How Essential to the Pathfinder Game Do You Find the Following Concepts.


Pathfinder First Edition General Discussion

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Zardnaar wrote:
Overall just lower ability scores. Going a bit back towards AD&D in some ways I suppose. I may have dumped wands but monster damage is being scaled down and I am trying to tone down rocket tag.

You can either dump most bonuses to damage/to-hit, HP and saves and make it HD based, or you can re-stat creatures with reduced stats (though some stats like CON are stupid high even if you re-tool them at -4 or -6) using the existing PF modifiers.

Here's an Ogre under my conversions (considerably weaker than yours)

Ogre partial conversion:

CR 3
XP XX
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +XX

DEFENSE
AC 17, touch 9, flat-footed 17 (+4 armor, +4 natural, -1 Dex) (Size folded into natural0
hp 18 (4d8) (no Con bonus)
Fort +4, Ref +2, Will +3

OFFENSE
Speed 30 ft. (40 ft. base)
Melee greatclub +4 (2d6) or fist +4 (1d6)
Ranged javelin +3 (1d8)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3;

No feats or skills since I am still trying to hash all of those out.
Iron Will and Toughness (two meta stat feats) are out the window. There would be no Save or Hp feat pads in my game.

Either way, it's a tough road you travel on sir, and I wish you the best.

If you ever need a review or want to poach something of mine (rules, systems) send me a PM. We may not be exactly on the same page but I think we are looking for similar results.


Zardnaar wrote:


1. The natural spell feat.

Limited experience with druids but I've found this okay.

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2. Scaling buff spells and quantity/stacking of buff spells.

Those buffs are what some classes do, and you might have a player who looks forward to being the buff god, so I wouldn't mess with this without more information. Get collaborative with your players during character generation and decide then.

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3. Wand of cure light wounds/knock etc in particular.

Insanely valuable for their price, which maybe means their price should be higher. (Do your players snap these up on day one as a matter of routine? If so, they might get colicky if you deny them the gear to which they feel entitled...)

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4. Cheap/easy magic item creation and/or purchasing power.

Antithetical to the kind of game I like, but your mileage may vary.

(skipped a few where I don't have no strong opinion)

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11. Fighters with only 2 skill points (house ruled to 4 IMC)

I houseruled them up to 4 as well and was content with the result.

However...

a) in groups where item crafting and Use Magic Device are prevalent, you don't have to do as much to make sure everyone has a chance to do stuff out of combat, and

b) the skill list in Pathfinder is relatively short, I find, so characters don't need all that many points to keep up their must-have skills.

c) how much your players spend on fun, RP-related skills vs. how much they put every single point into combat/wealth-optimal skills might factor into how nice you decide to be with extra skill points. :)

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