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What "Sucks" About Pathfinder

DawnforgedCast DawnforgedCast·635 videos
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Published on Feb 13, 2013

Well, it doesn't suck, but there are parts of it that, to me, do. I mostly homebrew around these elements but it is important my fanboyness be tempered with a bit of objectivity.

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Uploader Comments (DawnforgedCast)

  • NightHunterClaws

    While this video is old, I'm still going to respond. I found the CMB and CMD rules to be pretty annoying. They limit you a lot, and unless you dedicate your character to them, they become superfluous at higher levels.

    Regarding Perception though: It may seem like the most used skill in the game, but it is for good reason. Your senses are how you perceive the world. Sometimes you don't notice something important, hence the roll. Otherwise you'd just walk into a room and spot the key plot clue.

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  • DawnforgedCast

    I'd have to agree with you on the CMB/CMD rules. Sometimes it is a tough thing to figure out: Do I trip him, or sunder his gear, or use a debuff on him...or do I just beat him over the head until he is dead or unconscious.

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    in reply to NightHunterClaws (Show the comment)
  • robert hauglin

    Part 1:

    In D&D, you had to be an Elf if you wanted to play a magic-user or a Hobbit (later changed to Halfling) if you wanted to play a thief. What fun was that?

    In AD&D, you had a skill but no way to find if you succeeded at it or not. DMs came up with their own way to resolve this.

    In AD&D 2ed, they gave you feats that were very unbalanced. The movies The Gamer I/ II made good fun of it.

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    in playlist Pathfinder Basics
  • DawnforgedCast

    I started gaming in 2nd edition where the Race/Class distinction was already in place. Though I've done a bit of looking into the prior editions I can't imagine wanting to play something so limited.

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    in reply to robert hauglin (Show the comment)
  • MMODoubter

    It sounds like Paizo is selling power in their supplemental books.

    How many former WotC employees are working there?

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  • DawnforgedCast

    I couldn't say but it is looking like Next isn't offering too much competition against what they already have going.

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    in reply to MMODoubter (Show the comment)

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  • Cinocephalus

    I agree with you in the balance issue out of the core rulebook (or at least out of the advanced player guide). That´s the case of the magus for me, and I hate to say this because warrior-mages are one of my favourites archetypes of all, but the magus is over the top of unbalance, seriusly. I´ll love to be one, but they have ALL, all armor proficience by class, their own arcana feats, a mixed combat style that is clearly superior than two weapons combo..... JEZZZZZ, calm downnnn magussss

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  • FellVoice

    Yes, I've seen the rules in Ultimate Combat and other books but these require some tinkering and even the expenditure of feats in the case of weapon finesse. To me the system needs and overhaul to make it more in line with reality. Dex lets you land a blow and Str allows you to deliver a more damaging blow. AC as it sits is basically conditional invulnerability, either you damage or you don't. As it sits Str does the job of hitting and damaging which just isn't right. WOD even reto'd to this.

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    in reply to Lehi Oakeson (Show the comment)
  • Kirk Lindholm

    continued... Bards and Witches are divine casters... the former simply because they get healing and the latter by the description alone. Third party casters (casters that require a "patron", god or otherwise) are divine casters. Arcane casters should not have access to third party spells, this would include all healing and nearly all divinations and necromancy ( you could argue that some of those can be rewritten to other schools like Wizard Eye for example). This is my project to "fix" it.

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  • Kirk Lindholm

    There are a number of things I dislike about PF but they stem out of the degradation of the system since 2nd ed. First of all there is no clear definition between divine and arcane. Clerics are the most powerful class by default, 2nd best saves, attack and armor and now 9th level spells whereas they used to only get 7 to balance that. I have removed them entirely and replaced them with priest and removed druid because that is a culture not a class.

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  • Lehi Oakeson

    have you seen weapon finesse it does that but only for light weapons, elven curved blade, some monk weapons, and whips. AC=DR look up varient rules in ultimate combat, it does have that as analternate.

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    in reply to FellVoice (Show the comment)
  • Lehi Oakeson

    combat can take long or be quick if your players know what they are doing, and use the charactors sheet right, what err's me is people not knowing the attack bonus, and trying to decide what they should do on they turn, rather then while everyone else is attacking, this speads up round in to 10 sec per player(exception:monks, and multi-ray/control casters choosing spell+90-30 sec) sometimes less if they're good

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    in reply to boradush (Show the comment)
  • Lehi Oakeson

    say the cleric has for 3 combats, or pre-combats has hid behind berrols, trees, and a wall waiting for enemies to chatch one of them flat footed(more likely to hit) or does so using a crossbow/sling. i'd give the cleric 1d6 sneak attack, he has healed alot using channel, and used guidence and (acid splash-cha based from a spell book he bough) spell often. he/she gain normal lvl 1 cleric spells normal channel effect and uses and +1(divine/arcane level) he didn't use the domain powers:still halfed

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    in reply to Lehi Oakeson (Show the comment)
  • Lehi Oakeson

    I accually though about how to do this, the solution(the way i did) was to have players start out at 0 class or lvl1 commoner or basic npc class. an have them choose a class that they would like their character to be based on(optional) and gain those abilities but not limited to. for example commoner+1 feat and diety's favored weapon->cleric gain cleric lvl-0 spells, and with 1d6 channeling 1+1/2 cha possitive and/ornegative +1 good saves(maybe). as they rolepaly, and battle they gain abilities:

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