to boost the Swashbuckler, i'd suggest looking at Art Of The Duel.


To the OP.

In this specific case, I doubt it. The wizard hasn't been juiced up very much in the pathfinder alpha.

The Rogue in comparison to the other classes minus cleric, wizard, and Druid(I'm guessing) might be a problem.

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