The Kitchen Ninja's Playtest


Alpha Release 1 General Discussion


Hello all

A few weeks ago a friend of mine came to me with the new Paizo pathfinder RPG. So we decided to give it a try. We playtested using ONLY the new classes (since they seemed to get a little boost, we didn't want other players losing the spotlight just because they played somthing else) and we played at 5th, 10th, and 15th level. We'll start with the bad feedback first

Races - Almost everyone wanted to be human. Getting a feat early on AND a +2 to any stat seemed a little much. Due to it being a homebrew setting and elves fitting in a little differently, we had to pretty much take out one entry in the elf section, since elves are actually commonly hated in this setting.

Skills and Feats - Had problems with the skills, no one took minor skills such as profession or appraise, everyone took spellcraft, perception, stealth etc. We also ended up with far too many feats. During the 10th-15th level playtest, we pretty much took feats we liked the name of, since any feat we REALLY wanted for our characters we already had by that point, and the fighter litrielly just said "Someone else just pick for me".

Fighters - As noted above with feats, the fighters in our group suffered the most. The new skills also make them less obligated to use multiple weapons. When pited against flying half-fiend archers, rather than switch to a bow (like they normally did) they instead tried to scale walls and such in a vain attempt to get to them (and resulting in the death of our sword and broad fighter).

Rogues - No real problem with rogues actually, though they did suffer a little from the skill problem listed above.

Clerics - Sorry, but the turn undead just encouraged the idea of them being heal-bots. It just meant they healed in a different way.

Wizards - Had a big problem with the wizard, though it may just be this one example. For this, we all made new characters from scratch, except our wizard, who re-used an old conceapt. Thuogh he wasn't happy to find his undead-hunting necromancer would become one at higher levels.

And thats it for flaws. Now onto good points

Fighter - Although it discrouaged weapon swapping, it did make the levels more worthwhile.

Cleric - Pretty good except for the flaw listed, the new domains made clerics a little more interesting.

Rogues - Again, no real problem with the rogues. Our rogue player always wanted a character similier to the type you somtimes see in movies, who can only seem to master a single spell or some such, and thanks to the minor magical abilities, he could do that.

Wizards - Like how the specialist schools are more unique, aside from the problem mentioned earlier though :\

And thats it, expect to see more playtesting once the new Alpha version is released

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