Playtest Rules add a lot by taking things away


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Spent today puzzling through character generation, and I found a lot of my hang-ups were searching for rules I thought *should* be there, but were not. Attacks of Opportunity for non-Fighters, what weapons small PCs could and could not wield, what skills a Cleric could take. Once I cross-referenced enough to realize 1) only Fighters and some monsters can make AoO, 2) Halflings, Gnomes, and Goblins don't have limitations on weapons, and 3) Any class can be trained in any skill, I realized how many game-changers are not in the rule book. That is, we would expect them to be there, being PF, but they're not, so it opens up different kinds of play.

I'd suggest to everyone to not just look for what the rules allow you to do, but also what the rules don't forbid you from doing. In 1999, the 3ed playtesters hampered their efforts by playing inside constraints that existed in 2ed but not 3ed. Treat this playtest like it has no connection to PF, and do weird things.

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