| hogarth |
I think the final version will be 99% the same as the Beta version, frankly. So it'd be much quicker for me to say which rules will not be held over from the Beta:
-barbarian rage will be changed, I think
-there might be a minor tweak to combat maneuvers (some clarification, maybe a change to the DC)
-some cosmetic changes to clerical domains and wizard schools
-a few cosmetic changes to the monk and maybe the paladin and druid
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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10) Gnomes will be named Iacobins.
9) Feat chains will scale so dodge is worth something.
8) Halflings will be renamed snips. Lucas will sue.
7) Despite Lisa's plea, Lightsabers will not be standard equipment
6) They will be a magic item.
5) Interposing hand will be renamed 'Sean's non-consentual touch.'
4) Material component to jump will not be 'gummy berry juice'.
3) Due to the size of the Pathfinder RPG, rules will be added for using a wizard's spellbook as a blunt weapon.
2) Rules for Banths, Thoats and Radium pistols will have snuck in there, via Erik
and number one...
1) Jason will forgive Concentration for touching him in the swimsuit area and be allowed back in the skillset.
joela
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Matthew Morris wrote:1) Jason will forgive Concentration for touching him in the swimsuit area and be allowed back in the skillset.I will never forgive.. and never forget.
Jason Bulmahn
Lead Designer
Paizo Publishing
LOL
((but I will use a better system than you see in the Beta...))
Coolio
Xaaon of Xen'Drik
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joela wrote:I'm debating which hitpoint system will be official. I'm thinking racial plus maximum hitpoints at first level.Gods I hope not, way to much.
I think max+con mod will be standard with the other as options
I love racial Hit points...I like players to be front-loaded on HP, allows me to pull fewer punches...
| seekerofshadowlight |
seekerofshadowlight wrote:I love racial Hit points...I like players to be front-loaded on HP, allows me to pull fewer punches...joela wrote:I'm debating which hitpoint system will be official. I'm thinking racial plus maximum hitpoints at first level.Gods I hope not, way to much.
I think max+con mod will be standard with the other as options
Try running 5 or 6 players thought a 3.5 mod with no one having less then 12 hp and some having over 20 at level 1...way , way way too much.
I don't mind the options for some games that be fun but defaulting to that leaves us that like low Hp screwed...how can I run a group that uses max+ con mod though something ment for folks with 4-8 more hp ?. without buffing the group or depowering the foes? thats a whole level almost.
If I have to use a HP kicker just to play an ap or mod...well really no point in me buying it is there?
| Xaaon of Korvosa |
Xaaon of Xen'Drik wrote:seekerofshadowlight wrote:I love racial Hit points...I like players to be front-loaded on HP, allows me to pull fewer punches...joela wrote:I'm debating which hitpoint system will be official. I'm thinking racial plus maximum hitpoints at first level.Gods I hope not, way to much.
I think max+con mod will be standard with the other as options
Try running 5 or 6 players thought a 3.5 mod with no one having less then 12 hp and some having over 20 at level 1...way , way way too much.
I don't mind the options for some games that be fun but defaulting to that leaves us that like low Hp screwed...how can I run a group that uses max+ con mod though something ment for folks with 4-8 more hp ?. without buffing the group or depowering the foes? thats a whole level almost.
If I have to use a HP kicker just to play an ap or mod...well really no point in me buying it is there?
I have 6 players, I ran them through the Kobold series...All that the hit points did was keep them from trying to rest so often...those extra HP really helped my game to keep the 15 minute day out of the loop.
| Zaister |
I have 6 players, I ran them through the Kobold series...All that the hit points did was keep them from trying to rest so often...those extra HP really helped my game to keep the 15 minute day out of the loop.
I concur. The 6 additional hp helps fight the 15-minute-adventuring-day-syndrome. It hasn't hindered my newly started Savage Tide campaign. Just remeber that the rule apllies to NPCs as well.
Snorter
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I think we will see a very different Power Attack/Combat Expertise in the final version.
Perhaps Power Attack will revert to its previous incarnation (or something very similar), and Combat Expertise will include bonuses for 'Sword&Board'ers (and a better mechanics, as well...).
If they are changing it, I wish they'd say, as it would stop a lot of people keeping discussing it.
Ditto with the Paladin, paying double for Channeling, making the Divine feats prohibitively expensive.