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Post Posted: Sat Jul 31, 2010 10:04 am 
 

FormCritic wrote:For instance, clerical turning does damage rather than making the undead run away.  Paladins have a sword that grows in holy power as they advance in levels.  Stuff like that.


In my own house rules, Clerics damaged undead instead of turning them.
The Paladin's sword is a creative addition.
I like that one a lot.

FormCritic wrote:The haphazard skills system from the later AD&D hardbacks has been standardized in D&D 3.5 and continued in Pathfinder.  There is also the concept of special maneuvers called "feats," which you choose for your character as he advances.


This was an area of 3.5 that seemed confusing.  It wasn't clear what  distinguished a "skill" (e.g., picking locks) from a "feat".

FormCritic wrote:Monsters have more complex stats in Pathfinder/D&D 3.5...making the DM work harder but also allowing a skilled DM to keep the players guessing.


This is consistent with our high school D&D/AD&D games.  Since I was always the DM, I followed the spirit of the OD&D game to create my own variation on monsters, and even to allow PCs to be monsters, within reason.

FormCritic wrote:Lift up the hood on your Pathfinder/D&D 3.5 adventures and you will find the same engine that drives AD&D/OD&D purring there.  The math is the same, and it still works.  Roll a d20.  1 out of 20=5%.  Hit. Miss. Fudge. Forget the rules you don't like but always remember your bonuses.

Same as it ever was.


Cool.

Now I have 4 things to do ....

1. Find the $$ to buy the Core Rules
2. If they are as good as I think they might be, then I have to try to talk my old-fogie friends into playing something new (and convince them that is not actually new)
3. Find a way to play online (via message board, wiki, FB group, whatever) with these friends.
4. Figure out whether my 9-12 year-old kids and nephews can handle Pathfinder or if I need to go with an old school clone.

Thanks for the help & advice

8)


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Last edited by Keith the Thief on Sat Jul 31, 2010 12:50 pm, edited 1 time in total.
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Post Posted: Sat Jul 31, 2010 10:17 am 
 

ashmire13 wrote:Having read that Pathfinder sounds interesting. I wish it were 1st ed, as I'd buy it. That cleric and paladin ruling above sounds good. I guess I'll stick to looking at picking up OSRIC.
Tempted by Pathfinder though, I must say.


Speaking of which, I'd been leaning heavily toward Basic Fantasy RPG (vice OSRIC).  
But evidently I screwed up the file management in GoodReader on my iPad.
So, what I thought was OSRIC actually was not.

Now that that's corrected, I've found OSRIC is very impressive.
It may have moved ahead of BFRPG in my quest to have a good OSR system ...
Provided, of course, that I don't plunge headlong into Pathfinder.
And debt.

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Post Posted: Sat Jul 31, 2010 10:21 am 
 

FormCritic wrote:Pathfinder and D&D 3.5 are almost exactly the same game.  

D&D 3.5 and Pathfinder are the same D&D you played in high school.  Imagine if a DM had written down all of his house rules for AD&D.  Imagine that the DM had taken great care in using exactly the right words in order to be perfectly clear.  You might not like all the house rules, but they work together and at least the arguments have been cut to a minium.  That is D&D 3.5.

By the brilliant move of printing their own rulebook, Paizon Publications LLC has kept 3.5 in print.  Essentially, Paizo adopted a child abandoned by WOTC.  

Exactly why WOTC made this possible is a mystery.

The rules have been edited into a more workable order by placing them in a single book.  

Some small rule changes have been made betweem Pathfinder and D&D 3.5.  For instance, clerical turning does damage rather than making the undead run away.  Paladins have a sword that grows in holy power as they advance in levels.  Stuff like that.

The haphazard skills system from the later AD&D hardbacks has been standardized in D&D 3.5 and continued in Pathfinder.  There is also the concept of special maneuvers called "feats," which you choose for your character as he advances.

Monsters have more complex stats in Pathfinder/D&D 3.5...making the DM work harder but also allowing a skilled DM to keep the players guessing.

Lift up the hood on your Pathfinder/D&D 3.5 adventures and you will find the same engine that drives AD&D/OD&D purring there.  The math is the same, and it still works.  Roll a d20.  1 out of 20=5%.  Hit. Miss. Fudge. Forget the rules you don't like but always remember your bonuses.

Same as it ever was.


Forum Critic's convincing me with every post. Are there any Pathfinder shortcomings?
<intrigued>

  


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Post Posted: Sat Jul 31, 2010 10:24 am 
 

I've just downloaded OSRIC pdf from the site and it looks good. I'm looking at Lulu for a printed copy, although I cant see much difference between the various copies available?

Any views?


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Post Posted: Sat Jul 31, 2010 12:44 pm 
 

ashmire13 wrote:I've just downloaded OSRIC pdf from the site and it looks good. I'm looking at Lulu for a printed copy, although I cant see much difference between the various copies available?

Any views?


Given that it's 400 ppg, I'd suggest a hardcover version.

I printed a good chunk of the PDF and that many pages is unwieldy without sturdy backing.

The hardcover price ($25) seems quite good for a book that contains PHB, MM & DMG.  It is 1E AD&D.

The color hardcover price ($99) seems like sticker shock at first, but compared to new copies of Pathfinder Core Rules and Bestiary, the price is reasonable.

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Post Posted: Sat Jul 31, 2010 12:48 pm 
 

puterdragon wrote:
Forum Critic's convincing me with every post. Are there any Pathfinder shortcomings?
<intrigued>


I like fast and unrealistic combat (seriously), so I suspect that for someone who wants quick combat, this may not be the game for you.

However, the DM may have control over this.  I'm not sure.

For D&D, in any form, I don't really want to play Squad Leader.

On the other hand, I'm trying to broaden my horizons.

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Post Posted: Sat Jul 31, 2010 1:09 pm 
 

I need to re-check Lulu,as I could only the colour HB at £67ish. £20 for a HB is certainly the way forward, if I can get it in the UK.


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Post Posted: Sat Jul 31, 2010 4:01 pm 
 

puterdragon wrote:Forum Critic's convincing me with every post. Are there any Pathfinder shortcomings?
<intrigued>


No RPG is without faults or weak points.

Pathfinder has the same shortcomings as D&D 3.5:

1)  Complex rules...because the rules are usually quite excruciatingly clear, there are technical terms to learn or look up.  

(For instance:  You find a ring that increases your armor class by +3.  Is that a morale bonus, magical bonus, deflection bonus, armor bonus, luck bonus, cover bonus or concealment bonus?  It matters because different types of bonuses "stack" and the same type of bonus generally does not "stack."  Also, concealment is completely different from cover.)

(For instance:  Your character is engulfed in a horrendous cloud of gas and fails his saving throw.  Have you been nauseated, stunned, shaken, panicked, paralyzed or fatigued?  Each of these terms means something specific.)

DM's used to make these sorts of rulings on the fly.  In D&D 3.5/Pathfinder these effects are described in the rules.

2)  Interconnected rules...so you have to be careful when you make house rulings.  The effects can be more than you expected.

I do use some house rules.  Sometimes, my players "forget" the house rules as we have agreed upon them.  They insist I am wrong.  My response is to immediately begin enforcing the rules as written until the players remember why we made the original house rule and say "uncle."  

3)  Because the rules are more complex, it is more annoying when the DM varies from them during play.

At PaizoCon, my character was adventuring in the module Entombed with the Pharaohs.  A mummy-thing walked around a corner in the pyramid tomb complex...it moaned, causing some of us to panic...it fired three arrows...all in one surprise action.  That is not possible in 3.5/Pathfinder.  The mummy can do one of those three actions in a surprise action (walk, moan or shoot)...and it could only fire one arrow if shooting the bow was its choice.  Several of our NPC's were downed and half the party was panicked before we could react.  This was irritating.

In AD&D, the DM would say, "This is my game.  I am God.  Shut up."  An argument would then ensue.

In 3.5/Pathfinder, the argument is already presumed to be settled and the DM is wiser to follow the letter of the rules.

(The classic response to this is, "In my game I just told the players that I was boss.  Like it or leave."  Really?  Where is your gaming group now?  Arguments over game rulings sank far more AD&D campaigns than angry mothers, fundamentalist preachers or Chick tracts combined.)

4)  Because the rules are complex, in-game rulings are more of a shared responsibility between DM and players.

In the instance I have used as an example above, the DM did in fact make a god-like ruling.  He ruled automatically that we were surprised.  Aside from the fact that we were already on the alert, and the appearance of a mummy in a pyramid tomb is not particularly surprising, there was supposed to be a chance to "spot" the mummy before it surprised us.  Not being surprised is one of the benefits of being...for instance...a ranger.

Every player at the table was more expert in the rules than that DM.  We looked at each other (we were all strangers), shrugged and went on.  My own gaming group would have pointed out the rules problem.  They would have let the spot versus surprise ruling go, but no way could the mummy take all three actions.  I would have agreed and had the mummy just walk around the corner.

No game is perfect.  I like to play Axis and Allies on my computer.  As soon as the computer starts to lose it begins to cheat hellaciously on the dice rolls.  I point out the laws of probability to my computer, but it never listens or gives in.  

Last night, playing the final scenario of Close Combat, A Bridge Too Far (which is essentially computerized Squad Leader), a German assault gun knocked out three of my tanks.  My tanks could not trace line of sight to the German armored vehicle, which was concealed by a small shell hole, but the German somehow had no problem seeing my tanks.  Go figure.


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Post Posted: Sat Jul 31, 2010 4:15 pm 
 

Keith the Thief wrote:
Given that it's 400 ppg, I'd suggest a hardcover version.

I printed a good chunk of the PDF and that many pages is unwieldy without sturdy backing.

The hardcover price ($25) seems quite good for a book that contains PHB, MM & DMG.  It is 1E AD&D.


Thanks for the tip, I've managed to have a dig around on the Lulu site (it wasn't in the early searches and the B&W Hardcover is only £22 with shipping!  :)


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Post Posted: Mon Aug 02, 2010 4:44 pm 
 

FormCritic wrote:
No RPG is without faults or weak points.

Pathfinder has the same shortcomings as D&D 3.5:

1)  Complex rules...because the rules are usually quite excruciatingly clear, there are technical terms to learn or look up.  

(For instance:  You find a ring that increases your armor class by +3.  Is that a morale bonus, magical bonus, deflection bonus, armor bonus, luck bonus, cover bonus or concealment bonus?  It matters because different types of bonuses "stack" and the same type of bonus generally does not "stack."  Also, concealment is completely different from cover.)

(For instance:  Your character is engulfed in a horrendous cloud of gas and fails his saving throw.  Have you been nauseated, stunned, shaken, panicked, paralyzed or fatigued?  Each of these terms means something specific.)

[Depends on the pizza toppings.]

DM's used to make these sorts of rulings on the fly.  In D&D 3.5/Pathfinder these effects are described in the rules.

2)  Interconnected rules...so you have to be careful when you make house rulings.  The effects can be more than you expected.

I do use some house rules.  Sometimes, my players "forget" the house rules as we have agreed upon them.  They insist I am wrong.  My response is to immediately begin enforcing the rules as written until the players remember why we made the original house rule and say "uncle."  

3)  Because the rules are more complex, it is more annoying when the DM varies from them during play.

At PaizoCon, my character was adventuring in the module Entombed with the Pharaohs.  A mummy-thing walked around a corner in the pyramid tomb complex...it moaned, causing some of us to panic...it fired three arrows...all in one surprise action.  That is not possible in 3.5/Pathfinder.  The mummy can do one of those three actions in a surprise action (walk, moan or shoot)...and it could only fire one arrow if shooting the bow was its choice.  Several of our NPC's were downed and half the party was panicked before we could react.  This was irritating.

In AD&D, the DM would say, "This is my game.  I am God.  Shut up."  An argument would then ensue.

In 3.5/Pathfinder, the argument is already presumed to be settled and the DM is wiser to follow the letter of the rules.

(The classic response to this is, "In my game I just told the players that I was boss.  Like it or leave."  Really?  Where is your gaming group now?  Arguments over game rulings sank far more AD&D campaigns than angry mothers, fundamentalist preachers or Chick tracts combined.)

4)  Because the rules are complex, in-game rulings are more of a shared responsibility between DM and players.

In the instance I have used as an example above, the DM did in fact make a god-like ruling.  He ruled automatically that we were surprised.  Aside from the fact that we were already on the alert, and the appearance of a mummy in a pyramid tomb is not particularly surprising, there was supposed to be a chance to "spot" the mummy before it surprised us.  Not being surprised is one of the benefits of being...for instance...a ranger.

Every player at the table was more expert in the rules than that DM.  We looked at each other (we were all strangers), shrugged and went on.  My own gaming group would have pointed out the rules problem.  They would have let the spot versus surprise ruling go, but no way could the mummy take all three actions.  I would have agreed and had the mummy just walk around the corner.

No game is perfect.  I like to play Axis and Allies on my computer.  As soon as the computer starts to lose it begins to cheat hellaciously on the dice rolls.  I point out the laws of probability to my computer, but it never listens or gives in.  

Last night, playing the final scenario of Close Combat, A Bridge Too Far (which is essentially computerized Squad Leader), a German assault gun knocked out three of my tanks.  My tanks could not trace line of sight to the German armored vehicle, which was concealed by a small shell hole, but the German somehow had no problem seeing my tanks.  Go figure.


Agreed: Leadership's required to run a great game; otherwise trust evaporates because the ground rules change (a classic no-no for any fantasy storyteller).

In our games now, we pretty much share the rules-knowledge, and DM domination styles are avoided, since everyone "owns" the game.

Funny how a journey through the Nine Hells or the Abyss can be so democratic.

Thanks for your thoughtful response. All things being equal (Pathfinder/3.5 WotC D&D), I think I'll give PF a shot.
<smile>

  


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Post Posted: Mon Aug 02, 2010 5:45 pm 
 

I hope you like it, Puterdragon! :D

  

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Post Posted: Tue Aug 03, 2010 11:15 pm 
 

Is there a "Pathfinder for Dumbasses" site out there?

Googling "Pathfinder tutorial", "how to play Pathfinder", etc, is not yielding any good hits.

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Post Posted: Tue Aug 03, 2010 11:21 pm 
 

No, but there is this which Pathfinder simply adds to or modifies. The vast majority should be applicable.


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Post Posted: Thu Aug 05, 2010 1:14 pm 
 

Does Paizo publish a mega-dungeon for Pathfinder?

Several such dungeons were discussed on another thread, but not one specifically for PF.

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Post Posted: Thu Aug 05, 2010 1:18 pm 
 

They haven't done so yet. However, there is supposed to be one under the city of Kaer Maga. I'm not sure which books would have some info about it, though.

  

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Post Posted: Thu Aug 05, 2010 1:19 pm 
 

Pathfinder does a thing called an "adventure path." There are, apparently, eight (8) of them....

Link

I cannot attest to the quality as I am not interested in Pathfinder.


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Post Posted: Thu Aug 05, 2010 6:43 pm 
 

astenon wrote:I hope you like it, Puterdragon! :D


Well, I picked up the four copies I had placed on hold:
#1, #4, #6, #8. Mint cond. for a total of $40 (no tax, no s&h).
<happy>
I've only skimmed them at this point, but they look very interesting. Of course, I'll be looking to complete the Rise of the Rune Lords (#2, #3, #5) to start with. Skinsaw Murders sounds like the most interesting one of this series.
I haven't bought the PF Core Rulebook yet. But the seller has a first printing. I wonder how collectable it would be. Does anyone know?

  


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Post Posted: Thu Aug 05, 2010 6:52 pm 
 

serleran wrote:Pathfinder does a thing called an "adventure path." There are, apparently, eight (8) of them....

Link

I cannot attest to the quality as I am not interested in Pathfinder.


Thanks for this link. Very helpful for sorting out how the APs work together to form the six-module sets. I'm impressed with PF publishing format--basically, module and mag combined in each issue. Slick.
<intrigued>

  
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