master_marshmallow |
In response to all the "OMG we needz a SECUND AHDITION" threads that exist over the course of the years, what are some of the alternate systems that exist in Unchained and other such subsystems that make the game feel like a new edition, but don't require you to relearn the game or buy all new books for feats and such?
Personally, I love the new action system, blended with my own bastardized condensed skill system, with some of the alternate spellcasting rules thrown in.
I really want to convince my players to attempt the spell points system, I also want to really try the Spell Attack Roll system.
DM Sothal |
At my table, the unchained classes have replaced their original counterparts.
We incorporated the Background Skills and the skill unlocks.
If we weren't at 13th level and near the end of a campaign, I'd bring in Automatic bonus progression as well, but it's too much of a hassle here. Any new campaign I might GM, I'll surely use it.
(I'm debating if I add Wounds and Vigor as well and have the 'wounded' condition from Unchained apply instead of getting staggered once you're out of vigor...)
Porridge |
Our group has adopted a number of the alternate systems described in unchained (automatic bonus progression, skill variants, unchained classes). But the two changes that have made the biggest impact to fun of the game in our group are:
1. The Revised Action Economy system from Unchained (with a few tweaks).
Combat is soooo much more enjoyable and free-flowing than in the old system. And longer we play with it, the more we discover other side benefits of running things this way.
2. The Rebuilding rules from Ultimate Campaign.
Pathfinder is crammed with cool builds and character ideas that don't come together until level X, and it's fun for no-one to have to slog through all of the previous levels until you get there. Allowing players to play a fun character at all levels, retraining once they get to level X, has made the game a lot more fun for those players.
Just a Guess |
Did not have a chance to playtest it yet but from reading it I like:
- action economy
- wound threshold
- revised skills
I plan on running a game to test those together with armor as DR.
But I'm already working on a tweak for the action economy that allows iterative attack without penalty from when you'd have gotten them in the old system. So at 1-5th level a fighter can make attacks at 0, -5, -10 while from 6 on he can make them at 0, 0, -5.
donato Contributor |
I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.
I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing when trying to determine the correct number of attacks, I feel. However, I really like the glancing blow mechanic and am using that now in my games.
Just a Guess |
Eryx_UK wrote:I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.
Milo v3 |
donato wrote:I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.
Well, no it's all or not much. The glancing blows donato mentioned.
donato Contributor |
donato wrote:I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.Eryx_UK wrote:I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
A glancing blow for a natural attack means that only a single attack hits. However, the part that rubbed me the wrong way was adding up the number of primary and secondary attacks to determine the possible total amount of attacks. It's not difficult, but it is something that bogs down running monsters. This is especially true if you deal with natural attacks only rarely and have to look up the rules every time.
Just a Guess |
Just a Guess wrote:A glancing blow for a natural attack means that only a single attack hits. However, the part that rubbed me the wrong way was adding up the number of primary and secondary attacks to determine the possible total amount of attacks. It's not difficult, but it is something that bogs down running monsters. This is especially true if you deal with natural attacks only rarely and have to look up the rules every time.donato wrote:I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.Eryx_UK wrote:I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
Yes, that seems tedious. But even without natural attacks: A 6th level full BAB has two chances to hit something. With the new rules he only has one chance but might hit multiple times if he rolls well. More likely to be very swingy.