What would you like to see in a 1.5 version?


Homebrew and House Rules

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For me, there are two things

1.) I want Charisma to be consistently and clearly defined. Currently, Charisma represents genetics (Sorcerer bloodlines), access to otherworldly power (turn undead), undefined ability (UMD), NOT social skill (the Witch's base skill, despite having her power come from her being a consort, is Int, not Cha), etc.

2.) I want race to be better defined. Right now, if you're human with an elven ancestor, then you are 1/2 Elf (a Race), but if you're human with a dragon ancestor, then you are a Sorcerer (a Class), or have your race reflected with a feat (Eldritch heritage). I want one game mechanic to reflect race, not an open-ended set of game mechanics (race, class, feat, what's next?)

what would you like to see in a 1.5 version?


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Less Christmas tree effect with magic items, fewer/more difficult access to world shaping powers.

Shadow Lodge

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Kierato wrote:
Less Christmas tree effect with magic items, fewer/more difficult access to world shaping powers.

This and a redo of magic item costs. Right now, everyone recommends lots of UMD, making the differences between a potion, scroll, and wand small, thus exacerbating the cost differences between a potion, scroll, and wand. If UMD is made hard enough to develop to high levels (preferably to the point that we start saying "Use Magic Device" again instead of "UMD"), then the cost structure can remain. Otherwise, a potion should not cost 3.33 wand charges.


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Powers and Features scaling. A lot of them do, but even more don't.

Related, goodbye to feat chains.

Change casting time and cost, or add drawbacks, for powerful spells.

Less archetypes (max 3-5 per class) and more "swappable" powers. If possible divided in out and in combat.

More use of skills. No "there is a spell for that".

Redone crafting. From the ground.

General fine tuning of things pointed out as problematic and flat-out ignored, or just fixed pointlessly.

And please. Human spontanous casters favorite class bonuses. 1/2 each level is more than enough and still very good.


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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I don't want a new version at all. I want post 20 levels defined. I want a book of alternate rules (like Unearthed Arcana or Book of Experimental Might). I want a lot more from my current game before I jump into a revision.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

• Clean up stray terminology issues (like occasionally calling your "turn" by the word "action"), getting a better sense of standardized templating/language (the whole "attack action" thing), and so forth. Even if nothing was functionally changed, simply making the CRB clear, consistent, and precise would be enough to make me happy.

• Combine Weapon Finesse and Agile Maneuvers into a single feat.

• Have ranged combat maneuvers (rare as they are) use DEX instead of STR for your CMB by default.

• Tweak the Dodge feat to also apply to Reflex, and/or scale (slowly) with level.

• Tweak the Combat Expertise feat to somehow represent, you know, combat expertise in some other way than a more precise Fighting Defensively; maybe a bonus to tactical things like resisting feints or noticing DR, or a reduction of nonproficiency penalties, or something.

• Make sure something interesting happens at every level. For instance, everyone has exciting odd-numbered levels because they get a feat (and in the case of some casters, a new level of spells). But then at the even levels, some classes get neat stuff while others have duds. At even levels, fighters get bonus feats, rogues get talents, witches get hexes, etc. But clerics? Their progression is mostly in the form of channel dice and spell levels, both of which go up on odd levels, while next to nothing happens on even levels. I'd gladly reduce channel dice to d4's if it meant getting my first die at level 1 and then increasing at even levels, so at least I felt like something was actually changing at each level.


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I want new editions to return to integers.

A new edition does not have to mean a new game.

I would be overwhelmingly happy with a "cleanup and compilation" of the material that we've seen so far in the first edition. Maybe a slightly more flexible system for archetypes that wasn't all-or-nothing.

But we still have a few more big fish to fry — for me, the krufty treasure system is chief among them.

They should finish tuning everything up, then compile it, and call it "Revised" or "2nd Edition".


deinol wrote:
I don't want a new version at all.

Then why are you posting in this thread?


Evil Lincoln wrote:

I want new editions to return to integers.

A new edition does not have to mean a new game.

I would be overwhelmingly happy with a "cleanup and compilation" of the material that we've seen so far in the first edition. Maybe a slightly more flexible system for archetypes that wasn't all-or-nothing.

But we still have a few more big fish to fry — for me, the krufty treasure system is chief among them.

They should finish tuning everything up, then compile it, and call it "Revised" or "2nd Edition".

What's been discussed here isn't really a new edition, though. It's just cleaning up the mess that's in the existing edition.


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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
LilithsThrall wrote:
deinol wrote:
I don't want a new version at all.
Then why are you posting in this thread?

Because this is a discussion board and 'nothing' is a valid response to your question.

I do find it interesting that most people's individual lists are so short that they could easily be house-ruled already. I certainly have a list of house-rules I use in my game. But I know they don't fit for everyone, so I'm not suggesting they be added to the base game. I would love to see a big book of 'variant rules' which could contain many of the above suggestions and more.


Clean up, consolidation, and simplification. The CRB badly needs to be reorganized and reworded. Both clarity and brevity could be greatly improved with no substantive rules changes.

I would also like to see some freestanding rules elements cleaned up (individual spells, for example) with an eye toward balance. I believe this could be done in a way that would not damage backward compatibility.


deinol wrote:
Because this is a discussion board and 'nothing' is a valid response to your question.

Thread jacking is poor etiquette.


deinol wrote:
I would love to see a big book of 'variant rules' which could contain many of the above suggestions and more.

FYI Ultimate Combat has a pretty substantial set of variant rules.


Jiggy wrote:
Clean up stray terminology issues (like occasionally calling your "turn" by the word "action"), getting a better sense of standardized templating/language (the whole "attack action" thing), and so forth. Even if nothing was functionally changed, simply making the CRB clear, consistent, and precise would be enough to make me happy.

That alone would warrant a purchase.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

bugleyman wrote:
Jiggy wrote:
Clean up stray terminology issues (like occasionally calling your "turn" by the word "action"), getting a better sense of standardized templating/language (the whole "attack action" thing), and so forth. Even if nothing was functionally changed, simply making the CRB clear, consistent, and precise would be enough to make me happy.
That alone would warrant a purchase.

Likewise. If the CRB had the clarity, standardization, and precision of Magic: the Gathering's modern rules, I would probably keep the book under my pillow when I slept.

That may or may not be hyperbole.


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I've read several posts on this thread that could be summarized as:

The rules are good, we want no major changes

The rules could use some clarification. Terminology is often not precise (and sometimes there are terms that are used more than once, and mean different things. Teleport is both a spell and a conjuration subschool for example)

I agree with these sentiments.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
LilithsThrall wrote:
deinol wrote:
Because this is a discussion board and 'nothing' is a valid response to your question.

Thread jacking is poor etiquette.

Did I change the topic of the thread? Did I start talking about my favorite My Little Ponies?

I thought you wanted a real discussion about the future of Pathfinder. If all you want are Yes men to agree with you, why post something to a discussion board? There are blogs for that.

I specifically don't want any of the above suggestions added to the game. If Paizo were to create a "Revised Edition" anytime soon, I would mostly want organizational and clarifying changes. But no substantial mechanical alterations. Maybe sometime in the future I will want a complete overhaul of the game. But not anytime soon.

I've only recently downloaded my Ultimate Combat PDF. It's been a busy week so I haven't had a chance to really look at the variant options it provides. I'm still digesting the vehicles section so I can finally stat up my group's airship.


deinol wrote:
Did I change the topic of the thread?

You certainly tried to. The topic of the thread is "what would you like to see in a 1.5 version" NOT "when should there be a 1.5 version".


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1) I would like half of the melee classes DPR not to be determined based on whether or not they move.

Moving absolutely kills the amount of damage the melee classes can do. Fighters and rogues may look ok on paper, but at higher levels when they're supposed to be getting 2 attacks... i don't see them doing so. People are always running around, moving from a dead target to a live one, repositioning, etc.

2) Some guidelines on how item creation is supposed to interact with WBL.

3)Take another stab at grappling. I understood the 3.x rules, i think i'm still lost in pathfinder. Most of the information on grappling is in the conditions rather than the grappling rules.

4) Reprice the "fun" miscellaneous magic items, or take them out of WBL calculations accordingly, so that players have a reason to keep them

I want it to be a long way off! because i'm having fun with the game i have.


Jiggy wrote:


• Combine Weapon Finesse and Agile Maneuvers into a single feat.

That cannot be emphasized enough. That those two are separate is a travesty.

How about no more feats in a chain having a pre-req of a feat that comes before the previous feat in the chain. Like a 3 feat chain needing feat 1 to qualify even if you have feat 2.


Evil Lincoln wrote:
I want new editions to return to integers.

...or, at the very least, to use the word "Revised" like everyone and everything in the RPG industry besides "3.5" does.


Well, christmas tree reductions, working craft and other such things would be good for alternative rules book, which doesn't have to deal with backwards compatibility. It wouldn't even have to be any revision.


Some things have been posted by several posters, but only in a vague way. What would you look at -specifically- to determine that craft rules were fixed or that consolidation was done? Right now, your requests for these things is awfully vague and ambiguous.

I'm looking for -specific- things that need fixing in the current rules. For example, I said that the fact that ancestral heritage is represented by race, class, and/or feats bothers me. That's a specific example of the problem of lack of consolidation. Another poster mentioned the open question of whether crafting impacts the cost of a character's total assets with regards to WBL. That's a specific example of a problem with craft rules.

Specific things like that are what I'm looking for.


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LilithsThrall wrote:

Some things have been posted by several posters, but only in a vague way. What would you look at -specifically- to determine that craft rules were fixed or that consolidation was done? Right now, your requests for these things is awfully vague and ambiguous.

I'm looking for -specific- things that need fixing in the current rules. For example, I said that the fact that ancestral heritage is represented by race, class, and/or feats bothers me. That's a specific example of the problem of lack of consolidation. Another poster mentioned the open question of whether crafting impacts the cost of a character's total assets with regards to WBL. That's a specific example of a problem with craft rules.

Specific things like that are what I'm looking for.

I don't know how to say this more specifically, but much of the wording is the CRB is unnecessarily verbose, scattered, and imprecise. For example, I once tried to get a clear picture of threatening, and I eventually got sent all over the place (flatfootedness, surprise, threatening, attacks of opportunity, etc.), before I was able to get a comprehensive picture. The CRB feels like a 384 or 448 page book stretched over 576 pages.

Also, the CRB is clearly the PHB and DMG stuck together, with little effort made to integrate them into a coherent whole. For example:

* All the equipment, magical and non-magical, should be together.
* All the rules for fighting with two weapons should be in one place.
* Much of the information on spell casting is repeated for both divine and arcane spells. Why?


I mostly just want clarifications and rewording... especially for those things that the rules are all over the book.

I want to add 1000xp to my character whenever I want, up to 3 times per game session. Not everyone, mind you, just me. As in, a line in the rulebook saying, "Derek Vande Brake may add 1000xp to his character whenever he wants, up to 3 times per game session." (If you want this ability, you'll have to legally change your name.)

I want combat mechanics and spellcasting take the form of skills, and use skill points. I don't want this in 1.5, though, I want it in PF2.0, which should be years away. At least five years.


bugleyman wrote:

Clean up, consolidation, and simplification. The CRB badly needs to be reorganized and reworded. Both clarity and brevity could be greatly improved with no substantive rules changes.

I would also like to see some freestanding rules elements cleaned up (individual spells, for example) with an eye toward balance. I believe this could be done in a way that would not damage backward compatibility.

THIS! (not sure they could pull off the brevity, but I am with you on everything else).


Cartigan wrote:


How about no more feats in a chain having a pre-req of a feat that comes before the previous feat in the chain. Like a 3 feat chain needing feat 1 to qualify even if you have feat 2.

I like feat chains. Creates paths that you have to choose...hey...Pathfinder...I get it now!


I'm for taking away or adjusting the level of the more problematic legacy spells, making the style feats that cost a feat every time your BAB goes up scale, and fixing the language.

Oh, and tightening up the weapon list. The more weapons there are the greater chance one of them will be out of balance, and usually that weapon would have been just fine as a refluffing of a more generic weapon. (eg scimitar vs longsword)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

DGRM44 wrote:
Cartigan wrote:


How about no more feats in a chain having a pre-req of a feat that comes before the previous feat in the chain. Like a 3 feat chain needing feat 1 to qualify even if you have feat 2.

I like feat chains. Creates paths that you have to choose...hey...Pathfinder...I get it now!

He wasn't saying no more feat chains. Read again more closely.

And I agree, I think.


Jiggy wrote:
DGRM44 wrote:
Cartigan wrote:


How about no more feats in a chain having a pre-req of a feat that comes before the previous feat in the chain. Like a 3 feat chain needing feat 1 to qualify even if you have feat 2.

I like feat chains. Creates paths that you have to choose...hey...Pathfinder...I get it now!

He wasn't saying no more feat chains. Read again more closely.

And I agree, I think.

I missed that on my first read through, too.

Also, I can see a revision as opposed to a whole new edition.


Kierato wrote:
Also, I can see a revision as opposed to a whole new edition.

This thread is absolutely focusing on a revision instead of a whole new edition. That's why, for example, we're not discussing getting off Vancian spell casting or throwing away the battle mat. Rather, tweeking of specific areas, consolidating mechanics and terminology, and so forth, etc. is the focus.

Shadow Lodge

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Evil Lincoln wrote:

I want new editions to return to integers.

A new edition does not have to mean a new game.

I would be overwhelmingly happy with a "cleanup and compilation" of the material that we've seen so far in the first edition. Maybe a slightly more flexible system for archetypes that wasn't all-or-nothing.

But we still have a few more big fish to fry — for me, the krufty treasure system is chief among them.

They should finish tuning everything up, then compile it, and call it "Revised" or "2nd Edition".

I think a revised edition that was 100% compatible but took much of what was learned in creating the beginners book and brought it into the core would be great. The tricky bit is all the page number references in various other sources.


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- a return to 3.0 weapon sizing

- full BAB monks

- remove feat chains and make feats scale. Or make the options within a feat something that never becomes obsolete.

- consolidate metamagic feats (example: Spell Shaping = Widen, Enlarge, and sculpting and Damaging Spell = Empower and Maximize)

- implement '1 metagamic effect per spell' limitation

- return to 3.5 power attack

- remove prestige classes.

- Turn classic prestige classes into archetypes or full classes.

- Do not force any fighter type to choose between being effective at range or effective in melee. He should be effective at both right out of the box. He can than supplement and specialize his preference with feats. But it shouldn't be an either-or thing.


* Split the CRB back into a PHB and DMG. Maybe I won't have to rebind the book next time.

* Get rid of Weapon Finesse already. This is the lamest feat ever made (except for the 3.0 version that was only good for one specific weapon). This should be part of core.

* Manyshot should still be usable the old way. It synergized with Shot in the Run nicely before. I like the new way as well so I wouldn't take that option away.

* Give the Assassin back his spells.

* Combine Climb and Swim into a single skill (Athletics).

Sovereign Court

There are so many things I'd want to see changed... I'm not sure where to begin. The whole system needs to be overhauled, the "spine" needs to be re-aligned, taking a cue from Trailblazer. The math underneath 4e is another way of seeing an end goal, but without that icky outer coating that makes up 4e's way of hanging off of that spine.

Anyway, for a more specific revision, one thing that I haven't seen mentioned is to just bring into high relief the different stages of the game and repackage those stages with structure and support that makes it crystal clear the kinds of expectations of those levels of play.

You could see the game broken down into three layers:

1-6: human or slightly above human scale
7-12: superhuman scale
13-20: epic/demi-god scale

Well, I could see people arguing the labels I just gave, but I'm not so much concerned with specific labels as to just take these different evolutions of the system and clearly lay them out, even package them as campaign scales in their own right. You could have capstone levels at 6th and 12th to go along with the capstone at 20th. The capstones would only be used if the campaign was intended to end at those levels.

That way campaigns can be built to either evolve into these different stages, with a clear vision of what they entail, or just do a campaign set that that scale and not bother with the other stages.

You could even package these different stages as Basic, Expert and Advanced!

This is the kind of toolbox kind of chunking that I'd like to see. Rather than one monolithic system that, due to its opaque presentation, hides the different feel and tone of these stages, GMs and players could easily point to what they want to experience.


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I would like to see the flat-footed/denied-dex differentiations to stop being so schizophrenic.


WPharolin wrote:


- Do not force any fighter type to choose between being effective at range or effective in melee. He should be effective at both right out of the box. He can than supplement and specialize his preference with feats. But it shouldn't be an either-or thing.

I didn't know this was an issue. I made my ranger the recommended switch hitter and it worked out great. His strike is a bit shabby with the bow but it barely matters, he's still awesome at both and he isn't even a fighter.


1. Clarification.

That being standardized wordings and ensuring like abilities work similarly.

Examples: Uniform descriptions for Bleed, Unform description of "Arrow Deflection", when a free action can be taken, how pathfinder interprets 10ft Reach diagonals, Attack Actions etc.

2. Simplification.

Some feats need condensing: Example - roll the Vital Strike feat chain into a scaling feat.

3. Overhauling

Overhaul of the crafing system, descriptions of where to procure "raw materials"


LilithsThrall wrote:

For me, there are two things

1.) I want Charisma to be consistently and clearly defined. Currently, Charisma represents genetics (Sorcerer bloodlines), access to otherworldly power (turn undead), undefined ability (UMD), NOT social skill (the Witch's base skill, despite having her power come from her being a consort, is Int, not Cha), etc.

2.) I want race to be better defined. Right now, if you're human with an elven ancestor, then you are 1/2 Elf (a Race), but if you're human with a dragon ancestor, then you are a Sorcerer (a Class), or have your race reflected with a feat (Eldritch heritage). I want one game mechanic to reflect race, not an open-ended set of game mechanics (race, class, feat, what's next?)

what would you like to see in a 1.5 version?

Get rid of attacks of opportunity and ranged touch attacks!

Shadow Lodge

Not to see one. When they do get around to making a new edition, I hope they change enough so that it is definitively 2.0.


I don't see the problem with magical items. If you don't want the players to have any item they want at any time, just don't give them to them. What is at stock in stores is only decided by the GM.
If they have too much money, give them less of it.

The new item creation rules are a different thing though, as in PF an Item Creation feat allows you to duplicate any amount of wealth if you take the time.

And Prestige Classes don't need to be removed from the game. You only have to not add them to your campaign. Same goes for all other classes.

Silver Crusade

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Pathfinder Adventure Path Subscriber

What I want?

To have it in 2020 at earliest.


Gorbacz wrote:

What I want?

To have it in 2020 at earliest.

Absolutely


LilithsThrall wrote:
Evil Lincoln wrote:

I want new editions to return to integers.

A new edition does not have to mean a new game.

I would be overwhelmingly happy with a "cleanup and compilation" of the material that we've seen so far in the first edition. Maybe a slightly more flexible system for archetypes that wasn't all-or-nothing.

But we still have a few more big fish to fry — for me, the krufty treasure system is chief among them.

They should finish tuning everything up, then compile it, and call it "Revised" or "2nd Edition".

What's been discussed here isn't really a new edition, though. It's just cleaning up the mess that's in the existing edition.

But it IS a new edition - and software minor/major revision numbers shouldn't apply to RPG books. It was moronic bandwagon hype when they released 3.5 as revision number.

There's absolutely no reason that 3.5 couldn't have been sold as "4th Edition" and maintain the compatibility that it has with 3E.

Conversely, if Paizo were to perform a "clean-up" that you envision as "1.5", they could call it "Pathfinder 2nd Edition" and get back to how things used to be.

Shadowrun, for example, sure seems to be pretty compatible between 1E/2E/3E. Can't speak to 4E, but I'm able to easily take stuff between the first three editions.

I've got a set of 1992 World Book Encyclopedias on my shelf. They're newer than the 1991 edition, and older than the 1993 edition.

They didn't change the content of the articles with each edition, they just updated them. I'm sure if I had a set of 2011/2012 World Books, a large majority of the articles would be pretty much the same.

I think people would have far less of an issue with new editions if the powers that be would stop treating a new edition as a reason to make major changes, and instead, just let things evolve.

I've got four different editions of Pathfinder on my shelf, Paizo just refers to them as "printings".


Treantmonk wrote:

I've read several posts on this thread that could be summarized as:

The rules are good, we want no major changes

The rules could use some clarification. Terminology is often not precise (and sometimes there are terms that are used more than once, and mean different things. Teleport is both a spell and a conjuration subschool for example)

I agree with these sentiments.

The more versions there are, the less compatible it becomes with 3.5 D&D. I like the fact that it is compatible, one of the reasons I like this game is I don't like D&D 4.0, too many changes. I would like to see more products on the current version, before having to break out the money to buy new core books.


Brian E. Harris wrote:
LilithsThrall wrote:
Evil Lincoln wrote:

I want new editions to return to integers.

A new edition does not have to mean a new game.

I would be overwhelmingly happy with a "cleanup and compilation" of the material that we've seen so far in the first edition. Maybe a slightly more flexible system for archetypes that wasn't all-or-nothing.

But we still have a few more big fish to fry — for me, the krufty treasure system is chief among them.

They should finish tuning everything up, then compile it, and call it "Revised" or "2nd Edition".

What's been discussed here isn't really a new edition, though. It's just cleaning up the mess that's in the existing edition.

But it IS a new edition - and software minor/major revision numbers shouldn't apply to RPG books. It was moronic bandwagon hype when they released 3.5 as revision number.

There's absolutely no reason that 3.5 couldn't have been sold as "4th Edition" and maintain the compatibility that it has with 3E.

Conversely, if Paizo were to perform a "clean-up" that you envision as "1.5", they could call it "Pathfinder 2nd Edition" and get back to how things used to be.

Shadowrun, for example, sure seems to be pretty compatible between 1E/2E/3E. Can't speak to 4E, but I'm able to easily take stuff between the first three editions.

I've got a set of 1992 World Book Encyclopedias on my shelf. They're newer than the 1991 edition, and older than the 1993 edition.

They didn't change the content of the articles with each edition, they just updated them. I'm sure if I had a set of 2011/2012 World Books, a large majority of the articles would be pretty much the same.

I think people would have far less of an issue with new editions if the powers that be would stop treating a new edition as a reason to make major changes, and instead, just let things evolve.

I've got four different editions of Pathfinder on my shelf, Paizo just refers to them as "printings".

LT is mainly interested in policing the thread and bullying posters to agree with him or not post at all. Fine. He can have an echo chamber if he wants.


Evil Lincoln wrote:
LT is mainly interested in policing the thread and bullying posters to agree with him or not post at all. Fine. He can have an echo chamber if he wants.

That's a lie. There have been several people who have posted things that they'd like to see in a 1.5 version that I don't agree with. What I am interested in doing is keeping the thread from being threadjacked by people who post on anything other than the topic of the thread.


LilithsThrall wrote:
Evil Lincoln wrote:
LT is mainly interested in policing the thread and bullying posters to agree with him or not post at all. Fine. He can have an echo chamber if he wants.
That's a lie. There have been several people who have posted things that they'd like to see in a 1.5 version that I don't agree with. What I am interested in doing is keeping the thread from being threadjacked by people who post on anything other than the topic of the thread.

The question is, why do we need a 1.5 when we've got D&D 4.0? That is plenty of change if you ask me. The current verion of Pathfinder is actually equivalent to 3.75. I suggest we keep it for a while, say like 10 years for instance, instead of changing the game system every 2 years like Wizards has done. The first version of Dungeons & Dragons was out for quite a long while, and so was Advanced Dungeons & Dragons, there is an established means for converting AD&D stuff into 3.0 and 3.5 and therefore Pathfinder. AD&D was around for quite a while too, and I like keeping old modules around, then suddenly Wizards got "Change Fever", it started changing things all the time so it could keep on selling new Core Rulebooks. Anyone ever play Monopoly 2.0? I've never seen it, one an still get the original version in stores. I think the business model should be in publishing new adventures for the same old Pathfinder rules, with expansions to the rules and everything else, but keeping the same old Core rules, I like these rules just fine, if somebody wants to do Pathfinder Space or anything else and make the compatible with the core rules, then that's fine as well, but where Wizards went wrong is in having too many versions of D&D over too short a time, and that's where Pathfinder is reaping the benefits from old players who don't like too frequent change in the game system they are used to, also 4.0 was way too radical for my tastes, too many different classes, too complicated, and the core rules didn't cover the same breath of materials that 3.5 core rules did. So lets not go down that path too hastily.

Grand Lodge

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Quote:
What would you like to see in a 1.5 version?

The number '2'.


TriOmegaZero wrote:
Quote:
What would you like to see in a 1.5 version?
The number '2'.

I would like to see it published in the year 2020, so I get a chance to play with the existing rules for a while before they become obsolete.

In any event, the printed book is likely to become obsolete by 2020 with the way things are going, it might just be that the next version of Pathfinder will be a massive multiuser game implemented over the internet.

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