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Here is a recap from my recently run adventure using PRPG rules:
1) Character Creation
2 characters were used for the game, running at 9th level and with a 40 point-buy system, allowing 1 trait and 1 flaw from Unearthed Arcana. The idea was to test the increased power of the characters against survivability in a 2-PC party.
Adjustments had to be made to the new point-buy math, requiring the players to have the pdf in front of them for aid.
The new skill system was received well, assigning skills was easier and took about the same amount of time as a 3.5 character despite changes to the skills. After some discussion, it was decided to keep the Use Rope skill and not require a Fly skill, but all other changes were incorporated. With both characters multiclassing, it was surprising easy to adjust to new class skills and skill point allocations.
Feats were made available from all published sources, which required eliminating the PRPG feat changes, so I cannot report on this system except to comment on its absence later.
As this was a preliminary test, so I did not overburden myself with new spell mechanics, but more on this later.
Overall the reaction to character creation was enthusiastic, with requests to use the PRPG feats
Both characters benefited from the favored class mechanic and increased ability scores from the races, with the players happily creating a human rogue and half-orc cleric.
2) Play: The Good
CMB was well received both by players and the DM. The players enjoyed having a static target number for maneuvers, knowing that one number rolled on the d20 would have the same effect on the same opponent if rolled again. For the DM, calculating CMB was easy based on a creatures Grapple modifier with small adjustments in some cases. In some cases it made some monsters more difficult, but in a good way, for example the Hill Giants in the War Tower bull-rushing opponents onto the Grell netting.
Changes to HD made adjusting non-core classes to PRPG easy and increased the survivability of the party.
The new turning mechanic was used a few times, mostly out of combat for fear of healing the enemy. When used against undead (most notably the War Wagon encounter) it provided an interesting new strategy for clerics and was adjudicated much more quickly than the previous turning table (and also gave the players less idea how powerful their foes were).
2) Play: The Bad
There was no noticeable complaint about the rules-set itself.
There was a lot of information to digest for one playtest, and the group regretted not having the chance to get to everything.
3) Play: The Ugly
The rules in some cases interact very poorly with some splatbooks. For example, the Knockback feat was previously very powerful, but in PRPG with the changes to CMB the feat became even more powerful when combined with Improved Trip. As a qualifier, the group was using 3.5 feats, but if we had used PRPG the Knockback feat would not have much precedent. I feel DMs will often have to choose, on a one-for-one basis what works and what doesn't.
A good idea might be for the community to put up a list of feats/spells that don't work well in PRPG.
The new spells, as pointed out by a player, would have saved the adventure from derailing. One player received a cloak of arachnida as part of their starting package. Coupled with casting web from duskblade levels, this PC singlehandedly ended each encounter up to the tiefling assassin, at which point I had to call the adventure to retool (obviously, a combination of elements was at play, but this was the breaking factor). The PRPG web spell is much easier to adjudicate and less save-or-die in effect, and the cloak of arachnida is less of a blanket immunity, which would have spared the DM some headache.
Overall it was a good experience, enough so to encourage another player to download the Beta rules to learn them. I hope to get some more detailed and full playtests done later, but I did come to 2 conclusions:
1) Most of the changes are good, but become unbalanced if not used in entirety - PRPG is all or nothing. I'm not sure how this speaks to backwards compatability, because I was not operating entirely with 3.5 core rules only.
2) I need to learn the rules better before running another game.

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"Overall it was a good experience, enough so to encourage another player to download the Alpha rules to learn them."
I imagine you meant the Beta, rather than the Alpha, yes?
Whoops, indeed I did. A little hangover from typing Alpha so much over the last few months. I've corrected my original post.

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So with help from my avid player who also began learning the rules, I rebooted my Greyhawk adventure using the PRPG Beta in entirety. The adventure begins with 3 PCs of 9th level using 25 point-buy and 46000gp starting wealth.
The PCs are:
Valis: NG m human rog2/ftr9
Brom: NG m dwarf clr9 [of Sarenrae/Pelor]
Lanya: N f gnome sor9 [aberrant]
I won't recap my initial discussions regarding character creation save that the new class rules encouraged the players to stay with one class, using multiclassing only to acquire class features that aided the party as a whole, such as trapfinding.
The playtest is in progress, but I can report a few things so far:
The bulk of CMB when attacking the DC relies on your roll, but my group felt it would be better to readjust the values of the maneuver feats back to +4, or adjust CMB target to 11+modifiers (easier to succeed for attack and defense).
More to come...

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Just got through a huge field battle between the Wartower Wardens and the Greyhawk Militia (okay, so the adventure says the Wardens flee, but I couldn't resist the opportunity for a full-scale battle!). I had to prepare NPCs for both sides as they were not provided in the adventure (as per that they normally retreat if threatened).
To illustrate the work, the two sides were:
The Dwarves
Stillguar (dwarf clr9/ftr6 [of Vergadain])
Gorpledonn (gnome sor8)
2 Lieutenants (dwarf ftr7)
6 Greataxe Soldiers (dwarf ftr4)
4 Waraxe+Shield Soldiers (dwarf ftr4)
Greyhawk
Ricard Damaris (human ftr9, longsword and spring attack)
2 Lieutenants (human ftr8, longsword)
4 Glaive Soldiers (human ftr3)
2 Greataxe Soldiers (human ftr3)
3 Sword+Shield Soldiers (human ftr3)
3 Ranseur Soldiers (human ftr3, with disarm)
And the PCs (see above).
I won't go into details of the battle except for a few comments on this rather hefty fighter playtest.
If he wants, he wades into battle and Sunders everything, knowing that the cleric's mending spell will fix some of the treasure he might destroy. These two factors really combine poorly and have ended some combats very quickly. Even if an enemy has 2-3 weapons, he can simply sunder each one in turn. As a result, spellcasters have to resort to targetting his Will save to remove him from the battle. In this particular battle, he was subject to hold person and summarily executed by a dwarf lieutenant with a waraxe. Granted, not everything is an NPC with weapons, but looking ahead through the adventure, I notice quite a few monsters with low ACs and to-hit. Again, I reiterate, it is nice that the fighter has a good AC effectively making them not worry about low-level combatants (very much feels like 2nd Edition), I am finding that creatures around 2 levels lower than the Fighter often require a natural 20 to hit.
My initial suggestion is to have armor training apply to either melee or ranged attacks (possibly with an increase in value, say +1). This would give enemies more options for combating the fighter, and support the ranged/melee outlook the player chooses for their character.
"favored terrain (x) +2 (and +1 initiative)"
. I think it would be cleaner, not unbalanced, and more interesting as a player, to just give them a +2 initiative.
More to come as the PCs delve into level 6 to stop the General!

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After an action-packed weekend, the PCs were able to delve into Greyhawk again and defeat the General!
In one delve the PCs (now level 10) defeated encounters of 7, 8, 9, 11, 10, and 11 without retreat but were forced to stop and heal after several battles.
Across a chasm, two gargoyle zombies fly in and do their job of distracting the PCs for 3 rounds while warning three clerics and allowing them to buff. The new cleric domains made clerics take a little longer to make, as I looked up the domains, but also gave them more options in preparation for battle, such as being able to cast protection from good 4/day.
Three dretches came into play after round 2, casting stinking cloud and forcing the sorcerer to retreat from the chasm. The party fighter stepped over the bridge and engaged the dretches with confidence. At this point the dark naga revealed itself, having the worg charge forward, barely missing the sorcerers AC of 21.
The dark naga threw 4 lightning bolts at the party, draining some hp from the sorcerer and cleric. Unable to act due to nausea, the sorcerer was helped by the cleric who moved into position to channel positive energy to heal his allies (and the worg, which was uninjured).
The dretches stepped back, trying an ineffective scare on the fighter. Then the evil clerics appeared, having cast invisibility on themselves. Stepping up with a 5ft step, 3 clerics (2 CR 4 and 1 CR 8). Both CR 4 clerics hit with their greatswords, having +15 to hit the fighters flat-footed AC, one scoring a critical. The CR 8 cleric had a +20/+15 attack, only hitting once. In one round the fighter lost half his stoneskin and half his hit points - he retreats.
From there the fight becomes one between spellcasters, with the cleric and sorcerer (now active) using their best spells, including cone of cold, to lay waste to the clerics as the fighter engaged the naga. The group was satisfied with this fight, having at last met a decent challenge. I had fun using the CR 8 clerics rebuking to damage the entire party a few times, even though it wasn't the best option. Not often you can yell "Iuz will take your life!" and really mean it.
Now, for interest, here is the satisfying CR 10 General, Pathfinder-style:
hp 102
AC 32, touch 19, flat-footed 29
Attack: blade of chaos +21/+21/+16 (1d8+13/17-20)
CMB: +17 (Defense 36), +22 to sunder (Defense 41)
Saves: Fort +10, Ref +9, Will +5; (+3 vs fear, resist cold 20 fire 10)
Special Attacks: Combat Reflexes, Improved Sunder, Power Attack, Spring Attack
Feats: Defensive Training, Dodge, Improved Critical (longsword), Mobility, Improved Toughness, Weapon Focus (longsword), Weapon Specialization (longsword).
Gear: 1 potion of cure serious wounds, +2 breastplate, +2 heavy adamantine shield, ring of minor energy resistance (cold), ring of counterspells (hold person), cloak of resistance +1, belt of giant strength +2Notes: General has 3 rounds of haste as well as shield of faith +3 and resist fire 10 active at start of battle. He has 100 gp more gear than his 3.5 equivalent. Also note than my group is assuming weapon/armor enhancement can add to CMB (sunder or trip), as well as Weapon Focus and Weapon Training.

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So today the gang went to the Tower of Magic, broke into the Guild of Wizardry, and stole the Key of Zagig for Grandfather Magic. A few key points in recap:

hogarth |

I noticed that in the description of the metamagic rods it fails to indicate what level of spells these items affect.
I think you just missed it:
"Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower." (under the general description of Metamagic Rods)Also, clarification on the school bonus spells (2nd level bonus). Do the prepared spells of your school need to be the same spell, or can you prepare different spells of your school in your bonus 1st-level spell slots?
You pick one bonus spell of each given level, and that's your bonus spell forever; it never changes thereafter. In effect, it's similar to the Domain Wizard variant from Unearthed Arcana (except the player gets to pick the spells in the domain).

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I think you just missed it:
"Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower." (under the general description of Metamagic Rods)
Indeed you are correct, I missed it. Thanks. But now I do feel that the per day usage could be in each statblock (it would be one sentence longer) to avoid this problem for others - Paizo is striving for perfection after all. But this goes from fact to opinion.
You pick one bonus spell of each given level, and that's your bonus spell forever; it never changes thereafter. In effect, it's similar to the Domain Wizard variant from Unearthed Arcana (except the player gets to pick the spells in the domain).
In addition to these abilities, each school also grants anumber of bonus spells. Whenever a wizard attains the listed level, he can choose one spell from his school to prepare every day as a bonus spell. Instead of gaining a spell of the listed level, the wizard can instead choose a spell of a lower level, which he can then prepare twice per day (except for 2nd level).
A universalist can choose spells from any school. Once chosen,
these spells cannot be changed.
2nd Level: The wizard can cast any first level spell from his
chosen school. This spell is prepared once per day for every
two caster levels he possesses.
I can see how you would read it that way, and that was my ruling as well, but the pronouns are a bit comfusing. There is a bit of a disconnect between the introduction (which clearly says one) and the 2nd Level section (which implies it could change every day). Also, does this spell have to be one you know, or does the wizard learn this spell?

hogarth |

I can see how you would read it that way, and that was my ruling as well, but the pronouns are a bit comfusing. There is a bit of a disconnect between the introduction (which clearly says one) and the 2nd Level section (which implies it could change every day).
Yes, it's about as clear as mud (same with cleric domain spells). :)
Also, does this spell have to be one you know, or does the wizard learn this spell?
I have no idea what it's supposed to be, but I'd rule that it has to be a spell the wizard knows.

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Thank you for posting your higher-level playtest reports. They are very helpful
Your welcome! I'm happy to share.
I can definitely report that my group is having as much fun with Pathfinder as they are with 3.5, and in some areas (such as CMB) we are actually having more fun. Once we get the hang of the new system, things should go smoothly. I can envision seemless transitions between 3.5 games and PRPG games.

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Here is some food for thought, after having to replace a 10th level character (with the party now 11th level) using the Medium advancement:
10th Level = 105000 XP
11th Level = 155000 XP
12th Level = 220000 XP
Under 3.5:
10th Level = 45000 XP
11th Level = 55000 XP
12th Level = 66000 XP
So, in PRPG the new 10th level PC requires 50000 XP to catch the party, at which point they are 77% of the way to their next level.
So, my question is, given the huge gaps between levels, and flat XP rates in PRPG, doesn't this mean that a new party member has very little chance of "catching" the others in the party? Is this intentional?

hogarth |

Here is some food for thought, after having to replace a 10th level character (with the party now 11th level) using the Medium advancement:
10th Level = 105000 XP
11th Level = 155000 XP
12th Level = 220000 XPUnder 3.5:
10th Level = 45000 XP
11th Level = 55000 XP
12th Level = 66000 XPSo, in PRPG the new 10th level PC requires 50000 XP to catch the party, at which point they are 77% of the way to their next level.
So, my question is, given the huge gaps between levels, and flat XP rates in PRPG, doesn't this mean that a new party member has very little chance of "catching" the others in the party? Is this intentional?
Well, eventually 50,000 XP won't be a large gap (e.g. from level 17 to 18 requires 500,000 XP), but you're right -- you can't catch up if you lose a level. But why are you making the new character be one level lower than the rest of the party?

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Jal Dorak wrote:Well, eventually 50,000 XP won't be a large gap (e.g. from level 17 to 18 requires 500,000 XP), but you're right -- you can't catch up if you lose a level. But why are you making the new character be one level lower than the rest of the party?Here is some food for thought, after having to replace a 10th level character (with the party now 11th level) using the Medium advancement:
10th Level = 105000 XP
11th Level = 155000 XP
12th Level = 220000 XPUnder 3.5:
10th Level = 45000 XP
11th Level = 55000 XP
12th Level = 66000 XPSo, in PRPG the new 10th level PC requires 50000 XP to catch the party, at which point they are 77% of the way to their next level.
So, my question is, given the huge gaps between levels, and flat XP rates in PRPG, doesn't this mean that a new party member has very little chance of "catching" the others in the party? Is this intentional?
Standard operating procedure (DMG p.42). Rather than create exceptions to the rule, my groups just made it a hard and fast rule no matter the situation. I suppose, since it is a playtest, I could allow the rule to slip this once to keep things balanced.

hogarth |

Standard operating procedure (DMG p.42). Rather than create exceptions to the rule, my groups just made it a hard and fast rule no matter the situation. I suppose, since it is a playtest, I could allow the rule to slip this once to keep things balanced.
Note, however, that Pathfinder has changed the standard operating procedure. :)
For instance, the Pathfinder version of Raise Dead no longer causes permanent level loss (which I believe the "lose 1 level" rule is supposed to be equivalent to).

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Jal Dorak wrote:
Standard operating procedure (DMG p.42). Rather than create exceptions to the rule, my groups just made it a hard and fast rule no matter the situation. I suppose, since it is a playtest, I could allow the rule to slip this once to keep things balanced.Note, however, that Pathfinder has changed the standard operating procedure. :)
For instance, the Pathfinder version of Raise Dead no longer causes permanent level loss (which I believe the "lose 1 level" rule is supposed to be equivalent to).
Your statement appears to be the case. However, I believe the original -1 level rule was instated to prevent players from "suiciding" their character and get a brand new PC at the same level but with better customized equipment.

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Today the brave adventurers left the confines of their refuge bottle only to find themselves in a trap set by the cultists of Iuz.
Facing 5 level 6 clerics (and on round 3 a mohrg) turned into an interesting battle. Several clerics used rebuking, while others healed the damage dealt to party members by such attempts. The party fighter turned the General's (see earlier post) own tactics against his troops by sundering two holy symbols per round. Overall it was a fairly decent fight for 2 level 10 characters.
But then the mohrg arrived. As the fighter tried to move to sunder another holy symbol, he incurred an attack of opportunity, which the mohrg used to paralyze him. Rolling a 2 on his save, the party cleric had to use up his remove paralysis to free him. The next turn was the mohrgs, again paralyzing the fighter as he fumbled his save.
Just as the cultists lined up their longswords (by the way, loving the option as a DM to give clerics and wizards martial weapons) for a coup de grace, a new face arrived:
Sha'el Gatewarden (LN elf wizard 11), using teleport. A successful attack of opportunity struck one cleric, but they still managed to slay the fighter as he failed his fortitude save.
Using a maximized disintegrate to slay the mohrg, which was very cool (DC 24 for half damage meant almost no chance to save). A fireball and flamestrike took out the remaining clerics.
Now the party is burying their dead, hiding their gear in a secret chest and awaiting somebody to help them accomplish their missions.