Paizo's Goal with PFRPG: To make it more like 4E....


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Dark Archive

While I understand many of the PF changes seem to be geared toward making 3E more like 4E, this is one area where I wish they would not have gone that route. Link

Really?

Paizo Employee Chief Technical Officer

[moved to Pathfinder RPG forum]

(and for the record, no, that's not in any way one of our goals. For one thing, there wouldn't be much point in it—people who want a game "like 4E" will probably actually just buy 4E. But even if that had been our goal, it would have been awfully silly to have come this far so quickly, since we still haven't been given the 4E rules. Not much value in trying to hit a target we can't see yet...)

Dark Archive Bella Sara Charter Superscriber

Vic Wertz wrote:

[moved to Pathfinder RPG forum]

(and for the record, no, that's not in any way one of our goals. For one thing, there wouldn't be much point in it—people who want a game "like 4E" will probably actually just buy 4E. But even if that had been our goal, it would have been awfully silly to have come this far so quickly, since we still haven't been given the 4E rules. Not much value in trying to hit a target we can't see yet...)

Why burden a good conspiracy story with logic and facts?

Paizo Employee Chief Technical Officer

Sebastian wrote:
Why burden a good conspiracy story with logic and facts?

Well, I made them parenthetical so you can choose to ignore 'em! (Parentheses DO mean "optional," right?)

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey I like the ability. It's just one 0 level and one 1st level spell IF you take both of them.

Let's see, good 0 level utilities...

Resistance, Dancing Lights, Light, Ghost Sound, Message, Open/Close, or Prestidigitation.

Good 1st level utilities...

Alarm, Disguise Self, Endure Elements, Shield, Unseen Servant, Animate Rope, Enlarge Person, Feather Fall, Jump, and Reduce Person.

Why no combat spells?

Well.. True Strike is the only combat spell that doesn't fail to be useful at high levels.

Either way, a rogue doesn't have to take these two talents, I'd rather get free Weapon Finese, Focus and the combat feats.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

That's just ridiculous... the Rogue's choice to pick up minor magical abilities (which isn't mandatory) is nothing like 4E's built in power sources. It's comparing apples to handgrenades. The option for some useful low level spells without having to dip into a full casting class makes the Rogue more attractive to players who would likely multiclass and/or max out UMD.

I think it's a great choice.


*shrug*

As long as it doesn't snowball, we should be fine.

I'd been contemplating a string of feats (sort of like minor heritages) that would allow ANY character to select a small string of 0-level spells or develop minor spellcasting (1st-2nd level spells max), and this was something I'd been contemplating back in 3.0.

Everybody's beeng getting to grab the fighter's feats, why not the wizards/clerics/druid's spells?

Liberty's Edge

A couple of minor spells they can take as an option doesn't really strike me as a big deal. But my campaigns tend to be so magic heavy that it wouldn't be noticed. I run a lot of Eberron games and they have an NPC craft class (Magewright) with a higher level of spell access.
It could also slow down the "take a level in wizard" multiclassing that was common in a lot of 3.5 games I have sat in on.

Dark Archive

Not that I'm adding too much to this discussion but I quite liked the addition of spell like abilities for the rogue. It is consistent given the class predilection for Use Magic Device and though I'm sure someone else has made the comparison it is reminiscent of the Gray Mouser's tinkering with magic. Works for me.

Dark Archive

For my rogue, I found taking Detect Magic, so I can use Appraise to identify magic items to be extremely useful. I haven't decided if I am going to take the 1st lvl spell choice too, but I'm sure if I do it'll be a utility choice, something to augment my role as thief/trap monkey.


Making PFrpg more like 4e? If it entails looting good ideas from 4e like vikings looting an English monastery, I'm all for it. There are plenty of good ideas in 4e that could be sprinkled in with a 3.5 game without changing its fundamental nature - advanced feats for the various races, second wind, some of the death's door rules, all come to mind as potential loot fodder for my 3.5 or eventual PF game.

Liberty's Edge

We playtested the new rogue. Compared to the horror of playtests I hear regarding 4E from my players, the PF rogue is nothing of the sort and the few magical powers are not ruining the feel at all. So far I like these changes for the rogue.

-DM Jeff

Dark Archive

DM Jeff wrote:
Compared to the horror of playtests I hear regarding 4E from my players....

"...horror of playtests..." That's a new one. Could you elaborate? NOTE: I'm not one of those "4E or Else" zealots. I currently plan to run both 4E and 3.x, with the latter to segue into PFRPG. I'm just simply curious.


Considering that D&D's take on the Assassin is some mystical arcane caster, and you have no choice in the matter. I see nothing wrong with the rogue, who really could in his own right, take the assassin's place with the addition of a few feats, being able to use a few cantrips here and there that he might have gleaned from his utilization of scrolls and magic devices.

The beauty of Paizo's way, is that if you don't see your rogue as a caster of any sort, then you don't HAVE to be. To me, this brings a core class back to the original D&D spirit of stylizing your character to be whatever motif you want, merely picking the most fitting core, and building him the way you want.

IMHO, it's a much more feasible take on what spell ability of an assassin should have been.

Liberty's Edge

joela wrote:
DM Jeff wrote:
Compared to the horror of playtests I hear regarding 4E from my players....
"...horror of playtests..." That's a new one. Could you elaborate? NOTE: I'm not one of those "4E or Else" zealots. I currently plan to run both 4E and 3.x, with the latter to segue into PFRPG. I'm just simply curious.

Heh heh, sure! I run two D&D campaigns. A few players also play in other games, where some player there has conned the group into trying 4E with the rules at hand. And universally, without comparing notes (or even being in the same group) I hear the same stories over and over (these are not my quotes, just what I heard).

"It's kinda fun, but it's like I'm playing a diifferent game than D&D."
"It's repetative and sort of boring."
"Everyone shares abilities different only in name and needs cards to deal their powers before tapping them."
"I'm not sure I jsut didn't do a 4E test or just clicked my mouse a whole bunch of times."

They were the brave ones, then even went and tried it and it always left a poor taste. 3.5 for them, they say.

And, happily, Paizo is about to see 4 new orders for Guides to Korvosa, Pathfinder Gazeteer, and CotCT player's guides...

:-)

-DM Jeff

Dark Archive

Well, the point of the PFRPG is to fix some of the big problems with 3.5. It turns out that, in addition to all the orrible things it's doing, 4.0 is also fixing some problems. So, there might be a bit of overlap, because the same things have been fixed. Beyond that, I'm not worried in the slightest.

Liberty's Edge

I love the minor magical abilities for the rogue. Ever since Basic D&D, the rogue has always been capable of eventually mastering a small amount of magical skill. I see these new abilities as merely reinforcing that possibility.

And I really like that it's now possible to play a jack-of-all-trades who isn't focused on music (though the Factotum already fills that spot nicely).


Gailbraithe wrote:

I love the minor magical abilities for the rogue. Ever since Basic D&D, the rogue has always been capable of eventually mastering a small amount of magical skill. I see these new abilities as merely reinforcing that possibility.

And I really like that it's now possible to play a jack-of-all-trades who isn't focused on music (though the Factotum already fills that spot nicely).

I have to agree, I like the added talents for the rogue I just wished they would do things like this for other classes so that it allowed you to customize more.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I don't see the problem with the rogue's little magical talents. heck, I often played the feat rogue because I don't like sneak attack

Sovereign Court

DM Jeff wrote:

"Everyone shares abilities different only in name and needs cards to deal their powers before tapping them."

"I'm not sure I jsut didn't do a 4E test or just clicked my mouse a whole bunch of times."

That was them making jokes based on the similarity of powers right (I took them for so and laughed), cause if they thought those were real rules then someone is seriously bad at reverse engineering

Liberty's Edge

lastknightleft wrote:
DM Jeff wrote:

"Everyone shares abilities different only in name and needs cards to deal their powers before tapping them."

"I'm not sure I jsut didn't do a 4E test or just clicked my mouse a whole bunch of times."
That was them making jokes based on the similarity of powers right (I took them for so and laughed), cause if they thought those were real rules then someone is seriously bad at reverse engineering

I think I read somewhere that 4e actually uses literal cards to represent powers.

Sovereign Court

To the OP: you may be mistaken. PAIZO has no such goal with regard to 4-whatever; PAIZO is making a real dungeons and dragons game, and with support of its fan base.


[Insert Neat Username Here] wrote:
I think I read somewhere that 4e actually uses literal cards to represent powers.

I saw that too. I guess there will be card sized accessories that you can fill in with your various powers, allowing you keep them on hand.

There was a article about them being used while the game was being developed. The designer kept his cards in MTG covers, allowing him to write on them with wet erase markers. With the cards, he would flip over his various daily/encounter cards as they were used.

It seems I saw it over at ENworld, but I can't find it now.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Pathos wrote:
[Insert Neat Username Here] wrote:
I think I read somewhere that 4e actually uses literal cards to represent powers.

I saw that too. I guess there will be card sized accessories that you can fill in with your various powers, allowing you keep them on hand.

There was a article about them being used while the game was being developed. The designer kept his cards in MTG covers, allowing him to write on them with wet erase markers. With the cards, he would flip over his various daily/encounter cards as they were used.

It seems I saw it over at ENworld, but I can't find it now.

I know it was suggested for Bo9S, and Mark was even kind enough to put them up for printing off the website.

Going back farther, I've a set of 2e psionic cards, and remember there being spell cards as well. It's nothing new.


Bill Dunn wrote:
Making PFrpg more like 4e? If it entails looting good ideas from 4e like vikings looting an English monastery, I'm all for it.

Probably not the best analogy, considering all the books the Vikings burned while looting the shiny stuff...

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I am hoping that PF RPG feels like D&D 3.75. An improved 3.5 with some of the better 4th ed ideas included. I like 3.5, but there are some areas that need work, and I think there are some good ideas in 4th edition.


Mr Baron wrote:
I am hoping that PF RPG feels like D&D 3.75. An improved 3.5 with some of the better 4th ed ideas included. I like 3.5, but there are some areas that need work, and I think there are some good ideas in 4th edition.

I agree. I certainly don't think that an idea should be rejected outright just because 4th edition has something similar!


[Insert Neat Username Here] wrote:


I think I read somewhere that 4e actually uses literal cards to represent powers.

It's an option, just as they used to have little quick-ref cards for spells. But 4e is not a card game.

4e powers have fairly small, self-contained stat blocks, so writing one up on a card is an easy way to have the mechanics to hand without having to flip through a book.

I've not used cards myself, but in my own 4e playtest one-shot, the extra sheet with each character's powers written out was a very nice thing to have.

I'd happily use such things in 3e, PF, whatever. I used them in a short Weapons of the Gods game I ran, so players could easily keep track of kung fu techniques, and it went swimmingly. That group wasn't the sort to read the rules on their own, and without my little "cheat sheets" the game could easily have been a nightmare.

S.


Pax Veritas wrote:
To the OP: you may be mistaken. PAIZO has no such goal with regard to 4-whatever; PAIZO is making a real dungeons and dragons game, and with support of its fan base.

In every post you make, you seem to feel the need to bash 4E. It's really starting to p. me off. You are entitled to your opinion, but enough is enough already.

Liberty's Edge

Stephen Klauk wrote:

*shrug*

As long as it doesn't snowball, we should be fine.

I'd been contemplating a string of feats (sort of like minor heritages) that would allow ANY character to select a small string of 0-level spells or develop minor spellcasting (1st-2nd level spells max), and this was something I'd been contemplating back in 3.0.

Everybody's beeng getting to grab the fighter's feats, why not the wizards/clerics/druid's spells?

I can't imagine any fighter who wouldn't want to cast True Strike at the outset of combat.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Saurstalk wrote:


I can't imagine any fighter who wouldn't want to cast True Strike at the outset of combat.

Actually I can.

A figther built on speed, who's a mage slayer build who wants to hit them before they get their buffs up, isn't going to want to spend a round getting true strike cast.


joela wrote:

While I understand many of the PF changes seem to be geared toward making 3E more like 4E, this is one area where I wish they would not have gone that route. Link

Really?

The original post is by "Wisom Penalty". Nomen est omen, especially in this case :D

The ability to choose to cast a first level spell doesn't equal tying everything the rogue does to some powers you have to choose and that limit you in many ways, including the weapons you can use them with.

Disclaimer: If Alpha 3, Beta, or the final Pathfinder RPG should contain "In order to use your 1st-level spell, you must wield a weapon on the wizard proficiency list" or something like that, I retract my statement and congratulate the original poster for his uncanny insights into the twisted minds of Paizo. I wouldn't hold my breath, though.

Sovereign Court

I don't fear that 3.p will be too "4e-ish".

When it comes to the rogue, I am in favour of a completely "magic-less" rogue.

The proposed rogue variant seems to be great for high magic campaigns, less appealing for low to medium magic campaigns, though.

Cheers,
Günther


Guennarr wrote:

I don't fear that 3.p will be too "4e-ish".

When it comes to the rogue, I am in favour of a completely "magic-less" rogue.

Agreed. I don't feel anybody's talking about PF being "like 4E". Rogue and Wizards share a good synergy in the original system. I feel, however, that there are ways to make the Rogue "more Roguish" without resorting to magical abilities and such.

Using a Luck rating like the Book of Roguish Luck for instance with abilities powered by it would just be one of many potential variants. Maneuvers and acrobatics, possible Merchant specializations... tons of others are possible.

I guess what I'm trying to say is: a rogue is a rogue. If I want to play a Wizard, I play a Wizard and may multiclass/PrC to provide me with the concept I desire.

I'd largely prefer to provide the Rogue with more roguish options rather than flash-bang abilities.


Guennarr wrote:


When it comes to the rogue, I am in favour of a completely "magic-less" rogue.

That's still possible, Günni: Just don't choose those magical options. Because they're options.

I'd also say that they're no less appealing for low magic campaigns than the wizard class. The rules assume that magic is readily available - if you want to change that, you'll have to tweak things, anyway. Cutting options from a list is the smallest of your problems, then.

And it's not as if rogues are getting quickened meteor swarms at will or anything.


I can understand the argument that PF is looking like 4E. i'll be honest, when I saw most of the changes, so did I. The base races getting more stat bonus's to "Balance out" against other races, the semi-magical powers that the non-magical classes get (such as the barberian elemental rage or the rogues spell-like abilities). Even the origonal skill system was almost a clone of how Wizards described making the skill system for 4E.

If you don't want to play 4E, fair enough, but don't say "PF is nothing like 4E". It may not be exact, but you can't deny that it doesn't have similarities.


Nero24200 wrote:
The base races getting more stat bonuses to "Balance out" against other races

Pathfinder's races are still way more similar to 3e than 4e: Races still have stat penalties (which isn't true in 4e as far as I know), they still feel like the races I know (no "because it's more cool and fun and stuff, dwarves are now surface-dwellers"), without a whole virtual class that keeps giving you abilities for many levels to enforce the new stereotype.

I can see them making the races a bit stronger as an overal effort to move more of a character's power to his own abilities, away from magic items.

Nero24200 wrote:
the semi-magical powers that the non-magical classes get (such as the barbarian elemental rage or the rogues spell-like abilities).

Let's just agree that elemental rage should be gone. Something like giving your attacks the vicious ability (+2d6 damage, and 1d6 to you) would be a better fit.

But a couple of low-level spells for rogues is absolutely not 4e. Quite the opposite: Minor Magic and Major Magic provide you with more options for the kind of character you want to play, while the 4e rogue gets less options for the "builds" he can do with the rogue. (I guess that with extra books - or the totally not necessary subscription to DDI - you will get extra builds for your classes, to take them someone near the versatility 3e classes had for free in the core rules)

Nero24200 wrote:


Even the origonal skill system was almost a clone of how Wizards described making the skill system for 4E.

But with the difference that Pathfinder at no point forced any skills upon you.

Nero24200 wrote:


If you don't want to play 4E, fair enough, but don't say "PF is nothing like 4E". It may not be exact, but you can't deny that it doesn't have similarities.

There might be similarities, but the differences far outweigh them. It's like saying that WoD is like D&D because both have skills and use d10s, and are RPGs. It's not nearly similar enough - and the differences are in key points - to say that they look similar beyond the fact that both use the d20 system (or something like it in the fact of 4e).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

SirUrza wrote:

Hey I like the ability. It's just one 0 level and one 1st level spell IF you take both of them.

Let's see, good 0 level utilities...

Resistance, Dancing Lights, Light, Ghost Sound, Message, Open/Close, or Prestidigitation.

Good 1st level utilities...

Alarm, Disguise Self, Endure Elements, Shield, Unseen Servant, Animate Rope, Enlarge Person, Feather Fall, Jump, and Reduce Person.

Why no combat spells?

Well.. True Strike is the only combat spell that doesn't fail to be useful at high levels.

I'd have to add Ray of Enfeeblement to the list. It's a ranged touch attack, which a rogue would be very good at, and the Str penalty is useful at just about any level when facing off vs a single tough melee fighter opponent. Finally, there's no saving throw.


KaeYoss wrote:
Nero24200 wrote:
The base races getting more stat bonuses to "Balance out" against other races

Pathfinder's races are still way more similar to 3e than 4e: Races still have stat penalties (which isn't true in 4e as far as I know), they still feel like the races I know (no "because it's more cool and fun and stuff, dwarves are now surface-dwellers"), without a whole virtual class that keeps giving you abilities for many levels to enforce the new stereotype.

I can see them making the races a bit stronger as an overal effort to move more of a character's power to his own abilities, away from magic items.

Nero24200 wrote:
the semi-magical powers that the non-magical classes get (such as the barbarian elemental rage or the rogues spell-like abilities).

Let's just agree that elemental rage should be gone. Something like giving your attacks the vicious ability (+2d6 damage, and 1d6 to you) would be a better fit.

But a couple of low-level spells for rogues is absolutely not 4e. Quite the opposite: Minor Magic and Major Magic provide you with more options for the kind of character you want to play, while the 4e rogue gets less options for the "builds" he can do with the rogue. (I guess that with extra books - or the totally not necessary subscription to DDI - you will get extra builds for your classes, to take them someone near the versatility 3e classes had for free in the core rules)

Nero24200 wrote:


Even the origonal skill system was almost a clone of how Wizards described making the skill system for 4E.

But with the difference that Pathfinder at no point forced any skills upon you.

Nero24200 wrote:


If you don't want to play 4E, fair enough, but don't say "PF is nothing like 4E". It may not be exact, but you can't deny that it doesn't have similarities.
There might be similarities, but the differences far outweigh them. It's like saying that WoD is like D&D because both have skills and use d10s, and are RPGs. It's not nearly similar enough - and...

Just because I didn't mention all of them doesn't mean there aren't more, I didn't add the fact that paizo are potraying gnomes as Fey, somthing NOT done in 3.5 (But being done for 4E). Also, I don't see how 4E is "forcing" skills on you either, theres nothing to stop houseruling. The difference is Paizo Pathfinder is supposed to be a book of -houserules-.

[QUOTE/]I can see them making the races a bit stronger as an overal effort to move more of a character's power to his own abilities, away from magic items.

I hate to break it to you, but it's the exact same reasoning given by 4E designers.

[QUOTE/]There might be similarities, but the differences far outweigh them. It's like saying that WoD is like D&D because both have skills and use d10s, and are RPGs. It's not nearly similar enough - and...

Sorry, but it's not like saying that at all. The base game mechinics of Wow is completely different from D'n'D, while 4E is still based on D'n'D (though I'll quite happily agree that, at best, it's loosly based on it).


Nero24200 wrote:
Just because I didn't mention all of them doesn't mean there aren't more, I didn't add the fact that paizo are potraying gnomes as Fey, somthing NOT done in 3.5 (But being done for 4E).

PF has gnomes as a standard race, 4e hasn't.

Gnomes needed a facelift, anyway. By the way, that part is probably from before 4e was announced, since it's from Pathfinder (the setting/APs).

Nero24200 wrote:


Also, I don't see how 4E is "forcing" skills on you either

In 4e, the classes get some skills, plus a choice of others. Those skills are mandatory.

Nero24200 wrote:
theres nothing to stop houseruling. The difference is Paizo Pathfinder is supposed to be a book of -houserules-.

No, it isn't.

Nero24200 wrote:


I hate to break it to you, but it's the exact same reasoning given by 4E designers.

It's still a lot different, even though there might be some small similarities in stated reasons:

As I said, 4e doesn't have penalties, and races are basically classes now. And magic items still work basically the same. No "You have to be level 16 to use this armour" or "You need level 10 for one ring, level 20 for two".

Nero24200 wrote:


Sorry, but it's not like saying that at all. The base game mechinics of Wow is completely different from D'n'D, while 4E is still based on D'n'D (though I'll quite happily agree that, at best, it's loosly based on it).

For every similarity, there's a dozen key differences.

Some similarities are inevitable, but I say there not nearly enough to call the games similar, and those that are there are only superficial.


KaeYoss wrote:


PF has gnomes as a standard race, 4e hasn't.

Yes they are, there just in the MM

KaeYoss wrote:


In 4e, the classes get some skills, plus a choice of others. Those skills are mandatory.

I admit, I wish the Skill System was a bit more customizable but its

better than the last system.

No, it isn't.

PRPG pretty much is just a bunch of house rules and things from splat books put together (Heres looking at the Sorcerer)

KaeYoss wrote:


It's still a lot different, even though there might be some small similarities in stated reasons:

As I said, 4e doesn't have penalties, and races are basically classes now. And magic items still work basically the same. No "You have to be level 16 to use this armour" or "You need level 10 for one ring, level 20 for two".

Only Rings have the level restriction. And wait, how the hel are races classes?

Sovereign Court

@ Chris Braga - In March you said, "This is a thread for those who plan to switch to 4E. If you feel the need to ridicule us or 4E, please do so elsewhere. Or better yet, don't say anything at all."

Please note that I understand why you may feel p.off... It is never my intention to make you feel that way.


Viktor_Von_Doom wrote:
KaeYoss wrote:


PF has gnomes as a standard race, 4e hasn't.
Yes they are, there just in the MM

That's not a standard race. Standard races are those you find in the PHB - you know, the only book you're supposed to look at.

That's like saying. that 3e has goblins and drow and bralani as standard races.

Standard races are those you get in the PHB. Those who get all the support a standard race is due, like its own feats and weapons and stuff and PrCs.

Viktor_Von_Doom wrote:


KaeYoss wrote:


In 4e, the classes get some skills, plus a choice of others. Those skills are mandatory.

I admit, I wish the Skill System was a bit more customizable but its

better than the last system.

It's still different from Pathfinder's, which is what this thread is all about. Oh, and for the record: PF Alpha 2's skill system beats everything else.

Viktor_Von_Doom wrote:


Only Rings have the level restriction.

And that would be bad enough, but those diablo2-nightmare-difficulty-style armours, like feyleather or whatever, have it, too.

Viktor_Von_Doom wrote:


And wait, how the hel are races classes?

Because they grant abilities over lots of levels.


B_Wiklund wrote:
Not that I'm adding too much to this discussion but I quite liked the addition of spell like abilities for the rogue. It is consistent given the class predilection for Use Magic Device and though I'm sure someone else has made the comparison it is reminiscent of the Gray Mouser's tinkering with magic. Works for me.

I agree. The Gray Mouser was clearly a big inspiration for some of the magic abilities that the 1st edition Thief had. Although given the Gray Mouser's relatively low success rate with magic, I think the designers meant for the Thief to fail spectacularly (and amusingly) as often as not.

I guess if you got tired of scrolls blowing up on you, you could alway try mixing potions...

I think that if you're in a "high magic" world, it's inevitable that rogue types will employ some type of magic. It doesn't necessarily mean spellcasting abilities, but I don't think that's a bad optional choice.

You could build a rogue that was very focused on physical abilities as opposed to magic, but I can't imagine the character never using potions, magic weapons and armor, or useful wonderous items.


KaeYoss wrote:
Viktor_Von_Doom wrote:
KaeYoss wrote:


PF has gnomes as a standard race, 4e hasn't.

Yes they are, there just in the MM

That's not a standard race. Standard races are those you find in the PHB - you know, the only book you're supposed to look at.

That's like saying. that 3e has goblins and drow and bralani as standard races.

Standard races are those you get in the PHB. Those who get all the support a standard race is due, like its own feats and weapons and stuff and PrCs.

I'll give you this one but I could give two s%@$s whether a race is in the PHB or MM, if it can be used I'm going to use it.

Viktor_Von_Doom wrote:


KaeYoss wrote:


In 4e, the classes get some skills, plus a choice of others. Those skills are mandatory.

I admit, I wish the Skill System was a bit more customizable but its

better than the last system.
It's still different from Pathfinder's, which is what this thread is all about. Oh, and for the record: PF Alpha 2's skill system beats everything else.

Far from it, Alpha 1's was good, this new one I can't stand.

Viktor_Von_Doom wrote:


Only Rings have the level restriction.
And that would be bad enough, but those diablo2-nightmare-difficulty-style armours, like feyleather or whatever, have it, too.

No they don't/ If you can prove it to me than I'll give you that.

Viktor_Von_Doom wrote:


And wait, how the hel are races classes?
Because they grant abilities over lots of levels.

And........thats a bad thing how? If anything thats a major plus.


Could you please do something approaching proper formatting?

Alpha 1's skill system was too restrictive, didn't allow customisation including "hobby skills", and thus, sucked. It might be good enough for 4e, where character options are being downplayed in favour of making everything as simple as possible. Alpha 2 is still fairly easy, including making it very easy on DMs, but still allow a lot of options. Thus, it rocks.

You can't stand it, and that's fine. You like 4e. You should play 4e, not Pathfinder, because that will be like 3e, which you don't like. Pathfinder will not be like 4e, no matter how much some people want it to - because a lot more people don't want it to.

The diablo-armours in 4e have the restriction. Go hunt down that page scan from the 4e PHB down. It explains that these "masterwork" armours are always magical and don't appear until high level (16th and above). It's true whether you believe it or not, and I can't be bothered to get that page. Plus, it also has the astral diamond reference on it, and that makes me puke.

Races as classes is a major disadvantage because it's a lot harder to change them if you don't agree with them. Again, it's a 4eism: Force their version of flavour on people by making it harder to change stuff.

PF races are like 3e races: They give you a bunch of abilities now, from the start, and after that you don't have to look up one more place to look what you're getting. Plus, if you don't want your half-orcs to be priestlike, you change the favoured class to druid, or exchange Wis for something else. In 4e, you'll have to get rid of a dozen different things that help you to be a better cleric. Well, actually, you don't play any half-orc in 4e, unless you subscribe to the purely optional thing they have there.

You might like 4e races better, but they're wrong for PF, because it doesn't fit the game concept (freedom instead of restrictions)

Liberty's Edge

I agree with KaeYoss, Gnomes needed a "face lift". I'm not sure if the fey thing is the right way to go, but one of the things i've agreed with from 4e is removing them from the list of standard player races. I don't know if I'd replace them or not, however, with another race.

Perhaps making them less fey is in order, and perhaps emphasizing their penchant for tinkering. I'd like to see them as a race of mad-scientists, perhaps even leaning toward evil a little bit.


KaeYoss wrote:
Could you please do something approaching proper formatting?

Not used to this system yet.

KaeYoss wrote:


Alpha 1's skill system was too restrictive, didn't allow customisation including "hobby skills", and thus, sucked. It might be good enough for 4e, where character options are being downplayed in favour of making everything as simple as possible. Alpha 2 is still fairly easy, including making it very easy on DMs, but still allow a lot of options. Thus, it rocks.

Do you really need mechanics to represent your characters hobbies? What ever happened to roll playing (Really just light hearted joking on the last part). Plus 4E is trying to make RP an even more focal point of the game due to skill challenges.

KaeYoss wrote:


You can't stand it, and that's fine. You like 4e. You should play 4e, not Pathfinder, because that will be like 3e, which you don't like. Pathfinder will not be like 4e, no matter how much some people want it to - because a lot more people don't want it to.

Yeah I like 4E I all so like PRPG despite all the flaws (Backwards compatability is actually hurting it more than helping).

KaeYoss wrote:


The diablo-armours in 4e have the restriction. Go hunt down that page scan from the 4e PHB down. It explains that these "masterwork" armours are always magical and don't appear until high level (16th and above). It's true whether you believe it or not, and I can't be bothered to get that page. Plus, it also has the astral diamond reference on it, and that makes me puke.

Cause 3.5E didn't have that either. And it says when and should (Emphasis on when and should) they appear, not restricted to a level like rings are.

KaeYoss wrote:


Races as classes is a major disadvantage because it's a lot harder to change them if you don't agree with them. Again, it's a 4eism: Force their version of flavour on people by making it harder to change stuff.

How is this different from any edition of D&D?

KaeYoss wrote:


PF races are like 3e races: They give you a bunch of abilities now, from the start, and after that you don't have to look up one more place to look what you're getting. Plus, if you don't want your half-orcs to be priestlike, you change the favoured class to druid, or exchange Wis for something else. In 4e, you'll have to get rid of a dozen different things that help you to be a better cleric. Well, actually, you don't play any half-orc in 4e, unless you subscribe to the purely optional thing they have there.

You get a bunch of abilites from the start in 4E, you just gain more later on. Your right on the half orc though.

KaeYoss wrote:


You might like 4e races better, but they're wrong for PF, because it doesn't fit the game concept (freedom instead of restrictions)

What restrictions?


Viktor_Von_Doom wrote:


Do you really need mechanics to represent your characters hobbies?

Yes. Sometimes, people want to dabble in a couple of skills instead of striving to become masters.

Viktor_Von_Doom wrote:


Yeah I like 4E I all so like PRPG despite all the flaws (Backwards compatability is actually hurting it more than helping).

Not really: The big errors will be fixed anyway, and they're a lot less than some people are claiming.

The fact is that a lot of people do like 3e. They believe that it does a lot of things a lot better than 4e. PF RPG is for them.

If it isn't broken, don't fix it.

Viktor_Von_Doom wrote:


Cause 3.5E didn't have that either. And it says when and should (Emphasis on when and should) they appear, not restricted to a level like rings are.

You're right: 3e didn't have that. There might have been suggestions, or probabilities based on treasure tables, but it never restricted what a character could use.

In 3e, if you happen upon a +5 vorpal sword on 1st level, you can use it. If you happen upon a ring of universal elemental immunity, you can use it - and a ring of protection +5 on the other hand. Not to mention fancy armour like a +5 heavy fortification heavy plate made out of adamantine, or glass-steel, or whatever.

Viktor_Von_Doom wrote:


KaeYoss wrote:


Races as classes is a major disadvantage because it's a lot harder to change them if you don't agree with them. Again, it's a 4eism: Force their version of flavour on people by making it harder to change stuff.
How is this different from any edition of D&D?

3e: Races - especially the standard races - get ability score adjustments, some skill bonuses, and a couple of abilities.

Example: Elves

3e wrote:


  • +2 Dexterity, -2 Constitution.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard.
  • (I left out size and speed)

    Now, let's say that in my campaign, elves aren't like that. I want them to make the most civilised race - the race that invented civilisation and all that comes with it, like Government, cities, the arts....

    Kae's Civ Elves wrote:


  • +1 Int, +2 Dex, -2 Con. (They're smart and courteous, but not used to hardship)
  • +2 racial saving throw bonus against enchantments (I did away with elven reverie)
  • (no low-light vision - they're used to well-lit streets)
  • Swashbuckling: Proficiency with rapier and dagger, weapon finesse and two-weapon fighting when using any combination of those two weapons: Elves prefer a gentlemen's way of fighting.
  • +2 racial bonus on Diplomacy, Bluff, and Sense Motive. (Elves prefer to use the Battlefield of the Courts)
  • Automatic Languages: Common (which is the elven language, since they invented civilisation). Bonus Languages: Any.
  • Favoured Class: Rogue
  • Now, that took only a couple of minutes.

    In 4e, you'll have to change the starting stuff. Then, you'll have to change all the level-dependant stuff, too, and look whether that scales too much or not enough, and whatnot. You'll have to invent a whole bunch of abilities

    Viktor_Von_Doom wrote:


    What restrictions?

    As I said: Overloading races with abilities makes it harder to change the race, which I call a restriction of sorts. 4e seems hard-wired to its new flavour.


    KaeYoss wrote:


    Yes. Sometimes, people want to dabble in a couple of skills instead of striving to become masters.

    Roll play it that way then.

    KaeYoss wrote:


    Not really: The big errors will be fixed anyway, and they're a lot less than some people are claiming.

    There taking the nerf stick to magic then I take it?

    KaeYoss wrote:


    The fact is that a lot of people do like 3e. They believe that it does a lot of things a lot better than 4e. PF RPG is for them.

    If it isn't broken, don't fix it.

    Good for them. There are all so people that believe 3.5 is so broken its going to take to long to fix and find 4E the answer (Note I like 3.5 alot but admit there are alot of problems with it, enough to the point where I just said F trying to fix it and play it as is, though its gotten to the point where I've only played one 3.5 game in four months IRL)

    KaeYoss wrote:


    You're right: 3e didn't have that. There might have been suggestions, or probabilities based on treasure tables, but it never restricted what a character could use.

    In 3e, if you happen upon a +5 vorpal sword on 1st level, you can use it. If you happen upon a ring of universal elemental immunity, you can use it - and a ring of protection +5 on the other hand. Not to mention fancy armour like a +5 heavy fortification heavy plate made out of adamantine, or glass-steel, or whatever.

    And you can still use that +5 Vorpal Sword at first level or that +5 Heavy Fortification Heavy Plate made out of adamantine, the only thing level restricted are Rings.

    KaeYoss wrote:

    3e: Races - especially the standard races - get ability score adjustments, some skill bonuses, and a couple of abilities.

    And thankfully 4E gives you the ability to do that if you want (Its in the DMG)

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