A while back my "weekly" D&D game finished its previous campaign, and I resumed the helm to run "Rise of the Runelords", the first Pathfinder adventure path. I decided to use a few special rules out of Unearthed Arcana: Weapon Group Feats, Craft Points, Themed Summon Monster Lists for clerics, and Individualized Summon Monster Lists for sorcerers/
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I will be taking some of the finer points from 4E (static defenses, attack rolls on spells, probably take a cue from their scaling to keep things from getting out of whack by level 20).
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One interesting thing I like about 4E is that when creating or leveling a character, it's not such a slam-dunk what powers and feats to take. That's another sign that the game designers did their job well: no two players will decide they need identical characters to "max out" their combat potential. And no characters who are defined by their magic items, either. In the end we realized that though the new game didn't "feel" like what we all knew, it was a far easier game to fall in love with.
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