D&D 3.5 compared to Pathfinder: Classes edition


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First just some raw data:

D&D Player Character Classes:

(note that this is not including prestige, JUST lvl 1-20 classes made by WOTC)

Archivist
Ardent
Artificer (Eberron)
Barbarian
Bard
Basiran Dancer (KoK)
Binder
Brigand (KoK)
Cleric
Crusader
Divine Mind
Dragonfire Adept
Dread Necromancer
Druid
Eidolancer
Eidolon
Favored Soul
Fighter
Gladiator (KoK)
Healer
Hexblade
Incarnate
Infiltrator (KoK)
Lurk
Mariner (Dragonlance)
Marshal
Monk
Mystic (Dragonlance)
Ninja
Paladin
Psion
Psychih Warrior
Ranger
Rogue
Samurai
Scout
Shadowcaster
Shaman (KoK)
Shugenja
Sorcerer
Soulborn
Soulknife
Spellsinger
Spellthief
Spirit Shaman
Swashbuckler
Swordsage
Totemist
Truenamer
Warblade
Warlock
Warmage
Wilder
Wizard
Wu Jen

Pathfinder classes:

(same rule for D&D not counting prestige and has to be lvl 1-20)

Alchemist
Antipaladin *
Arcanist
Barbarian
Bard
Bloodrager
Brawler
Cavalier
Cleric
Druid
Fighter
Gunslinger
Hunter
Inquisitor
Investigator
Magus
Monk
Ninja
Oracle
Paladin
Ranger
Rogue
Samurai
Shaman
Skald
Slayer
Sorcerer
Summoner
Swashbuckler
Warpriest
Witch
Wizard

On base count it's 55 to 32 in favor of D&D add in archetypes though Pathfinder has a lot more class. And it could be argued that most of the 'extra' classes are almost archetypes in of themselves.

So I hear a lot of people starting to claim 'bloat' by Pathfinder that 'plagued' 3.5, first off I'm not a believer in 'bloat' as much as content became to much for a casual player to digest. However as DM and a player I love options, so at first you'd think D&D wins...however!

Pathfinder IMHO is a different beast in some regards, for one I had to look in I know a good 30+ books and internet sources to root out just how many there were in 3.5 (And in all likely hood I'm missing more then a few.) Pathfinder's classes are all found in what 5? (Core, APG, ACG, UM, and UC?) The 30+ pathfinder classes are a lot easier to access for a regular player then 3.5 ever was. (digital releases 'could' have a play on that though, but hey internet WAS around in the 2000's too...it just took up the phone line to use.)

Archetypes again expand these base classes out even more. So is it bloat? Meh I don't think so. When Gunslinger got pushed out people whined about bloat, then people realized that like Summoner it still had major exploitable faults when facing them. (Or from a DM standpoint presenting a challenge.) The new classes right now are a mixed bag, some are dead sexy like Skald and Shaman (for my tastes at least) others bore me and otherwise worry the anti-power gamer in me. (Arcanist) however give it time and as APs and new monsters come out I think there will be newer challenges that make the hybrids out to be just as balanced as all the other classes.

tldr: Pathfinder isn't bloated yet, but it's actually deeper and does more with less then what D&D 3.5 offered. That said I still like all the D&D classes too, Options and choice is what makes my day when building characters, npcs, and worlds.

Next: A look at D&D 3.5 PLAYABLE at 1st lvl races compared to Pathfinder, and my rant on the stupidity of ECL and Level adjustment.


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Yep, but compare bloat and usability if you only use 5 books from 3.5. ;)

That is how I've done it, and how others I know and play with have done it. The simple and clean 3.5 rules, with a dab of extra content (sometimes 2 books extra, sometimes 4, sometimes you change which books are used for which game) seasoned with some house rules that make sense for all involved. So much better than pathfinder's rush to bloat, and pf dms I know are seeing this as well (and getting tired of new classes they have to learn and challenge). Of course I make omelettes to my taste.

Sovereign Court

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There is no such thing as bloat. Only people whining and being too weak to ban stuff they don't like or won't use.


Yeah banning is important. Some players don't see it though.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Any game manufacturer has to either make supplements for their games, or create new games to keep feeding their families. Granted, there are exceptions, yet most game designers seem to expand their game for ten years until they run dry on things that make the game vibrant. They then release a new, revised edition or fade into obscurity.


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Or just keep releasing adventures without turning the system into a bloody mess.

Shadow Lodge

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DM Under The Bridge wrote:
Or just keep releasing adventures without turning the system into a bloody mess.

Yeah. There are quite a few systems that release a (set of) core rulebook(s), and then only release adventures, setting books, or monster books. Some even quite successful, as well. Call of Cthulhu has mostly followed this strategy, and while of may not be as popular as Pathfinder, its hard to argue that it isn't a successful game in its own right. The Basic D&D editions followed this strategy as well. AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f*#*-ton of adventures.


Options and rules bloat has been an occasional topic in a thread looking at Gary Gygax' Role Playing Mastery Book and I just posted, wondering how many classes there are in PF.

Then saw your post. Thanks!


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Kthulhu wrote:
DM Under The Bridge wrote:
Or just keep releasing adventures without turning the system into a bloody mess.
Yeah. There are quite a few systems that release a (set of) core rulebook(s), and then only release adventures, setting books, or monster books. Some even quite successful, as well. Call of Cthulhu has mostly followed this strategy, and while of may not be as popular as Pathfinder, its hard to argue that it isn't a successful game in its own right. The Basic D&D editions followed this strategy as well. AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f$#%-ton of adventures.

I understand why people might like this strategy but I personally do not. New classes and archetypes are the best thing to me. I like building characters and personalities. More classes and archetypes mean I can get closer to what I want.

If I wanted to build Captain America with the core I'd have to pick a fighter who punches things and has a shield. It's a start but the new Shield Champion archetype for the new Brawler class fits him perfectly.

That's a little unfair seeing as Cap was the inspiration for that archetype but I think the point stands. My first character was supposed to be a shadowy assassin who stalked the night but my Rogue sucked at it because, well, he was a rogue. Rogue don't seem to work for that concept. The new Slayer class on the other hand works perfectly. I can rebuild him in the character I imagined him to be.

More adventures doesn't help me because he isn't playing like the character I wanted. Since I couldn't perform well in combat and most adventures don't call for assassinations, I became a skill monkey disarming traps and picking locks. Now I can at least contribute even if I can't assassinate most people.


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Missed a few classes:

  • Erudite (variant psion, Complete Psionic)
  • Factotum (Dungeonscape)
  • Beguiler (Player's Handbook II)
  • Dragon Shaman (Player's Handbook II)
  • Duskblade (Player's Handbook II)
  • Knight (Player's Handbook II)
  • Astral Deva* (1-20 monster class, Savage Species)
  • Ghaele* (1-20 monster class, Savage Species)

*Included because I've been in games where the DM offered these alongside regular classes.


Necromancer wrote:

Missed a few classes:

  • Erudite (variant psion, Complete Psionic)
  • Factotum (Dungeonscape)
  • Beguiler (Player's Handbook II)
  • Dragon Shaman (Player's Handbook II)
  • Duskblade (Player's Handbook II)
  • Knight (Player's Handbook II)
  • Astral Deva* (1-20 monster class, Savage Species)
  • Ghaele* (1-20 monster class, Savage Species)

*Included because I've been in games where the DM offered these alongside regular classes.

There were a lot of monster class classes. They had a bunch on web articles in addition to Savage Species.

If Kenzer stuff counts as by WotC then I think Dragon articles by Paizo count as well.

Replacement levels are similar to archetypes and should not count, but there are a ton of variant classes from things like Unearthed Arcana and Dragon that are similar to Pathfinder's antipaladin.


I figured I'd end up missing a few. I don't have PH2, or knew anyone I could annoy for a look at the book. :P

But that does bring the point up that D&D still had a lot more 'classes' then Pathfinder, but Pathfinder has 'deeper and richer' classes. Neither are really bloat, though I agree with Larkos, as long as it's something 'different' that what was offered before. Personally I think Paizo will stop adding classes once their psionic book hits anyway, but I'm always happy for more APs too.


KingmanHighborn wrote:

First just some raw data:

** spoiler omitted **

** spoiler omitted **

On base count it's 55 to 32 in favor of D&D add in archetypes though Pathfinder has a lot more class. And it could be argued that most of the 'extra' classes are almost archetypes in of themselves.

1. "KoK"?

2. Ninja & Samurai are archetypes, just ones that have been statted out.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
DrDeth wrote:
1. "KoK"?

Kingdoms of Kalamar, which I didn't think was WotC...


If you are going to count alternate class features in pathfinder you should also count them in 3.5.


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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
TriOmegaZero wrote:
DrDeth wrote:
1. "KoK"?
Kingdoms of Kalamar, which I didn't think was WotC...

That's sort of a gray area.

As part of WotC's settlement with Kenzer over illegally reproducing their Knights of the Dinner Table strips from Dragon in the Dragon Magazine CD-ROM Archive, WotC agreed to let Kenzer make their HackMaster RPG use a lot of (older editions of) D&D mechanics and intellectual property, and write Kingdoms of Kalamar material under the D&D (Third Edition) banner.

The latter clause, however, was not a blank check. Any Kingdoms of Kalamar product that had the D&D logo on it had to be run by WotC, who reviewed it and either approved it or noted what needed to be changed and how. So in essence, they had final say over a lot of the KoK D&D materials.

I say "a lot" of the materials because Kenzer side-stepped this process quite a few times by simply releasing 3.5E KoK books that didn't have the D&D logo on them, and so didn't fall under the purview of their settlement with WotC (I can't remember if these other books used the OGL or not; I believe that they didn't, and just relied on the idea of "copyright laws give us enough protection already," as - if I recall correctly - David Kenzer is an IP attorney). Hence why something like the Kingdoms of Kalamar Villain Design Handbook has the D&D logo on it, while the Player's Guide to the Sovereign Lands does not.

That settlement agreement wasn't perpetual though, which is why HackMaster eventually changed to HackMaster Basic, followed by the new HackMaster game (calling itself "HackMaster 5th Edition," if I recall correctly, several years before the Fifth Edition of D&D came out). Likewise, Kenzer Co. eventually had to stop printing 3.5E books with the D&D logo on the cover, though the non-D&D books could still be published (this was before 4E came out - though 4E KoK campaign setting books came out that flat-out said that it could be used with 4E D&D; insofar as I know, this wasn't due to any agreement with WotC or using the GSL - it was just them doing it because they were sure that they could).

Shadow Lodge

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Kthulhu wrote:
AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f**!-ton of adventures.

It's worth noting that in less than half the time, Pathfinder has already far exceeded this. And that's not even counting the fact that Paizo's books tend to be quite a bit thicker than TSR's were.


Alzrius wrote:
TriOmegaZero wrote:
DrDeth wrote:
1. "KoK"?
Kingdoms of Kalamar, which I didn't think was WotC...

That's sort of a gray area.

***omitted***

Well now learn something new everyday. I liked Kingdoms of Kalamar's world it was simple and yet deep. And even humans that didn't make me want to pull my hair out and scream.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Larkos wrote:
Kthulhu wrote:
DM Under The Bridge wrote:
Or just keep releasing adventures without turning the system into a bloody mess.
Yeah. There are quite a few systems that release a (set of) core rulebook(s), and then only release adventures, setting books, or monster books. Some even quite successful, as well. Call of Cthulhu has mostly followed this strategy, and while of may not be as popular as Pathfinder, its hard to argue that it isn't a successful game in its own right. The Basic D&D editions followed this strategy as well. AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f$#%-ton of adventures.

I understand why people might like this strategy but I personally do not. New classes and archetypes are the best thing to me. I like building characters and personalities. More classes and archetypes mean I can get closer to what I want.

If I wanted to build Captain America with the core I'd have to pick a fighter who punches things and has a shield. It's a start but the new Shield Champion archetype for the new Brawler class fits him perfectly.

It's the right strategy for some games, and the wrong ones for others. If you were making a game set in the present day or a reflection of it like Storyteller, a profusion of classes and rules are the last things you want. For a roleplaying game that's based on wargaming mechanics like D20, it makes more sense.

Shadow Lodge

Kthulhu wrote:
Kthulhu wrote:
AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f**!-ton of adventures.
It's worth noting that in less than half the time, Pathfinder has already far exceeded this. And that's not even counting the fact that Paizo's books tend to be quite a bit thicker than TSR's were.

Not to mention the fact that they also put mechanics into books from the AP, Player's Companion, and Campaign Setting lines.


DM Under The Bridge wrote:

Yep, but compare bloat and usability if you only use 5 books from 3.5. ;)

That is how I've done it, and how others I know and play with have done it. The simple and clean 3.5 rules, with a dab of extra content (sometimes 2 books extra, sometimes 4, sometimes you change which books are used for which game) seasoned with some house rules that make sense for all involved. So much better than pathfinder's rush to bloat, and pf dms I know are seeing this as well (and getting tired of new classes they have to learn and challenge). Of course I make omelettes to my taste.

3.5 had a new hardback out every month. PF puts out softcover books that are are smaller, and releases a smaller number of hardbacks(bigger books).

The number of things that should have have never existed in 3.5 is bigger than it is in PF, and both are currently at about the same mark for existence.


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At what point, though, does having many different classes make character creation harder than having no classes, although still offering players fewer choices?

Shadow Lodge

wraithstrike wrote:

3.5 had a new hardback out every month. PF puts out softcover books that are are smaller, and releases a smaller number of hardbacks(bigger books).

The number of things that should have have never existed in 3.5 is bigger than it is in PF, and both are currently at about the same mark for existence.

Being 20 lbs slimmer than a man that has to have double doors on his house so he can enter or exit it may not be the bragging point you think it is. You're still morbidly obese.


Kthulhu wrote:
Kthulhu wrote:
AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f**!-ton of adventures.
It's worth noting that in less than half the time, Pathfinder has already far exceeded this. And that's not even counting the fact that Paizo's books tend to be quite a bit thicker than TSR's were.

1e had a crapton of splats. They were all just in their various campaign setting books. Also almost every single one of those had mechanics in it. Also given that all the complete books were setting neutral I have no idea where you're pulling the number 8 from.


KingmanHighborn wrote:
Archetypes again expand these base classes out even more. So is it bloat? Meh I don't think so.

Inexplicably.

Thumbs down from me.

Sovereign Court

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You do know that you're not obligated to use EVERYTING a gaming company churns out?

There is no such thing as bloat. Just people who don't want to put their foot down.

Shadow Lodge

Alex Smith 908 wrote:
Kthulhu wrote:
Kthulhu wrote:
AD&D lasted about 12 years, and only had 8 non-core setting-neutral releases...two of which were monster books. And AD&D was almost certainly the most popular RPG to ever be released. 1e didn't have many splats, but what it did offer was a metric f**!-ton of adventures.
It's worth noting that in less than half the time, Pathfinder has already far exceeded this. And that's not even counting the fact that Paizo's books tend to be quite a bit thicker than TSR's were.
1e had a crapton of splats. They were all just in their various campaign setting books. Also almost every single one of those had mechanics in it. Also given that all the complete books were setting neutral I have no idea where you're pulling the number 8 from.

You misspelled 2nd Edition.

1st Edition splats:

Dieties & Demigods
Fiend Folio
Monster Manual II
Unearthed Arcana
Oriental Adventures
Dungeoneer's Survival Guide
Wilderness Survival Guide
Manual of the Planes

There were no Complete Books in 1E.


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Hama wrote:

You do know that you're not obligated to use EVERYTING a gaming company churns out?

There is no such thing as bloat. Just people who don't want to put their foot down.

One's bloat is another's much-anticipated expansion.


Hama wrote:

You do know that you're not obligated to use EVERYTING a gaming company churns out?

There is no such thing as bloat. Just people who don't want to put their foot down.

I totally agree. And if your post was triggered by my post, I'll have you know - that's not exactly what I'm talking about.

(Hint: It's the comparison part that counts.)


How could anyone miss the Factotum? That class was awesome!

Kinda hard to compare when Pathfinder has Archetypes but 3.5 had "interchangeable class abilities" scattered EVERYWHERE. Archetypes are basically the same thing, but with a series of 'linked' changes that may or may not exclude the use of others. Though, to be fair, that probably reduced the cheese factor a bit.

Kthulhu wrote:
Being 20 lbs slimmer than a man that has to have double doors on his house so he can enter or exit it may not be the bragging point you think it is. You're still morbidly obese.

^^^ That is, near as I can tell, the money quote of this thread.


Kthulhu wrote:


You misspelled 2nd Edition.

1st Edition splats:

Dieties & Demigods
Fiend Folio
Monster Manual II
Unearthed Arcana
Oriental Adventures
Dungeoneer's Survival Guide
Wilderness Survival Guide
Manual of the Planes

There were no Complete Books in 1E.

Well dang you're right. Though by some metrics there are 9 depending on what you count as core. That doesn't completely invalidate my point about multiple campaign settings. For instance Forgotten Realms had 10 non-adventure books in 1st edition by itself, three of which were multipart box sets. Greyhawk had three rules supplements of its own as did Dragonlance. This also ignores that most of the dozens of premade adventures most of which had new monsters, new magic items, and sometimes new spells, which is pretty much the same new rules content as you say Paizo "sneaks" into its AP modules.


I think piano should consider printing more one off adventures which are not part of any ap or area specific
As i like there ap's a lot but dont alwayswant to play or run 6 linked adventures


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I presume you mean Paizo and autocorrect attacked you in a dark alley ;)

And they do, that's what the Modules line is. But the APs are Paizo's big moneymaker - it's what the vast majority of their profits are hinging on, is those monthly AP subscriptions. They're not going anywhere.


Arturius Fischer wrote:

How could anyone miss the Factotum? That class was awesome!

Kinda hard to compare when Pathfinder has Archetypes but 3.5 had "interchangeable class abilities" scattered EVERYWHERE. Archetypes are basically the same thing, but with a series of 'linked' changes that may or may not exclude the use of others. Though, to be fair, that probably reduced the cheese factor a bit.

Kthulhu wrote:
Being 20 lbs slimmer than a man that has to have double doors on his house so he can enter or exit it may not be the bragging point you think it is. You're still morbidly obese.
^^^ That is, near as I can tell, the money quote of this thread.

I liked the Factotum to, though some would say it was easily abused.

Also liked the Duskblade.


Arnwyn wrote:
KingmanHighborn wrote:
Archetypes again expand these base classes out even more. So is it bloat? Meh I don't think so.

Inexplicably.

Thumbs down from me.

I take it you disagree?

Dark Archive

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KingmanHighborn wrote:

First just some raw data:

** spoiler omitted **

Here's my own list, ordered by WotC product;

Spoiler:

11 Core – Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
3 Complete Divine – Favored Soul, Shugenja, Spirit Shaman
3 Complete Warrior – Hexblade, Samurai, Swashbuckler
3 Complete Arcane – Warlock, Warmage, Wu Jen
3 Complete Adventurer – Ninja, Scout, Spellthief
1 Dragon Magic – Dragonfire Adept
4 Player’s Handbook II – Beguiler, Dragon Shaman, Duskblade, Knight
5 Oriental Adventures – Samurai, Shaman, Shugenja, Sohei, Wu Jen
1 (+5) Dungeon Master’s Guide – Witch, Adept, Aristocrat, Commoner, Expert, Warrior
2 Heroes of Horror – Archivist, Dread Necromancer
1 Dungeonscape – Factotum
1 (+2) Eberron Campaign Setting – Artificer, Divine Adept, Magewright
3 Tome of Magic – Binder, Shadowcaster, Truenamer
2 (Warmage was already counted under CArcane) Miniature’s Handbook – Healer, Marshall, Warmage
3 Tome of Incarnum – Incarnate, Soulborn, Totemist
3 Book of Nine Swords – Crusader, Swordsage, Warblade
4 Expanded Psionics Handbook – Psion, Psychic Warrior, Soulknife, Wilder
4 Complete Psionic – Ardent, Divine Mind, Erudite, Lurk
2 Ghostwalk – Eidolon, Eidoloncer
1 Magic of Eberron – Psionic Artificer
(1) Sharn: City of Towers – Urban Adept

2 Dragonlance – Mystic, Noble
1 War of the Lance – Masters
1 Age of Mortals / Legends of the Twins – Mariners
1 Races of Ansalon – Nightstalkers

So, not counting NPC classes, I've got 65 (although some, like the DMG Witch, are squiffy at best). Plus 8 NPC classes.

And then there's all the variants in Unearthed Arcana, including the Adept, Expert and Warrior variants.

KoK, IMO, is 3rd party, like the Nyambe/Hamunaptra/Green Ronin Advanced Players Guide/etc. base classes or the Arcana Unearthed/Evolved base classes.


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Well I figured there would be people with bigger libraries then mine. You do have Shugenja and Wu Jen listed twice though. But still...good detective work man.


I really enjoyed 3.5's Knight class(PHB2). The closest thing to it I've seen in PF is the Cavalier, but I still prefer the Knight over Cav. Knight does the same thing Cav does, for the most part, with a lot less baggage. The "Knight's Challenge" can sometimes require a bit more DM intervention than usual, but works pretty straight forward.

I tried to roll up a Cavalier, and everything about it just seemed like an overly complicated reworking of the Knight. I'd scrap all the stuff about Orders and whatnot, myself. Not every game setting is going to have the same generic Orders.

Grand Lodge

Josh M. wrote:

I really enjoyed 3.5's Knight class(PHB2). The closest thing to it I've seen in PF is the Cavalier, but I still prefer the Knight over Cav. Knight does the same thing Cav does, for the most part, with a lot less baggage. The "Knight's Challenge" can sometimes require a bit more DM intervention than usual, but works pretty straight forward.

I tried to roll up a Cavalier, and everything about it just seemed like an overly complicated reworking of the Knight. I'd scrap all the stuff about Orders and whatnot, myself. Not every game setting is going to have the same generic Orders.

I feel like without the Order abilities the Cavalier wouldn't really be worth playing though. I guess you could rename the orders or call it something else, but I see no reason to gimp it by flat taking out one of its major class features.


EntrerisShadow wrote:
Josh M. wrote:

I really enjoyed 3.5's Knight class(PHB2). The closest thing to it I've seen in PF is the Cavalier, but I still prefer the Knight over Cav. Knight does the same thing Cav does, for the most part, with a lot less baggage. The "Knight's Challenge" can sometimes require a bit more DM intervention than usual, but works pretty straight forward.

I tried to roll up a Cavalier, and everything about it just seemed like an overly complicated reworking of the Knight. I'd scrap all the stuff about Orders and whatnot, myself. Not every game setting is going to have the same generic Orders.

I feel like without the Order abilities the Cavalier wouldn't really be worth playing though. I guess you could rename the orders or call it something else, but I see no reason to gimp it by flat taking out one of its major class features.

Instead of "gimping it," maybe replace it with something that's more dependent on the class itself, and not dependent on an external organization?


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What Pathfinder has yet to do as much that 3.5 did is create classes based on 'entirely new' subsystems. 3.5 had invocations, incarnum, psionics, martial maneuvers, binding, ect. Pathfinder as of yet seems skittish of such mechanics.


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To put it more accurately, Paizo veers away from such mechanics. 3rd-party producers - Dreamscarred Press, Radiance House, Rogue/Super Genius, Kobold Press, and Rite Publishing off the top of my head - have dove right into those sorts of things for PF compatible variants.

Shadow Lodge

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Taperat wrote:
What Pathfinder has yet to do as much that 3.5 did is create classes based on 'entirely new' subsystems. 3.5 had invocations, incarnum, psionics, martial maneuvers, binding, ect. Pathfinder as of yet seems skittish of such mechanics.

Off the very top of my head: Hexes and Grit


^ also that ^


Taperat wrote:
What Pathfinder has yet to do as much that 3.5 did is create classes based on 'entirely new' subsystems. 3.5 had invocations, incarnum, psionics, martial maneuvers, binding, ect. Pathfinder as of yet seems skittish of such mechanics.

One reason they haven't is that almost all those subsystems were either gnarly, horrendously overpowered, or just useless. Some were all three.

Psionics were notoriously broken as a system. Not necessarily game-breaking as a whole, though; the Psion was right-out Silver-Age-Superman overpowered, but the Soulknife was more manageable, while I recall the Wilder being all but useless. The rules for how Psionics worked were all over the place (literally and figuratively - important info for psionic point limits were no-where near the description of how to use PP, for instance), self-contradictory, there were disparities both among devs and among players whether magic and psionics interacted or not, etc.

Martial Maneuvers, while awesome as a design (I really liked the idea, frankly, and even made Bender classes from Avatar based on them), were maneuver-by-maneuver completely overpowered, making all but the most overpowered spells seem tame in comparison.

Incarnum was interesting but I've yet to see anyone use Incarnum seriously. Same with Binding.

Ivocations were the only thing that was unique that was used quite a bit, and even THAT was less a full-on "system" than it was an aspect of the Warlock Class, like how Extracts are to the Alchemist and Investigator.

Paizo has avoided branching out like this because most of the books that introduced these rules went unused by players.

Instead, they leave those endeavors up to third party groups, such as how Dreamscarred put out Ultimate Psionics - that way, Pathfinder players can have their Psionics if they want it, and Paizo could say "not our fault" if it proved totally overpowered (which, thankfully, it seems like it hasn't).

Shadow Lodge

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chbgraphicarts wrote:


Instead, they leave those endeavors up to third party groups, such as how Dreamscarred put out Ultimate Psionics - that way, Pathfinder players can have their Psionics if they want it, and Paizo could say "not our fault" if it proved totally overpowered (which, thankfully, it seems like it hasn't).

Except now Paizo is going to do its own take on psionics....excuse me....psionic magic. Only they're using a system that has 15 years of playtesting proving it to be the most unbalanced thing in the d20 system.


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Quote:
Paizo has avoided branching out like this because most of the books that introduced these rules went unused by players.

... wow your experience is completely the opposite of mine. I had lots of psionicists in my groups over the years, a fair smattering of Binders and Incarnum users, lots of Maneuver Initiators, and a good number of others using various subsystems. I'd definitely feel comfortable saying I had more spell- or spell-like focused characters who used something OTHER than the core casting system than I did who did, prior to Pathfinder.

Frankly I disagree with the majority of your conclusions as well, but am feeling too utterly lazy to get into yet another "is/isn't 3.X psionics broken" argument with someone.


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Orthos wrote:
Quote:
Paizo has avoided branching out like this because most of the books that introduced these rules went unused by players.

... wow your experience is completely the opposite of mine. I had lots of psionicists in my groups over the years, a fair smattering of Binders and Incarnum users, lots of Maneuver Initiators, and a good number of others using various subsystems. I'd definitely feel comfortable saying I had more spell- or spell-like focused characters who used something OTHER than the core casting system than I did who did, prior to Pathfinder.

Frankly I disagree with the majority of your conclusions as well, but am feeling too utterly lazy to get into yet another "is/isn't 3.X psionics broken" argument with someone.

Same here. My groups use tons of psionics back in our 3.5 days. Lots of Warlocks/Dragonfire Adepts, etc. I'm a huge fan of Incarnum, and have made quite a few Incarnum-based characters over the years. My current PF character is a half-golem Incarnate of Law, that I've been playing for more than a year.

We loved us some sub-systems! Tome of Magic got lots of use in my games as well, as I loved the flavor(if not so much the mechanics) of Shadowcasters and Binders a lot.


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Heck, the Binder mechanics worked fine. Shadowcaster was more iffy, and Truenamer just flat didn't work, but Binder at least did what it said and could hold its own in a party, usually in that same "jack of all trades" slot often occupied by a Bard.

I haven't gotten a chance to check out Radiance House's Occultist yet, mostly because I want to convert-up all the 3.5 Vestiges into Spirits before I play one. The Goetia flavor of the Binder was one of the main draws, and not many of the Occultist Spirits already printed have that same allure, though quite a few are cool for other reasons.


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The Truenamer truly didn't work, which is a shame, because it had tons of flavor as well.

That book had some real hidden gems, but you had to work to find them; I once broke a campaign(accidentally) with Shadowcaster with the Dark Creature template and a MASSIVE Hide check. I'd give Tome of Magic 9/10 for flavor, but 4/10 on actual crunch.

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