
P.H. Dungeon |

I've played lots of 3.5, but for the past few years I've been running 4E games. I haven't tried Pathfinder yet. We're starting a new campaign and we've decided to take a break from 4E. I've been trying to decide whether to use Pathfinder or True20. I like a lot of the flavour and such in Pathfinder, but I'm a bit hesitant to use the system because on the surface it looks like it would have all the same balance issues that 3.5 had (primarily- magic dominating the game at higher levels and melee characters having few combat options beyond "full attack, again"). For those of you who have played the game past level 9 or so, is this the case or have they managed to make some changes to alleviate that trend?

Black_Lantern |
2 people marked this as a favorite. |

It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.

scylis: Apophis of Disapproval |

I've played lots of 3.5, but for the past few years I've been running 4E games. I haven't tried Pathfinder yet. We're starting a new campaign and we've decided to take a break from 4E. I've been trying to decide whether to use Pathfinder or True20. I like a lot of the flavour and such in Pathfinder, but I'm a bit hesitant to use the system because on the surface it looks like it would have all the same balance issues that 3.5 had (primarily- magic dominating the game at higher levels and melee characters having few combat options beyond "full attack, again"). For those of you who have played the game past level 9 or so, is this the case or have they managed to make some changes to alleviate that trend?
If you had problems with balance in 3.5, you're still going to have them in Pathfinder. While some small things were done here and there, it's still, for the most part, the same as it was before.
Pathfinder is a good system, and is an improvement on 3.5, but it's probably not going to be your cup of tea, from the sounds of things.
Although, what you might consider doing is using it as the basis for an E6 campaign. That's something your group might have a lot of fun with.

Blueluck |

Pathfinder fixes the low-level Melee>Caster problem by adding some 1st level abilities to casters and making cantrips more useful. I've found the early levels to be quite balanced.
At high-level, Pathfinder fixes some of the Caster>Melee problem by modifying some key spell descriptions. "Save or die" spells have been weakened, as have polymorphs. While this hasn't eliminated the problem, I feel it's been pushed back a few levels.

P.H. Dungeon |

There were definitely some broken things in 4E, but when my players were hitting 16th level, I wasn't finding near as hard to dm and challenge them as I did when I was running 3.5, so for me it was a significantly more balanced system than 3.5. However, it certainly has plenty of things that I don't love about it. Still we had plenty of fun playing it. It's mostly the "gamey" feel to it and the long combats that I'm tired of, but I don't miss the "Everything you can do, I can do better with magic," syndrome that I experienced with 3E. IMO there's some pretty big pros and cons for both games.
It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.

P.H. Dungeon |

One of my players mentioned E6, but I have no real idea what it is.
P.H. Dungeon wrote:I've played lots of 3.5, but for the past few years I've been running 4E games. I haven't tried Pathfinder yet. We're starting a new campaign and we've decided to take a break from 4E. I've been trying to decide whether to use Pathfinder or True20. I like a lot of the flavour and such in Pathfinder, but I'm a bit hesitant to use the system because on the surface it looks like it would have all the same balance issues that 3.5 had (primarily- magic dominating the game at higher levels and melee characters having few combat options beyond "full attack, again"). For those of you who have played the game past level 9 or so, is this the case or have they managed to make some changes to alleviate that trend?If you had problems with balance in 3.5, you're still going to have them in Pathfinder. While some small things were done here and there, it's still, for the most part, the same as it was before.
Pathfinder is a good system, and is an improvement on 3.5, but it's probably not going to be your cup of tea, from the sounds of things.
Although, what you might consider doing is using it as the basis for an E6 campaign. That's something your group might have a lot of fun with.

scylis: Apophis of Disapproval |

One of my players mentioned E6, but I have no real idea what it is.
scylis: Apophis of Disapproval wrote:P.H. Dungeon wrote:I've played lots of 3.5, but for the past few years I've been running 4E games. I haven't tried Pathfinder yet. We're starting a new campaign and we've decided to take a break from 4E. I've been trying to decide whether to use Pathfinder or True20. I like a lot of the flavour and such in Pathfinder, but I'm a bit hesitant to use the system because on the surface it looks like it would have all the same balance issues that 3.5 had (primarily- magic dominating the game at higher levels and melee characters having few combat options beyond "full attack, again"). For those of you who have played the game past level 9 or so, is this the case or have they managed to make some changes to alleviate that trend?If you had problems with balance in 3.5, you're still going to have them in Pathfinder. While some small things were done here and there, it's still, for the most part, the same as it was before.
Pathfinder is a good system, and is an improvement on 3.5, but it's probably not going to be your cup of tea, from the sounds of things.
Although, what you might consider doing is using it as the basis for an E6 campaign. That's something your group might have a lot of fun with.
Basically, there's only 6 levels. Past that, you get extra feats for every so much XP you gain. It keeps the game firmly in a "gritty fantasy" feel, if you want it to, and it stops level advancement short of where casters can reliably dominate the game and overshadow non-casters.
You can find its origins at ENWorld. Just google "e6 d&d", and it should be the first hit.

Shifty |

Q: How balanced is Pathfinder?
A: As balanced as the GM that is running it.
I haven't seen many problems with balance in play, however on these boards I see a trend of the imbalance coming from what I consider lop-sided play where a GM is 'handwaving', and the consequence is imbalance.
Similarly, issue occur when the party consistently fights in perfect storm scenarios for one lot of players and the others get outshone.
None of these are the Game itself.
I refused to play 3.X back in the day, but have played various other forms of D&D and several other gaming systems - Pathfinder is one of the more solid ones.

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I checked it out. I'm not sure if it's really what I'm looking for, but thanks.
I'm leaning more towards True20. [/QUOTE
True20 is fine, but limiting. It is much easier to run as a DM, but in my experience much less fun to play. One of our DM's has been trying to get us to play it because he loves the simplicity of it, and well...some of the players just don't like it.
Paizo does a great job with modules and adventure paths (the core business) and so they make it easier to DM by providing great DM resources.
I would strongly recommend grabbing one of the free adventures and running it as a one off. It is close enough to 3.5 it won't take much effort to learn for someone who knows that set, but I think you will find the same experience I had playing it, specifically that most of the "broken" parts of 3.5 got fixed in little ways that add up to a major upgrade.
YMMV.

P.H. Dungeon |

I don't think the free adventures would really cut it. Running an adventure for 1st level characters isn't going to show the holes in the game. It's more of a thing you notice over time as your campaign progresses. My issue is that at about the same point where your entire campaign is coming to a climax is the same time when the game starts to become most unplayable (I'm referring to my experience with 3.5 since I haven't actually run or played Pathfinder yet).
P.H. Dungeon wrote:I checked it out. I'm not sure if it's really what I'm looking for, but thanks.
I'm leaning more towards True20. [/QUOTE
True20 is fine, but limiting. It is much easier to run as a DM, but in my experience much less fun to play. One of our DM's has been trying to get us to play it because he loves the simplicity of it, and well...some of the players just don't like it.
Paizo does a great job with modules and adventure paths (the core business) and so they make it easier to DM by providing great DM resources.
I would strongly recommend grabbing one of the free adventures and running it as a one off. It is close enough to 3.5 it won't take much effort to learn for someone who knows that set, but I think you will find the same experience I had playing it, specifically that most of the "broken" parts of 3.5 got fixed in little ways that add up to a major upgrade.
YMMV.

Shifty |

My issue is that at about the same point where your entire campaign is coming to a climax is the same time when the game starts to become most unplayable (I'm referring to my experience with 3.5 since I haven't actually run or played Pathfinder yet).
not being cute, but if you are just hitting the climax and the end of the game, then what does it matter about playability AFTER that point?
When you play Pathfinder just remember it is PF, and it is NOT 3.5. A big issue I see is people still thinking 3.5 ruleset and assuming things are as they used to be rather than playing things as they now are.
I found it easy to pick up and run PF, but a few 3.5 players keep finding 'surprise differences'.
Starting PF I'd recommend picking up the Core rulebook and playing from that for a while to re-learn. Don't need UC/UM/APG straight up, they are nice, but the Core is pretty robust.
Similarly ALL games get wonky at high levels, I've yet to see a game that doesn't.

Serisan |

I've played lots of 3.5, but for the past few years I've been running 4E games. I haven't tried Pathfinder yet. We're starting a new campaign and we've decided to take a break from 4E. I've been trying to decide whether to use Pathfinder or True20. I like a lot of the flavour and such in Pathfinder, but I'm a bit hesitant to use the system because on the surface it looks like it would have all the same balance issues that 3.5 had (primarily- magic dominating the game at higher levels and melee characters having few combat options beyond "full attack, again"). For those of you who have played the game past level 9 or so, is this the case or have they managed to make some changes to alleviate that trend?
As someone who is co-developing a game, I can tell you that balance is very difficult when you have more than 1 class. It's just the way it is. The game I''m co-developing has 30-some classes and no multiclassing because we could do a lot of numerical balancing that way.
Throw in map combat and the ability of some classes to do better with it than others and you've really thrown the game off. That's why higher level Sorc/Wiz spells are powerful: many of them are battlefield control, which takes away from the numerical control that you have prior to that. An old saying in WoW is that a dead Rogue's DPS is zero. The same is true with something grappled by Black Tentacles.
Multiclassing still has a significant impact in Pathfinder, just like in 3.5 or 4E. The bigger impact, however, is shared heritage with 3.5. The "warriors are linear, casters are quadratic" trope plays out because of shared heritage. As most Wizard players will tell you, there is little in the way of power creep with newer releases because all of the truly imbalanced spells are historical core. There may be some particularly good feats or metamagics, but the spells themselves are the real bread and butter.
To balance our game, we had to do away with multiclassing, completely rework buffs and debuffs, change the damage scale, and ignore any verisimilitude brought about by map combat. The one nice thing is that we have some leeway because that's canon to the basis for our system. Pathfinder would not be Pathfinder if it ignored so much of its 3.5 roots to create numerical balance.
Ultimately, as said above, any Pathfinder game is only as balanced as the GM allows it to be. Make of that what you will.

Darkwing Duck |
Q: How balanced is Pathfinder?
A: As balanced as the GM that is running it.I haven't seen many problems with balance in play, however on these boards I see a trend of the imbalance coming from what I consider lop-sided play where a GM is 'handwaving', and the consequence is imbalance.
Similarly, issue occur when the party consistently fights in perfect storm scenarios for one lot of players and the others get outshone.
None of these are the Game itself.
This is absolutely right.

P.H. Dungeon |

Well in this instance, I was thinking of the Savage Tide campaign, which I ran with 3.5. It started getting tough to dm around level 11-13 (that was about the point where I was starting to have to redesign all the encounters in order to challenge my players), and for the last 8 or so levels of game play it was pretty gruelling to dm, though I really liked the storyline so I saw it through to the end, but threw in the towel after it ended. The final fight against Demogorgon was epic though- (there were something like 9 PC deaths in that fight alone and there were only 5 characters in the party, so I'm sure you get the idea).
I was planning on doing a homebrew game, and I'd likely call it quits around level 13 anyhow, so I guess it might not end up being that big of an issue.
P.H. Dungeon wrote:My issue is that at about the same point where your entire campaign is coming to a climax is the same time when the game starts to become most unplayable (I'm referring to my experience with 3.5 since I haven't actually run or played Pathfinder yet).not being cute, but if you are just hitting the climax and the end of the game, then what does it matter about playability AFTER that point?
When you play Pathfinder just remember it is PF, and it is NOT 3.5. A big issue I see is people still thinking 3.5 ruleset and assuming things are as they used to be rather than playing things as they now are.
I found it easy to pick up and run PF, but a few 3.5 players keep finding 'surprise differences'.
Starting PF I'd recommend picking up the Core rulebook and playing from that for a while to re-learn. Don't need UC/UM/APG straight up, they are nice, but the Core is pretty robust.
Similarly ALL games get wonky at high levels, I've yet to see a game that doesn't.

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There's a thread here recently that has been detailing the various changes from 3.5, if that'll help you get some idea of what's changed. Go to:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/whatAreSomeThingsAboutThePathfinderRulesThatYouThinkMostPeopleDo NotKnow
It's mostly individual blurbs, but some of the posters regularly collate everything posted so far into a big list.
As for 'balance', Pathfinder isn't perfectly balanced but that was not its main intent. I think it simulates the world fairly well. It's not terribly important for PCs to be "balanced" against each other as long as they're "balanced" against their opponents - and even that should only be true about two-thirds of the time (at most!)

Darkwing Duck |
As for 'balance', Pathfinder isn't perfectly balanced but that was not its main intent. I think it simulates the world fairly well.
I have a big problem with saying that a game does a good job of simulating the fantasy world which is inside the developer's head.
How do you go about measuring how good a job its done?

P.H. Dungeon |

Actually, I think it is more important that they are balanced with eachother. I can adjust encounter difficulties, though that can be a challenge as well, depending on the levels of magic the party has access to, but if some PCs are far better than others I find that to be problem.
Again, thinking back to Savage Tide, we had a couple of party deaths around 11th level, and one of my players brought in a hexblade as a replacement character. It ended up being really gimpy compared to the other PCs. That character didn't last too long, and upon his death he was promptly replaced by a wizard/loremaster that was much more capable- much in part due all his pesky orb spells (ranged touch attack, no save, no spell resistance = overpowered spell) and metamagic feats.
There's a thread here recently that has been detailing the various changes from 3.5, if that'll help you get some idea of what's changed. Go to:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/whatAreSomeThingsAboutThePathfinderRulesThatYouThinkMostPeopleDo NotKnow
It's mostly individual blurbs, but some of the posters regularly collate everything posted so far into a big list.
As for 'balance', Pathfinder isn't perfectly balanced but that was not its main intent. I think it simulates the world fairly well. It's not terribly important for PCs to be "balanced" against each other as long as they're "balanced" against their opponents - and even that should only be true about two-thirds of the time (at most!)

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I have a big problem with saying that a game does a good job of simulating the fantasy world which is inside the developer's head. How do you go about measuring how good a job its done?
Oh, sorry D.W.! (Wow, using those initials makes me feel like Launchpad.) I expressed that thought poorly. I was trying to make it clear that I consider it less important for every class to be exactly as powerful than for each class to feel like it occupies a niche in the campaign world and is a real person, not just a bundle of special abilities with some HP wrapped around it. In this I feel that Pathfinder does very well. I didn't mean to claim that I could read the developers' minds. For one thing, that would be very rude!

Shifty |

Again, thinking back to Savage Tide, we had a couple of party deaths around 11th level, and one of my players brought in a hexblade as a replacement character. It ended up being really gimpy compared to the other PCs.
Once again, without being rude, I think it's time to stop with the 3.5 'war stories' and what went wrong with some other game. I don't even know what a Hexblade is, but sounds like one of the bajillion splatbook classes/PRC's which were everything I could see coming in that game and decide not tok play that edition.
Pathfinder =/= 3.5

Black_Lantern |

There were definitely some broken things in 4E, but when my players were hitting 16th level, I wasn't finding near as hard to dm and challenge them as I did when I was running 3.5, so for me it was a significantly more balanced system than 3.5. However, it certainly has plenty of things that I don't love about it. Still we had plenty of fun playing it. It's mostly the "gamey" feel to it and the long combats that I'm tired of, but I don't miss the "Everything you can do, I can do better with magic," syndrome that I experienced with 3E. IMO there's some pretty big pros and cons for both games.
Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.
Have you ever played with a pursuing avenger, a two bladed ranger, A battle medic paladin, a tactical warlord, or perhaps a battlemind at higher levels? Do you remember black cascade not having an attack limit, do you remember blood mages able to one round orcus? Do you remember battleminds able to burst a thousand damage? Do you remember that the game isn't a roleplaying game and rather a war game? Do you remember essentials? Do you remember the cards they are trying to sell as enhancements to the game? 4e is filth, if I wanted to play a video game about powergaming I would of played a mmorpg.

P.H. Dungeon |

No I don't remember much of that- I never ran a 4E game higher than 17th level and never had any of the experiences that you are talking about. I also have a feeling that you haven't either, and you are just talking based on what you've read on the internet, and not from any significant play experience with the game. However, I have no interest in discussing 4E vs Pathfinder, so let's not go there.
For the poster that asked, there was a high level ranger power called Blade Cascade that would pretty much let you keep attacking until you missed, but it was quickly fixed so that you are now limited to five attacks I believe.
Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.I know it's off topic, but could someone tell me what the "infinite attack combo" is? It's a little surprising if something like that is actually possible. (I promise I won't go on about it in this thread, I just doubted Black_Lantern would read the 4E forum or I would have asked in a new thread).

Black_Lantern |

Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.I know it's off topic, but could someone tell me what the "infinite attack combo" is? It's a little surprising if something like that is actually possible. (I promise I won't go on about it in this thread, I just doubted Black_Lantern would read the 4E forum or I would have asked in a new thread).
I used to play 4e. My last character was a holy pursuing avenger that could burst 200 damage a turn at level 21. Don't get angry at me for making an overpowered character. The game is a wargame not a roleplaying game. There is a reason why they put skill challenges in along side mmorpg formatted powers. Which is pretty weak to be honest in comparsion to a battlemind. Look at builds dealing with the fey charge feat you'll see the exploit. I'm glad though they eventually did fix it.

Steve Geddes |

There was a high level ranger power that would pretty much let you keep attacking until you missed, but it was quickly fixed so that you are now limited to five attacks I believe.
I think a nova that lets you do a thousand points of damage is a huge exaggeration. I've never seen a PC much more than 80 damage in a round and that was a paragon tier ranger that landed a couple of crits.
Steve Geddes wrote:Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.I know it's off topic, but could someone tell me what the "infinite attack combo" is? It's a little surprising if something like that is actually possible. (I promise I won't go on about it in this thread, I just doubted Black_Lantern would read the 4E forum or I would have asked in a new thread).
Cheers. I deleted my query actually - it seemed likely it was some unintended interpretation and I'd presumed it would have been erratad by now.

Steve Geddes |

Steve Geddes wrote:I used to play 4e. My last character was a holy pursuing avenger that could burst 200 damage a turn at level 21. Don't get angry at me for making an overpowered character. The game is a wargame not a roleplaying game. There is a reason why they put skill challenges in along side mmorpg formatted powers. Which is pretty weak to be honest in comparsion to a battlemind. Look at builds dealing with the fey charge feat you'll see the exploit. I'm glad though they eventually did fix it.Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.I know it's off topic, but could someone tell me what the "infinite attack combo" is? It's a little surprising if something like that is actually possible. (I promise I won't go on about it in this thread, I just doubted Black_Lantern would read the 4E forum or I would have asked in a new thread).
I'm not angry at you. I hope you've found a game you like.

P.H. Dungeon |

I could say I'm curious about how you pulled that off, but I'm not, so I won't. I admit there is plenty of broken stuff available in 4E. Like I said, I got a little sick of it, so I'm looking for something else.
Steve Geddes wrote:I used to play 4e. My last character was a holy pursuing avenger that could burst 200 damage a turn at level 21. Don't get angry at me for making an overpowered character. The game is a wargame not a roleplaying game. There is a reason why they put skill challenges in along side mmorpg formatted powers. Which is pretty weak to be honest in comparsion to a battlemind. Look at builds dealing with the fey charge feat you'll see the exploit. I'm glad though they eventually did fix it.Black_Lantern wrote:It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes.I know it's off topic, but could someone tell me what the "infinite attack combo" is? It's a little surprising if something like that is actually possible. (I promise I won't go on about it in this thread, I just doubted Black_Lantern would read the 4E forum or I would have asked in a new thread).

Black Knight |

I used to play 4e. My last character was a holy pursuing avenger that could burst 200 damage a turn at level 21. Don't get angry at me for making an overpowered character. The game is a wargame not a roleplaying game. There is a reason why they put skill challenges in along side mmorpg formatted powers. Which is pretty weak to be honest in comparsion to a battlemind. Look at builds dealing with the fey charge feat you'll see the exploit. I'm glad though they eventually did fix it.
D&D 4e is still a roleplaying game. My group switched from 3.5e to 4e and it didn't suddenly turn into Warhammer.
Also, bursting for 200 damage at level 21 is decent, but not broken. Monsters have a lot of HP. Plus, an encounter nova from a striker like the Avenger should be able to take down an average monster in a turn.
I don't understand why there's so much angst on these forums. When I read the WotC forums I don't see constant raging towards Pathfinder or Paizo...

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Nor I, Black Knight. I've run characters in both systems, and even though I never got as attached to any of my 4th Ed characters as I did my characters in 3.5, I can see its appeal. I know which system I prefer to run (this one) and play (this one), but there's a reason Baskin-Robbins doesn't just carry chocolate.

cranewings |
My main problem with the balance in pathfinder is the abilities different classes have to totally dominate an aspect of the game. Especially if the players have a plan and make characters that help each other.
If your party has a sorcerer that can spam sleep, the party will always win against humans. If the party has a cleric that can channel, skeletons are easy to smash. If they have both, you are pretty much down to fighting elves.
I don't think the game is totally unbalanced. I just think certain abilities are too powerful for my taste when they get used, and I don't like the metagame of "crafting encounters." I just don't allow spells like sleep and don't give much XP for killing skeletons with channel.
I think high level play is wonky and crappy, so I stick to my heavily house ruled E6.
If the GM is really interested in using metagame to make sure that each character gets to be important, and specifically isolates better characters so that they don't get to help as much, its fine. If you passively just pick things for the party to come up against based on what sounds fun, it can be grossly unbalanced.

FoxBat_ |
I've seen alot of people complain about 15+ play in pathfinder, particularly when the question of epic/mythic levels comes up. Wonder where most of them are right now...
The best band-aid is probably the eX system. You can set much higher than 6 if you want more magic/power among your party - e8 is another common choice. Still mobs progress up to a certain point to keep up with feat growth, so if you set the cap at say 15 you may still end up designing encounters as if they were level 17/18 parties, with all the DM headaches that comes with. Adjusting spell and magic item level progression (e.g. cut it in 3/4ths or even half, or set a cap on caster level) over 20 levels is another riskier option to try.
I don't understand why there's so much angst on these forums. When I read the WotC forums I don't see constant raging towards Pathfinder or Paizo...
Alot of Paizo's business comes from WotC rage. Sure people are into Golarian and APs now, but most of them initially came over because WotC told their audience 3e was terrible and they didn't agree.

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Black Knight,
Well perhaps if i explain a little of my story, that might explain some of the angst about 4.0 D&D.
At first I was angry with WoTC because they decided not to renew Paizo's license to publish Dungeon and Dragon magazine, and they brought about the end of these magazines in print. Those magazines had been my "friends" for a very long time. There were times when I was madly playing as much D&D as I could, and other times when my girlfriend decided we didn't need those role playing books in our apartment after all. And through those times where for whatever reason I couldn't play, I could always pick up a dragon or dungeon magazine and read it and still feel a little connected to the D&D community. Also I felt that WotC had really treated Paizo meanly. Paizo if I remember (now I may be wrong) was spun off of WotC, with WotC staff to publish Dungeon and Dragon magazine. To yank Paizo's bread and butter product like that seemed viscous to me, especially since Paizo was spun off by Wotc to print Dungeon and Dragon magazines.
The Pre 4th edition publicity campaign irked me as well. I realized I was no longer the target audience for Wotc. In the preview products, they kept proclaiming how much more fun we would have with the new edition. I also felt that not enough time time had elapsed between 3.5 and the release of 4.0 D&D.
I did buy the core rule books, and my group and I played and I Gmed off and on for about five months I think. Each game was an exercise in frustraition. Our fun wasn’t being “increased”. Now perhaps we were simply new to the system. There were so many new things in the new game. With previoius games, even though there were plenty of changes between editions, you could always trace the evolution from table to thaco to BAB for example. To me 4.0 D&D seemed to be an almost entirely new game.
While I did find the intro cartoons to 4.0 quite funny, I think the red dragon one summed it up with the Troll bent over the computer typing and complaining, while the dragon flew over him and shat on him.
Me and my gaming group found 4.0 D&D not to our liking, so we turned back to 3.5. there was still lots of materiel we had not touched yet. Then Paizo’s adventure paths Rise of the Rune lord came out, we ran it, and well we never looked back. That took us into Pathfinder which we like. I am sure my story is not unique.
I gues now I have moved on and I no longer care about the “edition wars”. I have what I want. I have a good game to enjoy with my friends, that has excellent production values, in terms of nice artwork, and excellent writing and a robust rules system, yes it has its flaws, but its pretty solid. Also, Paozo has done a brilliant job with their play testing. We get to chew on and test the materiel they plan to put out.. It gives me a sence of investment and a feeling of personal involvement with the prducts Paizo puts out, that I never had with WoTCCs and TSRs stuff before that.
Also I can post an often silly question on the Paizo boards, and sometimes the creative director, or publisher, or an editor or writer will answer my post, or coment on it. Now that’s customer relations. More then anything else, being able to play test the matieriel and then I end up feeling invested in the products, and interacting positively with the staff on the message boards, has helped grow a sense of loyalty to Paizo. While I may not like everything they do, at least I can trust that they will do their best to put together a quality product.
Now I am sure 4.0 has grown into an excellent game that plenty of people like and enjoy. Besides at the end of the day, what does the system matter? As long as you are having a good time with your friends who are enjoying themselves there isn’t really any point in saying one game is better then the other.
I hope this helps to explain some of the angst Black knight.

The Saltmarsh 6 |
i think any system can be "broken" if the players try hard enough,
At higher lvls player have more feats,spells,items which means more diffrent combanations in which they can be used.
So it's not that uncommon for ref to be out thought by the players I've had several encounters pulled to picecs by cleaver players picking up on something i had missed.
But thats just life and in the reverse I've had a few encounters that i've put in as a bit of a side track totally destroy a party because they have failed to see what i thought was quite obvious .
So in answer there re still faults but nothing thats going to totally ruin a game (unless you let it)

meatrace |

The inter-class balance is still there. It's extremely hard to balance 20-some base classes against each other AND meet the expectations players have about that class due to tradition or cultural ideas. Example: wizards can stop time cuz that's awesome and magical, warriors can't because that's insane he's just a dude with a sword.
I personally think it's fine. I think it's kind of a bad idea to examine a game on those grounds, or at least to ultimately judge one on them. RPGs are played by parties and, by and large, I think that PF is much more balanced as far as party dynamics and giving players the tools to overcome challenges without making such challenges trivial.
A bad DM or a bad player can break any game in someone's eyes. If the game is played as intended (RAW) and with a good DM or running one of the published APs I think it's pretty balanced.
I find it more rewarding as an optimizer when the classes aren't perfectly even in social/martial/plot power across the board. Makes me feel good to be able to be effective in a class people look down on. For example I'm finding the Barbarian to be much better than expected, largely due to new abilities in the APG and Ultimate Combat.
Compared to 3.5 WotC material I think that feats and spells and archetypes in PF tend to be MUCH better balanced and of better overall quality. Seemed like every WotC book had like 2 or 3 broken things and 193 pages of junk. PF has a whole lot of useful but not game-changing stuff, which is where I'd like things to be. There are, of course, exceptions (Antagonize).

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Black_Lantern wrote:I used to play 4e. My last character was a holy pursuing avenger that could burst 200 damage a turn at level 21. Don't get angry at me for making an overpowered character. The game is a wargame not a roleplaying game. There is a reason why they put skill challenges in along side mmorpg formatted powers. Which is pretty weak to be honest in comparsion to a battlemind. Look at builds dealing with the fey charge feat you'll see the exploit. I'm glad though they eventually did fix it.D&D 4e is still a roleplaying game. My group switched from 3.5e to 4e and it didn't suddenly turn into Warhammer.
Also, bursting for 200 damage at level 21 is decent, but not broken. Monsters have a lot of HP. Plus, an encounter nova from a striker like the Avenger should be able to take down an average monster in a turn.
I don't understand why there's so much angst on these forums. When I read the WotC forums I don't see constant raging towards Pathfinder or Paizo...
Reply to bold...
There is no forum there (The WotC site) devoted to PF...but go to the WotC 4e section and mention PF and 4e in the title of a topic...it will start nice (hopefully) but will quickly denigrate into something nasty.

ruemere |
Balance does not have to mean that everyone gets to do the same albeit in a different way.
If your characters enjoy their turn in a round, that means that at least some aspect of the game is balanced.
Pathfinder party is still sort of screwed without two casters (damage mitigation specialist and arcane controller). Rogues at higher level either are ninjas or wish to have been ninjas. Fighters still get only 2 skill points in addition to being in a thankless front-line critical-riddled place.
That said, the casters do not need to be dynamic duo of wizard and cleric since in addition to archetypes you get other caster classes worth playing. The fighters do nice damage, but also finally get to be able to dance in armors and get to control nearby battlefield with combat maneuvers. Rogues go ninja. Additionally, new caster classes are pretty versatile and can do decent fighters/rogues, too.
Regards,
Ruemere

A Man In Black RPG Superstar 2010 Top 32 |
2 people marked this as a favorite. |
Pathfinder is more or less as balanced as 3e was. It twiddled with several classes, made some old monsters less imbalanced and some new ones more imbalanced, and generally made cosmetic changes to either major sense of D&D3 balance. Level X characters fighting CR X±n monsters works as expected as often as it did under 3e or 3.5, and level Y characters are balanced in their ability to solve problems about as well as they were under previous iterations of 3e.
Martial classes are still bad at everything at higher levels. Magic items still require a Christmas tree's worth of crap for non-spellcasters to participate after level 6. There are still random gotcha monsters who will wipe parties because their CR is way out of whack.
I mean. It's 3e.

Dire Mongoose |

Pathfinder (taken in and of itself and without importing non-Pathfinder material) is the most balanced version of 3.X yet to be published... but that's only saying so much.
Its design clearly prioritized relative backward compatability over taking a big hacksaw to some things that have never been right and that its designers knew had never been right. Depending on what you want out of the game that's either a good choice or it isn't.

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I'm finding Pathfinder to be noticeably less balanced than most of the 4e stuff I've ran/played. This includes the balance between player classes (ie how much each class contributes to different parts of the game). Everyone usually gets a more equal share of face time across many different tasks. The balance between the party and the monsters they fight (a lot of the new 4e material have been rather brutal) is a bit better too. It does get a little wonky at paragon and epic tiers. Takes some adjustment.

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I'm finding Pathfinder to be noticeably less balanced than most of the 4e stuff I've ran/played. This includes the balance between player classes (ie how much each class contributes to different parts of the game). Everyone usually gets a more equal share of face time across many different tasks. The balance between the party and the monsters they fight (a lot of the new 4e material have been rather brutal) is a bit better too. It does get a little wonky at paragon and epic tiers. Takes some adjustment.
I have notices the 4e I ran/played to be more bland in the way that everyone needs to get a gold star for participation rather than have some excel at certain times.

ProfessorCirno |

No.
Pathfinder feels like it was "balanced" by people who didn't actually know what any of 3e's engine flaws were and tried to patch up the imbalances that they heard from a guy who read about it on a place on the internet rather then look into the system themselves.
Case in point, the fighter. What were the fighter's strengths? Well, if specced a certain way, it could do a lot of damage in a charge. What were the fighter's weaknesses? All it could do was that one move, it had no skills, little to no out of combat utility, no class abilities, no ways of emulating actual historic heroes, and no IN combat utility.
The warblade was WotC's response to this. It didn't do more damage - in fact, pound for pound, it could do less damage then a core fighter who focused entirely on their one schtick. But it had more skills, more in and out of combat utility, more class abilities, and more ways of emulating historical and fictional heroes.
The Pathfinder fighter was Paizo's response to this. He...still has no skills. Still has little to no out of combat utility. Still has little to no in combat utility. Still has no class abilities, still can't emulate historic or fictional heroes.
But, he does more damage.

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nikadeemus327 wrote:I'm finding Pathfinder to be noticeably less balanced than most of the 4e stuff I've ran/played. This includes the balance between player classes (ie how much each class contributes to different parts of the game). Everyone usually gets a more equal share of face time across many different tasks. The balance between the party and the monsters they fight (a lot of the new 4e material have been rather brutal) is a bit better too. It does get a little wonky at paragon and epic tiers. Takes some adjustment.I have notices the 4e I ran/played to be more bland in the way that everyone needs to get a gold star for participation rather than have some excel at certain times.
Good for you? Do you want a gold star for posting?
4e is much better about making sure characters contribute to all aspects of the game in their own way. They can still fail. Horribly so.