| Eric Tillemans |
Classes: Pretty good. Some of the barbarian rage abilities don't seem balanced very well against each other and I don't like the flavor of elemental rage, but otherwise the barbarian is good. The paladin is excellent, I really like Divine Bond and the higher level auras and having channel energy will help the paladin support a group. The druid I'm unsure of due to the wild shape change, but we'll see what happens during playtesting. The sorcerer bloodlines I really don't like, but the default arcane bloodline works for me so I can live with ignoring the others.
Skill system: I prefered alpha 1, but if we're going with a ranked system to stay backwards compatible then this is excellent!
Polymorph changes: At first reading I really didn't like the changes, but after sleeping on it and re-reading this morning I'm warming up to the changes. However, I would like to see the ability boosts be changed to untyped. At higher levels (when people will actually use these spells) characters are already wearing items that give enhancement bonuses to abilities so the polymorph spells are worthless outside of utility if the boosts don't stack.
Silence spell: I don't think changing this to a 1 round casting time balances the spell since most of the abuse comes from precasting it on a crossbow bolt or other item, then bringing it into the proximity of a spellcaster. This spell is an illusion, every person who comes within the silenced area after it is cast should receive a will save or not be affected by the spell. This spell is too powerful in shutting down casters as written (and as written in 3.5) and should be fixed.
Poison and Disease changes: I love the changes at first glance and am looking forward to playtesting.
Staves: I love the change to staves!
Feat comments: Overall I like the large feat selection. A big selection of useful feats helps the fighter and that's a good thing in my mind. However, some of the new feats (and changed feats) are a little off and still probably need some tweaking. One example is Manyshot. The point of this ability was to allow an archer to move and still shoot multiple arrows (albeit at penalties), but as written now there is very little difference betweeen manyshot and rapid shot so that one of the feats could be completely dropped.
Summary
Overall I'd say it's a B+ and that's not bad considering it's alpha and a generous schedule for playtesting the Beta is on the horizon. Good job!
| LilithsThrall |
I like the barbarian abilities, though I found myself asking "what does this have to do with rage?" on several of the abilities (the one that lets you see in the dark is an example). If it were me designing this, I'd rename "Rage" to "Animal Affinity" or "Primal Spirit". Doing so also makes it easier to come up with more abilities.
I'm deeply disappointed that the Wizard specialist powers weren't changed.
I like the fact that there's an option for druids without an animal companion. Armies slow down game play. I've played druids who didn't have an animal companion for exactly this reason. Now there's an alternative.
I don't like the fact that they integrated the monk into the fighter. If monks are going to be integrated into any other class, they should be gish. Their supernatural powers are a fundamental part of class identity.
I do like that an alternative was given for a Paladin's mount. Some compaigns take place where a mount is infeasible (for example, heavily dungeon centered).
I do like the fact that the book explicitly states that a sorcerer's power might not come from being the biological descendent of a dragon. Old style bloodlines are gone and thank god. But there are more options for how a sorcerer can get their powers than are listed here.
All in all, I like many of the new rules, but if I wanted to be tied into talent trees, I'd be playing 4e.
Cele
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I agree, elemental rage does not seem to fit into the concept of a barbarian. I also do not see the point of saying you cannot use a skill when raging if rage only lasts one round. Who would rage the same round they were using a skill? Then again I never liked the idea of using rage "points"
I really like the idea of sorcerer bloodlines but was disappointed with their implementation. Often they get a touch attack that I feel they will use as infrequently as possible. It would be interesting to have prestige classes where you give up spell ability to continue their blood line progression. (is annoyed because I like wizards more than sorcerers in principle but I like using alchemy, etc to become more than human, elf, etc)
| fuji257 |
Complete Warrior (and other books) has lots of feats, abilities, etc. that could have been used to buff up the fighter/barbarian without getting goofy. Same for Complete Scoundrel/Adventurer for the Bard or Rogue.
Rogues casting spells and Barbarians dealing elemental damage and all these other crazy powerups seems a bit off. Pathfinder is starting to shape up like some random groups house rules and less like an actual replacement for good solid base for 3.5. It's like we're getting two 4th editions and 3.x is truly dead.
I'll hang in 'till the end and try it, but have little interest in playing with an ultra powered core rule set.
SirUrza
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Complete Warrior (and other books) has lots of feats, abilities, etc. that could have been used to buff up the fighter/barbarian without getting goofy. Same for Complete Scoundrel/Adventurer for the Bard or Rogue.
The complete books are not part of the SRD so Paizo couldn't reprint the barbarian feats, so instead they gave them a name and built the feats from Complete Warrior into the clas. The only thing NEW about the barbarian is the elemental damage.
WotC's Nightmare
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Complete Warrior (and other books) has lots of feats, abilities, etc. that could have been used to buff up the fighter/barbarian without getting goofy. Same for Complete Scoundrel/Adventurer for the Bard or Rogue.
Rogues casting spells and Barbarians dealing elemental damage and all these other crazy powerups seems a bit off. Pathfinder is starting to shape up like some random groups house rules and less like an actual replacement for good solid base for 3.5. It's like we're getting two 4th editions and 3.x is truly dead.
I'll hang in 'till the end and try it, but have little interest in playing with an ultra powered core rule set.
I disagree. Yes, some of the new options are significant power-ups, and some don't make sense (such as the elemental and low-light rage abilities), but they are just options. You don't have to take them or allow them in your campaign. This is also just the alpha version of Pathfinder. There is plenty of time to change things that don't fit or are broken/useless. Jason has shown that he will listen to reasonable complaints and criticisms and adjust accordingly.