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2) Rework the cure line of spells, if for no other reason than that the names bother me. 'Cure Light Wounds' will bring a commoner from near death to full health, but won't scratch the surface of even a mid level fighter's health. I would prefer to see the cure line work off the natural healing rules. Cure Light, for example, could heal as if you'd rested for one or two days + the caster's Wisdom mod. Cure Moderate...say 3 days healing, plus 2*Wis Mod, and so on.
I like the basic idea here, but would rework it to be dependent directly on CON (and still scale with the caster level of the healer). The targets with a high CON will heal faster than those with a low CON which reflects the ability of the barbarian to shrug off a hit while the wizard is still picking up the pieces of his shattered world. I would also alter the toughness feat (possibly other effects but not many) to increase the users effective CON mod for determining max HP and healing received by 1. This is more encouragement not to ignore CON and removes the random chance of healing 4+lvl dmg with your best healing spell when the tank is getting his face ripped off.

Christopher Fannin |

Christopher Fannin wrote:2) Rework the cure line of spells, if for no other reason than that the names bother me. 'Cure Light Wounds' will bring a commoner from near death to full health, but won't scratch the surface of even a mid level fighter's health. I would prefer to see the cure line work off the natural healing rules. Cure Light, for example, could heal as if you'd rested for one or two days + the caster's Wisdom mod. Cure Moderate...say 3 days healing, plus 2*Wis Mod, and so on.I like the basic idea here, but would rework it to be dependent directly on CON (and still scale with the caster level of the healer). The targets with a high CON will heal faster than those with a low CON which reflects the ability of the barbarian to shrug off a hit while the wizard is still picking up the pieces of his shattered world. I would also alter the toughness feat (possibly other effects but not many) to increase the users effective CON mod for determining max HP and healing received by 1. This is more encouragement not to ignore CON and removes the random chance of healing 4+lvl dmg with your best healing spell when the tank is getting his face ripped off.
I see what I did there. I think we had a house rule that added con modifier to natural healing in 3.x. Yes, reworking it to add in CON modifier somewhere is good, but I'd also want the power of the caster to be an issue (thus the wisdom mod). I'm very leery of adding a ton of flat bonuses to it though, since that would make the spell too good at low levels (adding in both con and caster mods could take the spell to a flat +10 hp on a 1st level fighter).
Hmm. The mechanic gets more complicated, but maybe if the wording was something like 'Cure Light Wounds heals damage as if you had rested for two days (8 hours of rest each), plus 2 hp for each point of con modifier per level of the caster (Max of 5 levels)'. That would be one point of con mod added to the per day healing per level of the caster, with the same low level limit. The wording is awkward, but I think the intention is clear.

Buri |

The second wind/surge (forget the proper term) ability is nice but it should be a feat with a con requirement, imo. Iirc, there are some feats that grant this but is rather class based. /shrug
I think spells per day should stay but with more options to gain extra slots rather than leveling or having insanely high ability scores. I think that's where you're going with that one, anyway.

Blue Star |

Only two? You would make this exceedingly difficult.
Simplify the language on a lot of the feats. Vital Strike really doesn't need to be that wordy.
Remodel the classes. They are by and large very good, but some of them don't make a lick of sense, especially when you compare them to characters in stories, and some of them are simply weaker for no real reason.

judas 147 |

#1 Skills: Up all skills to 4+ minimum, either that or decouple skills and classes. Give everyone 6+Int skill points, but have a list of skills each class is required to take [edit, required to take 1 or 2 skills not all six]. Make leadership into a Cha based skill not a feat. Make the Cohort accessible with a Cohort Feat.
#2 Dump dump stats. Make all saves based upon the average of two stats instead of a single stat, this means if you have a dump stat one of your saves will suffer. Perhaps WILL=WIS/CON REFLEX=DEX/INT FORT=STR/CHA. Also decrease the 7 in stat to -3 points instead of -4.
i integrate the vampyre system to the skills and work very well, i has to invent more skills, some feats become skills (dodge, weapon proficiency, armor proficiency, shield proficiency and others).
3 trees of abilities: Talents, Techniques, Knowledges. at first level you spend 13/9/5 skill points on those trees, and youre int mod + human or alike bonus in free choises no more than 4 ranks per ability and every rank in this level cost u 1 point.
at the consecuent levels, youll gain skill points as usual (fighter +2+int+human+favored class option), but, one rank cost u a number of sp equal to total current rank in that skill X2
with this rules, all the players (without askingthem) are more progrupal ones, eje: ranger tracking all pther just do the check for give him +2 to the check.
the rule here is: talents are trainable for free at any level given, techniques and knowledges can only be trained with teachers or research (which cost u gps)
all the classes makes talent one skill (nature for a druid), and the races makes one skill talent too (elf spellcraft), and all of those class skill in your list, cost u 1 point fewer after the math
all those rules makes the game a quit bit slower, but that really makes the players like in 2AD&D kind of roll
try it

Big Lemon |

1. I also agree with decreasing magic item dependance. I've dealt with this by awarding new character abilities to players for completing storyarchs and other roleplaying goals (granting feats, giving them one magic item that gains new powers, a karma system for clerics, etc.) but it would be nice if the system overal moved in this direction, as long as it was made to be backwards compatible with the current books. I don't want my investment in these to go to waste.
2. Create more options for players that decide to multiclass, through prestige classes and feats. We have options for Wizard/Fighters and Wizard/Rangers, why not Wizard/Barbarians and Wizard Monks?

judas 147 |

First thing I would do is use my rework of the initiative system (much smoother time flow and gets rid of some eccentricities of the rigid turn structure).
Second is to take a battle axe to the spells.
in my games, the initiative house rule are the lvl added, in that way a lvl 1 has a hard change to beat a 5th char
with the monster are the cr (minimun 0)
whats yours?

judas 147 |

Nipin wrote:Christopher Fannin wrote:2) Rework the cure line of spells, if for no other reason than that the names bother me. 'Cure Light Wounds' will bring a commoner from near death to full health, but won't scratch the surface of even a mid level fighter's health. I would prefer to see the cure line work off the natural healing rules. Cure Light, for example, could heal as if you'd rested for one or two days + the caster's Wisdom mod. Cure Moderate...say 3 days healing, plus 2*Wis Mod, and so on.I like the basic idea here, but would rework it to be dependent directly on CON (and still scale with the caster level of the healer). The targets with a high CON will heal faster than those with a low CON which reflects the ability of the barbarian to shrug off a hit while the wizard is still picking up the pieces of his shattered world. I would also alter the toughness feat (possibly other effects but not many) to increase the users effective CON mod for determining max HP and healing received by 1. This is more encouragement not to ignore CON and removes the random chance of healing 4+lvl dmg with your best healing spell when the tank is getting his face ripped off.I see what I did there. I think we had a house rule that added con modifier to natural healing in 3.x. Yes, reworking it to add in CON modifier somewhere is good, but I'd also want the power of the caster to be an issue (thus the wisdom mod). I'm very leery of adding a ton of flat bonuses to it though, since that would make the spell too good at low levels (adding in both con and caster mods could take the spell to a flat +10 hp on a 1st level fighter).
Hmm. The mechanic gets more complicated, but maybe if the wording was something like 'Cure Light Wounds heals damage as if you had rested for two days (8 hours of rest each), plus 2 hp for each point of con modifier per level of the caster (Max of 5 levels)'. That would be one point of con mod added to the per day healing per level of the caster, with the...
we have a sub system too where the fotitude plus level do the heal comes

judas 147 |

1. Kill the sacred cow of Vancian Spells/Day
2. Distribute more healing to each character so the dedicated healer can be free to do more things.These are elements of 4e, granted, but imho, they work nicely.
this is not from 4th its from conand20 in first placebut it rellies in the capabilities not from a mystic usage for any who want to heal himself
the second wind surge was made from the conan when u can stand a unconsious char with a alcohol or something... and if not they were left by his fate called "left for dead effect"

Renvale987 |

Removing alignment would be a mistake. In my opinion, alignment keeps a leash on players who "say" they're good but want nothing more then to murder people when/where they can. When I ran games, I would disallow any alignment other than good, to avoid players saying "I'm Lawful Neutral, I can murder whoever I want, since it says neutral in my alignment".
You give people power, like magical items, spells, levels, without having any sort of leash on that power, and they're going to abuse it. Don't believe me? There are real world examples, just go look up the Standford Prison Study. Power corrupts. So unless you want every PC turning into an arrogant jerk who believes he can do whatever he wants because he's 16th level and more powerful than the king, you won't remove alignment.

Urist The Unstoppable |

Make all the Half Races(Half Orc/Elf, Changelings, Tieflings, Aasimar, elemental races, etc) compatible with core races other than humans, with alternate racials to show this. A Dwarf Tiefling would get Hardy and Slow and Steady and not get Fiendish sorcery or something.
Make Fighter feats better versions of feats people can already get, and make disruptive, spellbreaker, and spellsunder baseline.

Bigger Club |
Really Really hard to pick just two. First one is easy though. I just aprouched this as what two things I would change.
1) Remove alingment or change it so it is only descriptive with absolute zero mechnical effect. So saying someone is CN just means that they are their own man/woman and to hell with any rule anyone else tries to impose on them. I can see the benefit of the descriptive with NPCs in published settings or adventures. Objective morality is for religious fanatics and stories for kids or just for the lazy.(My opinion so don't get your panties in a bunch.)
2) Now this is a hard decision it would be either to remove magic items that are just +X or Spellslot system. I am going to go with the latter. Take the model from psionics, you can either cast few high level spells or hunreds of minor spells at high level. Also no more free powering of spells you need to put more "mana" or whatever you call it in to the spell to make it more powerful, the advantage is that with mastery you have the option to do so. The fact that augmentation allows unique effect too to almost making it different spell is just icing on the cake.
Removing alignment would be a mistake. In my opinion, alignment keeps a leash on players who "say" they're good but want nothing more then to murder people when/where they can. When I ran games, I would disallow any alignment other than good, to avoid players saying "I'm Lawful Neutral, I can murder whoever I want, since it says neutral in my alignment".
You give people power, like magical items, spells, levels, without having any sort of leash on that power, and they're going to abuse it. Don't believe me? There are real world examples, just go look up the Standford Prison Study. Power corrupts. So unless you want every PC turning into an arrogant jerk who believes he can do whatever he wants because he's 16th level and more powerful than the king, you won't remove alignment.
Pretty strange I could have sworn that my Dread Necromancer(3.5 game)wasn't a jerk in a game without alingment per se.(He registered as evil because of his aura, which was because of the energies he was surounded with.) He would have probably been CN in the traditional alingment system, if going with the assumption that alingned spells are enough to change the alingment then CE. He was past the 16th level mark actually retired after reaching 20. He was not a jerk. He made an experimental utopia, after claiming lordship for particular area as reward from the king he made a town that eventually grew in to city. That city used undead as manual labor and defense forces. Main income of the town was from onyx mine. The mindless undead did the dangerous mining. All that was asked of the towns folk(who moved in voluntarily) is that they either give their bodies after death to the city or pay onyx tax.(onyx large enough to raise 1HD undead) My character treated his subjects with kindness and was a fair ruler. You know what actually were a problem. LG crusaders that came to "purify" the land of the foul place. I would say those were the jerks. Well they were made in to raw material in the end. Now my character was not a nice person regardless of that, if you crossed him he would make you go trough hell. Like in the case of the crusaders one warning to leave and after that they were slaughtered and no surrender accepted.
Now the long winded story aside. THe point is acting like a jerk IC because of being high level is a player issue. It has nothing to do with alingment. Or GM issue for allowing characters with such personalities in the game.(Assuming it was not intended to be that kind of game.)
EDIT: Some brainfarts.

Frustaro |

You could add something similar to the archetypes to the Fighter and other martial classes (I'm thinking of monk and rogue), so that they would gain some extra customization and extra small options: I would focus those "archetypes" more on extra class skills than sheer numbers (I don't like the derive that forces all the rpgs to produce new books always with better numbers: growth is not always possible! Let's face the future and stop that starting from pathfinder! :P
For example, a monk could choose between some particular weapon fighting styles (a monk that scales some weapon damage or somehow is not forced to use unarmed strikes all the time) or stances or particular martial schools (I'm thinking of Okuto no Ken and a monk able to strike as melee from afar like Nanto school - not that I did not put a NPC like that in one of my campaign); rogues would be about trapper assassin (who might eventually lead to the assassin death attack skill) or evasive skills (I know it's very cliche, just could not think of anything more original right now); fighter can have for example pit fighting (something to be effective also unarmed) chivalry (to gain bonuses with animal handling and riding skill/feats) or tactician (who could get the famous expertise without requirement?)...

Juda de Kerioth |
No Alignment Mechanics and Nurfs to a whole bunch of spells starting at Mirror Image and working up.
I actualy adopt the aligment system from vampyre dark ages and its conduct archetipes (as an psycologist i understand all of those Jungish rules, even, i can explain them more easy and control more easy too)!!
with that rules, the char can obtain xp trough theyre action out of combat as in AD&D (even paizo is trying to doing this in theyre AP, and brings back much of the feeling which was wasted in 3.5)...i have to say now: that rule is amazing, not only because the spells effects on lg,ng,cg,le,ce,ne, nl,ng,n aligment are now just one kind of spell (no axiomatic, no lawful, no evil, nor good effect), so the spell description decreases a lot.
other rule that we asume, were the skills. the following feats becomes an skill
Leadership
Dodge
Proficiency (armor, shield, weapon)
Alertness
and i cant remember all
at 1st lvl a char spend 13/9/5 skill points in 3 paths (talents, techniques, knowledges)
max 4 ranks on a skill (we dump the +3 class skill system)
after the selection, u have your race bonus and your int bonus.
at second and therefore levels youll spent the skills as always (8+int for a rogue) but, the new rank cost you the same amount of ranks in that skill: perception 4 ranks (it will cost 4 points to 5th rank) if the skill is a class skill, ´till cost one point less than usual (perception 4 ranks [´till will cost 3 points to rank 5th] so easy)
with that, the players stop and think which and where and when they shall spend theyre points
obviously, there will be cases when you cant use youre skill point (most of it at higher levels)so you can keep it ´till ur next level in a pool called "Remaining points"

Matthew Shelton |

For Pathfinder 1.5 I'd like to see some great big compilations, PDF versions preferred because the print versions would probably cost a whole bunch of money.
(a) Complete Rulebook would all the classes, archetypes, feats, equipment, combat maneuvers, spells, everything that's worth reprinting from the Advanced Player's and Race Guides and Ultimate Equipment, Combat, and Magic seamlessly integrated into the core rules.
(b) Complete Bestiary: Bestiaries 1, 2, 3, and Inner Sea Bestiary, with all the extra fixins--encounter tables, listings by CR, terrain, type/subtype, role, and so on.
(c) Complete Book of Game Mastery: Everything in the GMG plus Distant Worlds, Gods and Magic, The Great Beyond, and all the best-of from Inner Sea World Guide and Dragon Empires Gazetteer.
PDF versions, of course.

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Umbral Reaver wrote:So... you want to play Storyteller with a d20?thats a good mix, d20 when it was TSR AD&D the adventures were more rol and less hack&slash
and for the story teller, yep, i prefeer this mix, an less overpowered alternative
D20 system didn't exist when TSR was around. TSR went defunct in 1997, d20 system was born in 2000 under Wizards of the Coast.

Threeshades |

Two things I'd change:
1: Make hit point damage more short term, so that they can be easily healed up post-encounter in order to give non-casters the durability they should have over casters.
2: Tighten the GM guidelines on how and when to rest, so that casters can't afford to waste half their spell slots on one encounter an just rest every ten minutes. So that 1 has a point. But that's not a rule change per se.
So 2: Have AC scale with level by means other than magic items and a few class features unique to only certain classes.
* Decouple mechanics from flavor. (Allowing a nature-themed caster without being a druid, for example.)
** Corollary to the above: Remove alignment restrictions unless a class absolutely positively cannot work without it.
That second part i would like to work off of: Turn alignment restriction into alignment dependent abilities.
Paladins and Antipaladins would become one class, you'd just get the half the antipaladin setup if you're evil or half paladin setup if you're good. The other half of your abilities depends on wether you're lawful or chaotic.Neutral paladins must choose based on their deities alignment and wherever the deity is neutral they get to choose freely. Or alternatively a third option for neutral paladins (although the smite extremist alternative class feature from 3.5 sounded very silly)

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* Decouple mechanics from flavor. (Allowing a nature-themed caster without being a druid, for example.)
First World Summoner (Gets Summon Nature Ally SLAs))
Various forms of Sorcerer Bloodlines including Fey, Sylvan, and Draconic.
Cleric with Nature focused diety and domains
If I wanted to play a game where mechanics was completely decoupled from flavor, I'd be playing GURPS or HERO.

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Consolidate feat chains and base the feat benefits on level/BAB/skill ranks/etc. I'm talking things like TWF and VS, among others.
Reduce the types of bonuses that can be added to a roll. When there are too many different bonus types and the bonuses start to climb to large, the d20 roll becomes overwhelmed and become statistically irrelevant at mid-level, nevermind high levels.
Martial/caster disparity needs to be addressed by limiting the number of spells available to casters. This limitation could be spells known, or by culling the lists. Every Sor/Wiz spell that's added to the list makes the Wizard more powerful. Doubly so for the Clr/Drd, who don't have to maintain spellbooks or known spell lists. Also, spells available to spellcasters need to stop stepping on the toes of other classes.
-Skeld

Ruggs |

After working with some (wizard) summoners ingame, it'd be nice if the summoning line of spells get the polymorph treatment.
That is, more flexibility in what you can summon, but what abilities it gets as well as its stats are tightly controlled, though advance as you gain access to higher levels of spells.

Dustin James Nelson |

In a .5 and not a FULL revision, the changes I would like to see are rather modest...
- Streamlining conditions and bonuses: Until the introduction of condition cards, I would only take into account the easier or commonly reoccurring ones. It just took up too much time at the table looking it up and debating the finer points. How bonuses would stack was much the same way; morale, class bonus, inherent, or non-specified... I just let everything stack and thankfully my players enjoy playing warrior-types more so than casters.
I would tweek this by trimming down on conditions and pairing down what each condition entailed. Also implement plainly stated keywords (yes, like in 4e) and allow bonuses to stack so long as none of them came from a similarly "keyworded" ability.
- Presentation: This is more of a pet-peeve than anything else, but I would like to see something different in the way that rules are presented. I realize that they had to keep the style of 3E and 3.5 for the transition to the Pathfinder ruleset; but two-column, bolded text for class abilities, italicized font for sub-abilities and magic items, etc. just makes me thing they could do more to make it seem less like a textbook.
The thing is, they already did this with the Beginner's Box. I bought it for the pawns but was really impressed with the layout and would like to see more of it.