
![]() |

Hello Paizo boards, long time no see. I've been out of the PFRPG loop for a little while, and I am considering starting up a new game. My previous games have kind of fallen flat, due partly to my campaign-ADD, my pool of players, and my limited player options for previous campaigns.
So, I'm bringing in some new players from my FLGS, and I plan to run a game set in Ptolus (which will allow me to switch plots and themes if I get bored, because Ptolus has a bit of everything). To open up player options, I want to allow almost anything from PFRPG and D&D 3.5 (and of course anything from Ptolus). I will still reserve the right for a case by case review/veto (Oh, you found a third party book that lets you play a red dragon with only a +1 LA? Let me think about that...), but I'm not sure about how to balance things in general.
I know PFRPG classes/races are slightly ahead of most 3.5 classes/races, but I'm not sure what exactly I need to do to ensure that everyone is on a mostly level playing field.
Any advice?

VonZrucker |
First off, I love Ptolus. Ptolus is the epitome of a high magic, high fantasy setting's major city. Monte Cook is the MAN. I've always loved running his modules because they're so detailed, etc. etc. etc.
You didn't ask me to shower Monte Cook with love. So let's get on with it.
As far as Ptolus goes, I would simply use everything PFRPG in Ptolus. Ptolus says they fight a minotaur? Use the PFRPG Bestiary.
As far as 3.5 goes, that's tricky. A lot of the Pathfinder classes have melted down the 3.5 classes and remolded them into their 3.6(3.5.5?) incarnations.
The Magus is a prime example.
There are many player conversions here on this "Conversions" board for old classes. Master Arminas does many, and does a good job at it.
First thing I would do, however, is look at all the current classes, and see what's missing, and see what you feel you -really- need to add.
I love having tons of player options too. It's cool to see what class/race combinations your group comes up with, but make sure if you do add an old class you balance it for Pathfinder, as they seem pretty watered down compared to the new ones.
Not sure this was any help. I think maybe I'm just thinking out loud in your general direction, but this is exactly the kind of question(your op that is) I would have asked here as well.
Anyhow, good luck to you. Ptolus is a masterpiece.
-Von

Anonymous Visitor 163 576 |

It's been a while, but I think Ptolus discusses the expected party strength for a lot of the adventures. Compare to what you have, and realize that pathfinder classes are more powerful than 3.5.
So, if Ptolus expects six 3.5 characters, that's about equal to five PFRPG characters. Or lower the point but, or something.
You can also try playing with the xp chart. If the party seems overpowered, then move them to the SLOW table.

ruemere |
1 person marked this as a favorite. |
1. Get character creation software you feel comfortable with. PcGen for me, HeroLab otherwise. You'll need Core Rulebook, Bestiary and Advanced Player's Guide.
2. Be prepared to re-stat most of the characters in the book. It's doable, and thanks to APG, you can do a lot of things already. For most nameless NPCs, Paizo have taken good care of you already, as with Game Mastery Guide out many basic characters are already covered.
If you don't want to buy the whole of Game Mastery Guide, just look at NPC Gallery.
3. Monte Cook's proposes a change in distribution in magic items (and Ptolus by consequence). As a rule of thumb, all items with charges cost only half as normal, NPC wealth is halved until 6th level.
The result is that at low levels game feels like a low-magic, but at legendary levels, the speed is back to normal. That also means that there is no overabundance of +1 or +2 items, as most of mid-to-high level characters will go straight for +3 equivalents.
Regards,
Ruemere
PS. With similar approach*, I've run Banewarrens (set in Mithril, in Scarred Lands), and the game was a blast. The PCs coveted masterwork items, oils and potions, and sometimes scrolls, ruled the game. And since the game has been running for 8 years now straight, I must be doing something right.
* Scarred Lands is even more conservative. Item prices (market ones) are tripled. Items of value beyond 10.000 can be only bartered for. You can only purchase or trade in items when you're on a good standing with a guild (no shops) or other power center capable of manufacturing or acting as a bank.
Of course, I have had to compensate somewhat for lack of items (mostly by boosting up character stats and using a little lower CR creatures than default), but any item beyond 10 grand was a major cause for celebration.
Of late, I have been bumping their wealth up (14th CR critters do not forgive lower wealth), but several players noticed that and asked me privately to slow down, as they enjoy this relative poverty. It slows down advancement, and many encounters are much riskier than intended, but at the same time, fighting a monster with unhittable AC and impenetrable spell resistance (Book of Monster Templates, Restless One with some additional immunities thrown in) was a great experience in use of terrain features, tag-in tag-out moments, and creative thinking).