Post by Dmitri on Aug 28, 2009 23:01:03 GMT -5
So, we have been talking for awhile here about core concepts, game balance issues, etc. It has been interesting to get some new viewpoints on some classes that I usually don't play. After talking, though, I still think that 3.5 DnD could use some tweaking. That said, I really don't want to throw out my relatively large 3.5 library and start over from scratch, like the folks at WotC want us to do, by going over to 4E. So along comes Paizo to the rescue, or so they would have us think. With the introduction of Pathfinder, a system based on the 3.5 d20 OGL, we have what seems to be a 3.75 of DnD. The system is designed to be wholly backwards compatible with WotC and other 3.5 products with minimal conversion, thus allowing those of us with hundreds wrapped up with the 3.5 system to still use some of the older books we have. But how good is it? At 50 bucks, it is a substantial investment... so does it actually do what it attempts? Is it worth the conversion?
If you wanna read along with me, there is a Pathfinder SRD site available:
www.d20pfsrd.com/
There is also a conversion guide for people who want to look over the changes and convert existing characters:
paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy89m6
So let the reviewing begin!
Overview:
The book is 576 pages long, and laid out like a combination of the 3.5 Players Handbook and the Dungeon Master's Guide. This is actually pretty key to me - while the book retails around 50 bucks, it contains 2 books worth of information. Essentially you are paying 25 bucks a shot for both of the key texts. The Bestiary is due out soon, and I don't know what kind of price point they have for this. But it is not totally necessary - I have set up a few sample encounters with existing monsters from the MM, and even without adjustment they seem to work OK. The artwork in the book is solid, if a little anime for my taste. The book looks sturdy and weighs a ton, so it can double as an improvised bludgeoning weapon when needed.
Chapter One - Getting Started:
This is alot like the PHB chapter along the same lines. It walks you through a basic play session, explains the core d20 mechanic, etc. It also explains the character building process, and details the stats, what they do, bonus spells for high ability scores, and character stat generation methods. It gives the basic methods, including your standard rolling method, a few alternate rolling methods (I kinda like the "2d6+6" one if I have to roll), and a new point buy system. Frankly, you could use any of the homebrew methods, or the ones in the PHB, or whatever - just so everyone is on the same page. Overall, a necessary chapter, but nothing new for us who are looking to up-convert.
Chapter Two - Races:
Here is where the crunchy bits get interesting. All of the races have gotten an overhaul here, with the standard PHB races included (dwarf, elf, gnome, halfling, half-elf, half-orc, human). The most obvious change here is that all the demi-human races now have two stats with a +2 bump, and one stat with a -2. Generally it is a mental stat and a physical bumped, like CHA or WIS. Half-human races and humans get one floating +2 stat bump of their choice, without penalty. This is a major change for half-orcs especially, who I now find a lot more useful than before.
Racial weapons work a little better in my opinion, with most races now getting a free proficiency in racial weapons or thematic weapons for them. Racial skill bonuses are still in place, and stuff like the elvish keen senses or the dwarven stonecunning are still there. The only other major racial change I can see is the way that favored classes work. Essentially, they have been done away with - the player chooses their favored class at the beginning of the campaign, and gets a choice of +1 HP or +1 skillpoint per level when following that class. Prestige classes cannot be used as favored classes, so this gives an impetus for following a class through 20 levels, or at least most of the way. It also reduces the flavor of the races though, giving someone who is an elf no more reason to play a wizard than a dwarf.
Chapter Three - Classes
Here is the real meat and potatoes of this system's major changes. I'm not going to try to detail all of the changes - read the SRD for all the details. I will give a basic rundown of the major themes though for each class. First, though, it is important to note that feats now come on every odd level for all character classes. That is 3 more total feats in a 20 level game, which is handy given that they have increased the number of feats in the core book by a bunch. So here is my summary...
Barbarian: Pretty much the same as 3.5, except that rage has been changed a bit. It now functions on rounds per day, rather than rages per day. Likewise, the barbarian now has "rage powers" that can be used while raging, some of which are quite cool, and just one more way to differentiate one barbarian from another.
Bard: I love what they did here! Shield proficiency without spell failure adds to survivability, as does an increase to d8 HD. New bard songs, which can heal, debuff and do fear stacking effects, are available. You get more skill boosting class abilities, which helps with the jack of all trades kind of thing, as well as access to level 1 spells right out the gate. Major change to spells, by the way - cantrips and orisons can now be cast for free, basically whenever you want to (took out cure minor to keep cheese down). All in all, the bard looks a lot more combat worthy now, and still versatile. Probably still one of the least "powerful" classes, but not so much so that they would be miserable to play, just a challenge.
Cleric: Major changes to domains, and turning is basically gone. Now there is a channeling feature that can hurt undead or heal living creatures that substitutes for turning. Clerics also lose heavy armor proficiency, something that is bound to be controversial. I think it is OK, and helps keep some of the "cleric combat monster" stuff under control, but not massively nerfing. There is also a new pantheon if that matters to anyone. Like bards, the old 0th level spells are now free casts, though they still must be prepared each day.
Druid: Wow... druids got beat with a huge nerf-bat. Wildshape is vastly altered - suffice to say that any druid trying to convert would likely need to restat to be useful when not casting spells. Orisons are free like clerics. Animal companions are now optional, as you can choose a thematic domain instead.
Fighter: Gets a major upgrade in this edition. With his bonus feats and the increased feat progression that everyone gets, fighters now get a feat every level. They also get a bunch of new class features that help them to fight better, in terms of AC and attack bonus and damage. I love this upgrade, and can't rave enough about it. I've thought about even trying to upconvert my own groups players to the martial classes here.
Monk: Lots of upgrades here. Flurry now works like unarmed TWFing, and actually gets a bonus to hit when making a flurry - but you never lose the -2 penalty. You have to read it, I can't explain it. They also get a ki pool, for activating some special abilities and such. Also, they get more bonus feats to choose from than before, which gives some really neat options. All in all a good upgrade to the class, though it still relies on scads of good scores, but such is the nature of the class.
Paladin: Pally gets upgraded, thankfully. Now they get a choice between a bonded weapon and a special mount, as well as more stuff to do with lay on hands and the like, called mercies. Several other small upgrades, overall its well done I think. Little things make a big difference here.
Ranger: Rangers are back to a d10 HD now, and get some extra options during their choices for combat styles. A few minor abilities, such as favored environments and the ability to ditch the animal companion to give bonuses on favored enemies to your allies, round out the new stuff. Again, nicely played I think. Enough to balance them up a bit, but not enough to overpower them.
Rogue: Also gets a HD bump to d8 (all the medium BAB classes do), and some neat new rogue talents (I especially like the minor and major magic talents, which give access to a cantrip and level 1 spell, respectively, limited times per day). All in all, this one might have gotten excessive, honestly, but I don't think so. Overall, another well done one I think.
Sorcerer: Low BAB classes are now d6 HD. Sorcerer gets cantrips free like a bard, and also Eschew Materials at level 1 (finally!). Blood lines are new, giving different origins and special abilities for the sorcerer. What's nice is that they aren't really high powered, compared to the spells you have access to, but they really contribute to flavor and roundedness. They do lose their familiar, if this really matters to people. I think the bloodlines more than make up for it, myself.
Wizard: Only 2 major changes here. First, they get to choose between a familiar and a bonded item, like a ring or staff or something. Second, all wizards now go into a "specialist" school, even if it is only the "universalist" track. Specialists now have the ability to cast from opposition schools, but at a cost of 2 spell slots per spell of the level, and a -4 penalty when crafting items from opposition schools. You also get a few minor powers at various levels, most of which are not really potent, but all flavorful. Also got the low level BAB bump to HD, up to a d6.
OK, been at this for a while... will continue with feats and skills next time round.
If you wanna read along with me, there is a Pathfinder SRD site available:
www.d20pfsrd.com/
There is also a conversion guide for people who want to look over the changes and convert existing characters:
paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy89m6
So let the reviewing begin!
Overview:
The book is 576 pages long, and laid out like a combination of the 3.5 Players Handbook and the Dungeon Master's Guide. This is actually pretty key to me - while the book retails around 50 bucks, it contains 2 books worth of information. Essentially you are paying 25 bucks a shot for both of the key texts. The Bestiary is due out soon, and I don't know what kind of price point they have for this. But it is not totally necessary - I have set up a few sample encounters with existing monsters from the MM, and even without adjustment they seem to work OK. The artwork in the book is solid, if a little anime for my taste. The book looks sturdy and weighs a ton, so it can double as an improvised bludgeoning weapon when needed.
Chapter One - Getting Started:
This is alot like the PHB chapter along the same lines. It walks you through a basic play session, explains the core d20 mechanic, etc. It also explains the character building process, and details the stats, what they do, bonus spells for high ability scores, and character stat generation methods. It gives the basic methods, including your standard rolling method, a few alternate rolling methods (I kinda like the "2d6+6" one if I have to roll), and a new point buy system. Frankly, you could use any of the homebrew methods, or the ones in the PHB, or whatever - just so everyone is on the same page. Overall, a necessary chapter, but nothing new for us who are looking to up-convert.
Chapter Two - Races:
Here is where the crunchy bits get interesting. All of the races have gotten an overhaul here, with the standard PHB races included (dwarf, elf, gnome, halfling, half-elf, half-orc, human). The most obvious change here is that all the demi-human races now have two stats with a +2 bump, and one stat with a -2. Generally it is a mental stat and a physical bumped, like CHA or WIS. Half-human races and humans get one floating +2 stat bump of their choice, without penalty. This is a major change for half-orcs especially, who I now find a lot more useful than before.
Racial weapons work a little better in my opinion, with most races now getting a free proficiency in racial weapons or thematic weapons for them. Racial skill bonuses are still in place, and stuff like the elvish keen senses or the dwarven stonecunning are still there. The only other major racial change I can see is the way that favored classes work. Essentially, they have been done away with - the player chooses their favored class at the beginning of the campaign, and gets a choice of +1 HP or +1 skillpoint per level when following that class. Prestige classes cannot be used as favored classes, so this gives an impetus for following a class through 20 levels, or at least most of the way. It also reduces the flavor of the races though, giving someone who is an elf no more reason to play a wizard than a dwarf.
Chapter Three - Classes
Here is the real meat and potatoes of this system's major changes. I'm not going to try to detail all of the changes - read the SRD for all the details. I will give a basic rundown of the major themes though for each class. First, though, it is important to note that feats now come on every odd level for all character classes. That is 3 more total feats in a 20 level game, which is handy given that they have increased the number of feats in the core book by a bunch. So here is my summary...
Barbarian: Pretty much the same as 3.5, except that rage has been changed a bit. It now functions on rounds per day, rather than rages per day. Likewise, the barbarian now has "rage powers" that can be used while raging, some of which are quite cool, and just one more way to differentiate one barbarian from another.
Bard: I love what they did here! Shield proficiency without spell failure adds to survivability, as does an increase to d8 HD. New bard songs, which can heal, debuff and do fear stacking effects, are available. You get more skill boosting class abilities, which helps with the jack of all trades kind of thing, as well as access to level 1 spells right out the gate. Major change to spells, by the way - cantrips and orisons can now be cast for free, basically whenever you want to (took out cure minor to keep cheese down). All in all, the bard looks a lot more combat worthy now, and still versatile. Probably still one of the least "powerful" classes, but not so much so that they would be miserable to play, just a challenge.
Cleric: Major changes to domains, and turning is basically gone. Now there is a channeling feature that can hurt undead or heal living creatures that substitutes for turning. Clerics also lose heavy armor proficiency, something that is bound to be controversial. I think it is OK, and helps keep some of the "cleric combat monster" stuff under control, but not massively nerfing. There is also a new pantheon if that matters to anyone. Like bards, the old 0th level spells are now free casts, though they still must be prepared each day.
Druid: Wow... druids got beat with a huge nerf-bat. Wildshape is vastly altered - suffice to say that any druid trying to convert would likely need to restat to be useful when not casting spells. Orisons are free like clerics. Animal companions are now optional, as you can choose a thematic domain instead.
Fighter: Gets a major upgrade in this edition. With his bonus feats and the increased feat progression that everyone gets, fighters now get a feat every level. They also get a bunch of new class features that help them to fight better, in terms of AC and attack bonus and damage. I love this upgrade, and can't rave enough about it. I've thought about even trying to upconvert my own groups players to the martial classes here.
Monk: Lots of upgrades here. Flurry now works like unarmed TWFing, and actually gets a bonus to hit when making a flurry - but you never lose the -2 penalty. You have to read it, I can't explain it. They also get a ki pool, for activating some special abilities and such. Also, they get more bonus feats to choose from than before, which gives some really neat options. All in all a good upgrade to the class, though it still relies on scads of good scores, but such is the nature of the class.
Paladin: Pally gets upgraded, thankfully. Now they get a choice between a bonded weapon and a special mount, as well as more stuff to do with lay on hands and the like, called mercies. Several other small upgrades, overall its well done I think. Little things make a big difference here.
Ranger: Rangers are back to a d10 HD now, and get some extra options during their choices for combat styles. A few minor abilities, such as favored environments and the ability to ditch the animal companion to give bonuses on favored enemies to your allies, round out the new stuff. Again, nicely played I think. Enough to balance them up a bit, but not enough to overpower them.
Rogue: Also gets a HD bump to d8 (all the medium BAB classes do), and some neat new rogue talents (I especially like the minor and major magic talents, which give access to a cantrip and level 1 spell, respectively, limited times per day). All in all, this one might have gotten excessive, honestly, but I don't think so. Overall, another well done one I think.
Sorcerer: Low BAB classes are now d6 HD. Sorcerer gets cantrips free like a bard, and also Eschew Materials at level 1 (finally!). Blood lines are new, giving different origins and special abilities for the sorcerer. What's nice is that they aren't really high powered, compared to the spells you have access to, but they really contribute to flavor and roundedness. They do lose their familiar, if this really matters to people. I think the bloodlines more than make up for it, myself.
Wizard: Only 2 major changes here. First, they get to choose between a familiar and a bonded item, like a ring or staff or something. Second, all wizards now go into a "specialist" school, even if it is only the "universalist" track. Specialists now have the ability to cast from opposition schools, but at a cost of 2 spell slots per spell of the level, and a -4 penalty when crafting items from opposition schools. You also get a few minor powers at various levels, most of which are not really potent, but all flavorful. Also got the low level BAB bump to HD, up to a d6.
OK, been at this for a while... will continue with feats and skills next time round.