No, you heard wrong. There are very few people on the Paizo forums that know what they are talking about in even the most basic ways. That extends even to the highest tiers, such as the developers. It is full of people that think healing for 1d6 per 2 levels is not only a great use of your entire turn, but that that will actually keep you alive for eternities* in D&D combat.MGuy wrote:I don't have any PF books (the core book doesn't come out until Aug 13th). I only have the free beta which I stopped looking at after I had heard there were going to major changes from the content in it. I had heard through their boards that casters were nerfed (death spells reduced in effectiveness, More saves allowed on spells that fuck you up hard) and that all other classes got an upgrade (more abilities/class options). As I said before I did look around this board before, and the few times I did searches on pathfinder stuff your name has come up. So I've seen some of the stuff you have said, and to be honest it does make me think (I think the last one I went through had something to do with the traps). However,there doesn't seem to be any major deal breakers within it that weren't already in 3.5. To settle my curiosity and to see all of your points on the subject matter I'll start a thread that asks about the major flaws with Pathfinder. Relative to the martial classes in 3.5 the upgrades do seem better. Might it be good to mix and match then? let the casters stay the same and bring in the other classes from PF?Eberron doesn't change anything major about the rules. It adds a new class, a new race or two, and some spike defenses in the form of action points.
Pathfinder however downgrades the rules hard. Relevant to you, beatsticks become weaker and casters become stronger. So that means your Samurai and your so called caster killer are objectively worse than I am saying they are if you're right. So that doesn't help you one iota. If you're right, the problem is WORSE. Which is one more reason why you should burn your PF books. Or at least not use them.
Granted, most of the examples are a little less extreme, like characters only doing 20 damage a round or a hit at level 15 and characters lacking cloaks of resistance (and somehow expecting to not get annihilated by any random save based effect).
It's not just their character design, it's the tools you design characters with.
They especially love them some stealth nerfs. Take for example their Fighter. Now to someone that didn't know any better, they'd call the Fighter better because they get some minor trivial features that basically amount to change for the sake of change. They'd also likely vastly overestimate the value of such, particularly in regards to AC.
Trouble is Fighters have and still are centered around feats. What do they have again? Oh right, nerfed Power Attack, and nerfed Improved Trip. And that was the only things they ever did, so two tricks minus two tricks amounts to zero tricks.
'Oh, but there's new feats!' you might be saying. Too bad they are all critical focused. There is a long list of problems with this, so I'll stick to the main ones.
1: Criticals = precision damage. You know, same as a Rogue. Except Rogues do it better because they get more of it, and get more other stuff. So doing that just makes you a gimp Rogue. At which point you should play a damn Rogue.
2: Criticals = random. Trouble is, you're a PC. And that means you're on the wrong side of Iterative Probability. There are many fights. You would need to get lucky in all of them for a luck based strategy to work. Because if you could do it without that, then it's a waste of resources to get the critical stuff. Since that isn't going to happen, all you're going to do is trick yourself into thinking you are better than you are. And you might even get away with it... for exactly one battle. Too bad there's 252 more eh?
And that's not hyperbole. 13.33 encounters per level, 19 level ups between 1 and 20.
Suffice it to say, you need consistent, reliable results. And that means not bothering with criticals.
3: Criticals = easily blocked. *insert long list of stuff immune to them, starting with everything at high levels* Now, you're getting most of these at mid and high level. You do the math.
There's also other stuff like the anti synergestic factor, but suffice it to say they aren't doing anything except tricking the gullible. New feats = not worth a damn.
The best thing to do with PF is discard it. They do have a very few instances of 'broken clock right twice a day' but you'd be better off stealing those ideas from the original source. For example, their skill rules are stolen from Saga. And naturally, they made it worse in the process, but the concept is there.
Oh yeah, and I keep comparing to Rogues but those got fucked over too. They again look better on the surface, but then you realize they can sneak attack under far fewer conditions, and SA damage was never very good in the first place (it was only relevant because you were eventually attacking 10 times a round with it as touch attacks).
You should read over my thread about 'Warning signs you have a bad DM'. Because them thinking people doing more damage than a Fireball was what was wrong with D&D all this time violates several tenets of basic competence.
As for my name there, they're still going on about me? Lol.
* - Typical D&D combat length is 3 rounds or less. The claims was that that pathetic use of actions made combat 50 rounds long, which is an eternity in D&D combat time. Not even 4th edition is that bad with the Padded Sumo. And if you don't know what that means... think of how long Padded Sumo (wrestlers) would take to kill each other.
