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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

http://nerdtrek.com/paizo-publishing-opens-worldwide-playtest-for-pathfinder-rpg-advanced-class-guide/



Paizo Publishing, LLC launches a worldwide open playtest for the forthcoming Pathfinder Roleplaying Game: Advanced Class Guide hardcover rulebook.

Pathfinder Roleplaying Game: Advanced Class Guide introduces ten new classes to the Pathfinder RPG, each offering new opportunities and abilities, and supported with a wealth of new rules, archetypes, feats, spells and magic items. The new classes include arcanist, bloodrager, brawler, hunter, investigator, shaman, skald, slaver, swashbuckler, and warpriest.

“Nothing gets Pathfinder players excited like new classes,” said Paizo Publisher Erik Mona, “but since the rules for class design touch almost every aspect of the Pathfinder rules system, it’s more important than ever that we put them through their paces with a rigorous playtest. I can’t wait to see how Pathfinder players respond to what our designers have come up with, but more importantly, I can’t wait to see how player comments and feedback make them even better!”

Participants in the playtest will be able to download and review all ten new classes, use them in their games, or pit them against monsters and other foes to test the power, balance, and overall clarity of the new classes. Via the paizo.com messageboards, playtesters can directly communicate with the Pathfinder RPG design team and other players, helping to polish and refine the classes, while also taking part in surveys and brainstorms to help make theAdvanced Class Guide a seamless addition to the Pathfinder RPG.

The playtest is now open to all via a free download from paizo.com, and will end on December 20, 2013. Pathfinder RPG: Advanced Class Guide is slated for an August 2014 release.



The Pathfinder Roleplaying Game launched 5 years ago after 10 years of system development and the largest open playtest in the history of tabletop gaming, with more than 50,000 playtesters contributing the success of what has grown into the best-selling RPG in the world. For more information, please visit paizo.com.




http://paizo.com/pathfinderRPG/advancedClassGuide

can't say any of those classes leap off the page to me, really just seem like minor variations on the basic classes ... guess back in the day we called them kits and got them from the various " Complete ...... " books, with the nice shiny faux brown leather covers.

This message was edited 1 time. Last update was at 2013/12/10 17:35:13


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Sigh. They already have archetypes and prestige classes, how many more core classes do we need? One thing that turned me and my group off from 3.5 was the massive amount of bloat and creep from all the splat books. We ended up just houseruleing PHB + the first round of class books, and ignoring the rest. If this keeps up we are going to have to do that with pathfinder as well.

   
Made in us
Old Sourpuss






Lakewood, Ohio

 Nevelon wrote:
Sigh. They already have archetypes and prestige classes, how many more core classes do we need? One thing that turned me and my group off from 3.5 was the massive amount of bloat and creep from all the splat books. We ended up just houseruleing PHB + the first round of class books, and ignoring the rest. If this keeps up we are going to have to do that with pathfinder as well.

I've done that sort of thing based on the group I was playing with. If you were a new group, PHB or CRB only. If you were a little more advanced, then we opened up the first round of Completes, and the Ultimates. My regular group had free reign, but the DM had veto power over things to prevent redonk combintations. Like in our last Pathfinder campaign we had the following: Heretic Inquisitor (heretic to an evil god, so a good heretic), a Goblin Firebomber, a Sylph Fighter with the Corsair Archetype, an Undine Cleric, and a human dragon-blood sorcerer. Even with some ridiculous combos, we were pretty evenly matched for the campaign, and it ended when we didn't have anything to cut through see invisibility.

The splat books are useful as long as no one goes overboard with them.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Alfndrate wrote:
 Nevelon wrote:
Sigh. They already have archetypes and prestige classes, how many more core classes do we need? One thing that turned me and my group off from 3.5 was the massive amount of bloat and creep from all the splat books. We ended up just houseruleing PHB + the first round of class books, and ignoring the rest. If this keeps up we are going to have to do that with pathfinder as well.

I've done that sort of thing based on the group I was playing with. If you were a new group, PHB or CRB only. If you were a little more advanced, then we opened up the first round of Completes, and the Ultimates. My regular group had free reign, but the DM had veto power over things to prevent redonk combintations. Like in our last Pathfinder campaign we had the following: Heretic Inquisitor (heretic to an evil god, so a good heretic), a Goblin Firebomber, a Sylph Fighter with the Corsair Archetype, an Undine Cleric, and a human dragon-blood sorcerer. Even with some ridiculous combos, we were pretty evenly matched for the campaign, and it ended when we didn't have anything to cut through see invisibility.

The splat books are useful as long as no one goes overboard with them.


One problem is my group has a wide gap in it's system mastery, and some of our GMs don't know how to say "No". So our party balance is always twitchy, even without giving the power gamers a larger toolkit.

Another thing that bothers me with this is what Paizo said when pathfinder was released. IIRC, they said they were going to front load the product line with rules, then switch to world/optional stuff. While more classes might classify as "optional" I'm just getting spat book vibes. The thing to make or break this for me is if power creep has set in.

   
Made in de
Joined the Military for Authentic Experience






Nuremberg

Yeah it's definitely "splatty" but that is the nature of a game where most of the money comes from selling to players, not GMs. Bit of a shame but there you are!

   
Made in us
Old Sourpuss






Lakewood, Ohio

Nevelon wrote:Another thing that bothers me with this is what Paizo said when pathfinder was released. IIRC, they said they were going to front load the product line with rules, then switch to world/optional stuff. While more classes might classify as "optional" I'm just getting spat book vibes. The thing to make or break this for me is if power creep has set in.

There have been a few books dedicated to the world of Golarion, but certainly nothing like the Forgotten Realms and their books, but if you look at books dedicated to the "Pathfinder Campaign Setting", there are about 40 books that are dedicated to fleshing out pieces of the the Campaign Setting, none of these books are needed, which would make them world/optional stuff. But like Da Boss says, most of their money probably comes from selling to players and not GMs.

Da Boss wrote:Yeah it's definitely "splatty" but that is the nature of a game where most of the money comes from selling to players, not GMs. Bit of a shame but there you are!

While I agree, you certainly can't say that Pathfinder doesn't provide GMs with plenty of resources through the APs and the various campaign setting filler books (They're like 20 bucks and are like 30 pages long.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Boom! Leman Russ Commander





Princeton, WV

The arcanist is pretty neat. I really like how it functions like a wizard/sorcerer hybrid.
   
Made in us
Master Tormentor





St. Louis

They're actually completely reworking the Arcanist, unsurprisingly. The new version will apparently focus on "eating" magic to fuel your own abilities.
   
Made in us
Old Sourpuss






Lakewood, Ohio

 Laughing Man wrote:
They're actually completely reworking the Arcanist, unsurprisingly. The new version will apparently focus on "eating" magic to fuel your own abilities.

So like the spellthief? :-\

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

I think they provide a lot for GMs, I've got a good few Paizo APs. They get pricey but the production values are through the roof so I don't mind. They tend to be a little "over plotted" for my liking but it's easy to rip out the set pieces and locations you like, and now that I mainly play online the colour maps are really useful sometimes.

That said, Pathfinder is going to have balance issues just as bad as 3.5 if the splat continues to accumulate. I am usually the GM so I'm probably biased, but I find it tiresome to have to keep track of all the new classes and am more likely to want to say no to something if it is extremely unusual. So far my only "banned" classes are Summoner (due to extremely poor balance) and Ninja (due to being Rogue, but better.) I'm not a huge fan of Gunslinger but will leave it alone.

Of the new classes, the most redundant definitely look to be War Priest (play a cleric or a paladin, buddy) or Skald (so, Bard? But...with sort of rages?)

   
Made in us
Fate-Controlling Farseer





Fort Campbell

 Da Boss wrote:
I think they provide a lot for GMs, I've got a good few Paizo APs. They get pricey but the production values are through the roof so I don't mind. They tend to be a little "over plotted" for my liking but it's easy to rip out the set pieces and locations you like, and now that I mainly play online the colour maps are really useful sometimes.

That said, Pathfinder is going to have balance issues just as bad as 3.5 if the splat continues to accumulate. I am usually the GM so I'm probably biased, but I find it tiresome to have to keep track of all the new classes and am more likely to want to say no to something if it is extremely unusual. So far my only "banned" classes are Summoner (due to extremely poor balance) and Ninja (due to being Rogue, but better.) I'm not a huge fan of Gunslinger but will leave it alone.

Of the new classes, the most redundant definitely look to be War Priest (play a cleric or a paladin, buddy) or Skald (so, Bard? But...with sort of rages?)


We play online as well, Runelords right now, and our GM loves the ability to transpose the maps to the service we're using.


This book does reek of "splatty" but it's got a LONG way to go to catch up to 3.5. BTW, I'd also have to lump the advanced race guide into splatty as well. There is so much in there that just is not needed...

Full Frontal Nerdity 
   
Made in gb
Longtime Dakkanaut



Scotland

Well I'm glad they listen to feedback. I remember the playtest for the Pathfinder core rules, and I love how balanced all the classes.
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury


It's been almost three weeks since the Advanced Class Guide Playtest kicked off. Throughout this process the design team has poured through thousands of posts containing feedback, concerns, ideas, and playtest data. First off, thank you for all of your hard work.
Now its time to see it pay off. The revised version of the playtest document is LIVE. As one of the playtesters who has already downloaded this file, you can download the updated file on your My Downloads page. In particular, here are some of the big changes you will find inside.
Arcanist: We removed the blood focus ability and replaced it with Arcane Reservoir. Now the arcanist can draw upon the pool of power to fuel arcanist exploits.
Bloodrager: We clarified how the bloodrage powers work and when you gain access to them. We also added Eschew Materials as a bonus feat.
Brawler: This class can now use all weapons from the weapons listed under the "close" fighter weapon group. We also added a new ability for 20th level!
Hunter: The hunter's companion got a power boost, gaining access to an animal focus all the time. We also added some teamwork feats specifically for the hunter.
Investigator: In place of sneak attack, the investigator can now study his foes to make deadly strikes gaining a bonus to hit and damage.
Shaman: The shaman now casts spells using the druid spell list, with a number of important additions to add the proper flavor to the spell list.
Skald: The skald now gets damage reduction as it goes up in level, and we clarified how rage works with his allies, allowing them to end the effect if they need to.
Slayer: The slayer now gets a better Hit Die and more skill points. We also added a few new slayer talents to add versatility to the class.
Swashbuckler: A number of the swashbucklers abilities got shuffled for balance and we added a feat to let you use slashing weapons with precise strike.
Warpriest: The warpriest now attacks with his level as his BAB when using his deity's weapon (or any favored weapon) and the amount of damage dealt scales up over time.
There are a lot of other changes in the document, both big and small, and you will have to download it yourself to find them all. Of course, we are not done yet. This is just one step on the path to the final version of these classes. Give these new ones and try and let us know what you think. Post your feedback on the boards in the special threads created in the Class Discussion forum. Update your survey to let us know how we are doing.
We look forward to seeing what you have to say.
The playtest closes on December 17th, so get those games going now!
Thanks again,
Jason Bulmahn
Lead Designer


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Thanks for making the title non-caps red, I thought you were made at all of us for a second there
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

ARISE ARISE THREAD OF ANCIENTNESS or something

anyway



http://blogs.denverpost.com/nerd/2014/07/08/pathfinder-advanced-class-guide-classes-stack-part-1/2630/



More classes are coming to Pathfinder! Paizo Publishing will release the Advanced Class Guide for the Pathfinder Roleplaying Game around August 14.

In November of 2013, Paizo released playtest versions of the ten new classes the book will feature. The company solicited gamers for advice on the classes’ design, abilities, flavor and balance. In December, Paizo released a revised version of the guide. The playtest ended Dec. 17.

It’s been nearly seven months since the test ended and now the Advanced Class Guide is almost here.


Since my gaming group missed the playtest, we decided to do a quick run-through with the seven classes that appealed to us the most. I also had the chance to interview Pathfinder’s Jason Bulmahn for some updates on the guide.

The premise of the new book is hybridization as it takes two core or base classes and fuses them together in hopes of creating intriguing new character concepts. The ten classes are:

Arcanist, which combines Wizard and Sorcerer
Bloodrager (combines Sorcerer and Barbarian)
Brawler (combines Fighter and Monk)
Hunter (combines Ranger and Druid)
Investigator (combines Alchemist and Rogue)
Shaman (combines Oracle and Witch)
Skald (combines Bard and Barbarian)
Slayer (combines Ranger and Rogue)
Swashbuckler (combines Fighter and Gunslinger)
Warpriest (combines Fighter and Cleric)
My group played the Warpriest, Hunter, Bloodrager, Brawler, Swashbuckler and the Investigator. I was also able to test the Skald separately.

For the most part, the classes the book presents provide a fun and refreshing change of pace for the Pathfinder system. Some of these classes grant players access to new concepts, while others streamline concepts that previously required multiclassing. A select few classes however, feel disjointed — like two halves working independently of one another instead of a unified whole.

Bloodrager

Hit dice: d10
Base attack progression: Full
Spells: 4 levels of Bloodrager list every 3rd level beginning at 4
Good saves: Fortitude
The mighty Bloodrager is an interesting union between the unbridled fury of the Barbarian and the innate magical prowess of the Sorcerer. The class allows characters to enter rage as per standard, but with the added benefit of being able to cast spells. Their casting, however, is limited to four levels. Instead of rage powers, Bloodragers get the Sorcerer bloodline’s features including access to feats, spells and supernatural abilities.

The majority of the normal Barbarian’s rage powers made him better at smashing, trampling, hurling, charging and brutality in general. But if you were a fan of those quirky powers that allowed the Barbarian to pull off supernatural-but-frightening instances of badassery, like absorbing a fireball and breathing fire moments later, then Bloodrager is for you.

Bloodragers still have the basic battle prowess to be able Hulk out on enemies and bludgeon them into oblivion, but they can do much more: they can fly, siphon the life force of their enemies, or change into elementals. When a swarm of bandits tried to raid our encampment, our Bloodrager (played by Griffin Swartzell) killed half of them not with an axe but with his breath weapon.

The drawback is that Bloodragers are only really useful in combat, as their spells are limited to mostly offense with few magics available for utility. Outside combat, players should expect to twiddle their thumbs.

Brawler

Hit dice: d10
Base attack progression: Full
Spells: none
Good saves: Fortitude, Reflex
How many gamers have been inspired by the heroics of characters like Aragorn and Legolas, who can carve their way through a horde of orcs only to whip out a bow and put an arrow through the eye of another orc 200 yards away?

In game, the regimented nature of feat progressions and the limitations on multiclassing make creating a versatile character that excels in multiple areas a difficult prospect, especially for beginners. The Brawler tries its hand at making that process easier.

The Brawler mixes the Fighter’s physical prowess with the Monk’s mastery of combat maneuvers. The most notable feature of this class is the Brawler’s ability to switch out feats on the fly.

At 10th level, they can pick up three feats at a time, meaning that the Brawler gets the full impact of the ability only halfway through his progression. Unfortunately, the Brawler’s limited weapon proficiency with close-quarters weapons and unarmed strikes prevents players from creating versatile combatants that would be comparable to the heroes found in fantasy novels.

Disappointment aside, the Brawler is a step in the right direction. The class’s ability allows players to change their strategy based on what’s happening, which strengthens the Brawler’s role as a viable fighter who is well-versed in multiple modes of combat. It’s a nice change of pace for those who enjoy playing straight up melee warriors but want to still be useful outside their niche.

My group’s Brawler, played by Tyler Jonas Castro, found that the class synergized well with the Monk’s Style feats.

As their name implies, these feats symbolize the various fighting styles employed by Monks and inspired by creatures around the world. Each style contains 3 feats. While normal Monks might overlook the feats because they’re only situationally useful, they’re a perfect fit for the Brawler’s interchangeability.

At one point, Tyler’s Brawler was tripped by a wolf. He immediately employed Monkey Style to continue making attacks from prone position with no penalty.

One problem is that the Brawler has to meet all the prerequisites of the feats he swaps, which can be limiting. But the fact that the class grants seven of the standard Fighter’s 11 bonus feats as permanent feats, and gives three interchangeable ones, means smart players will find ways to do a lot with this class.



http://blogs.denverpost.com/nerd/2014/07/15/pathfinder-advanced-class-guide-classes-stack-part-2/2635/



Summer is here and things are heating up in the world of tabletop gaming. Paizo’s Pathfinder is quickly becoming the biggest name in the business. According to Icv2.com, Pathfinder has been the best-selling roleplaying game since the second quarter of 2011.

Paizo’s Lead Designer Jason Bulmahn said that every August, his team tries to press the reset button and provide Pathfinder fans with new ways to experience the game. This year, the Advanced Class Guide introduces ten new hybrid classes that fuse some of the most iconic classes from the open game license and from Paizo’s original content.

The book is due out Aug. 14, which coincides with the first day of the Indianapolis-based Gen Con, the longest-running tabletop gaming convention in the world. My gaming group snagged a copy of the playtest and reviewed the new classes to see which ones are worthwhile.

In this next installment, we examine the wild Hunter and the intuitive Investigator.


Hunter
Hit Dice: d8
Base attack progression: ¾
Spells: 6 levels of Druid list every 3rd level, beginning at 1
Good Saves: Fortitude, Reflex
Drawn from the Ranger and Druid classes, the Hunter takes a stab at allowing players to control a true beastmaster warrior. Like its parent classes, Hunters gain an animal companion. The true beauty of this class is how it introduces innovative ways to make animal companions more relevant and effective.

Hunters can take on the aspects of certain animals to gain bonuses to abilities, skills, armor class and speed. Hunters select one of ten bonuses. Some are more worthwhile than others, for example, the bonus to armor class is a dodge bonus — which means it stacks with other bonuses out there.

What’s more is that the Hunter can share this ability with her animal companion. While the bonuses last one minute per level for the Hunter, the buffs are permanent for her animal companion until she wishes to change them. However, most of these bonuses are enchantment bonuses meaning they will not stack with some of the commonplace magic items in the game. Fortunately, the bonuses scale well with the recommended wealth by level chart: at 8th level the Hunter can select two bonuses and at 20th level she can select a permanent bonus in addition to her first two.

Another unique ability is the inclusion of teamwork feats for the Hunter and her companion. This opens up a wealth of tactical options for Hunters looking to utilize their companions in different ways. My friend Nathaniel Ohrdorf was able to make use of the Coordinated Charge teamwork feat to get his character and her animal companion within range of the enemy while still retaining some actions.

Sadly, the class slows down in a big way after receiving teamwork feats. This class has nine levels of nothing but increased spell, base attack and save progressions. Most of those levels are sandwiched between levels that offer more teamwork feats.

The Hunter class exemplifies one of the main issues with the Advanced Class Guide, though, in that some of the classes are simply a hodgepodge of auxiliary features from their parent classes. The new features those hybrids introduce feel incomplete and become less of a factor as the game goes on.

After level 8, the Hunter doesn’t get a new ability until level 20, and the capstone is mediocre at best. The Hunter has some great low-level abilities but as a standalone class it gets the worst of both worlds, losing out on the Druid’s full spell list and the Ranger’s consistency in combat. The class feels barren compared to other classes (like the Inquisitor) that have a diverse spell list and still get something new or improved with each new level.

Investigator
Hit Dice: d8
Base attack progression: ¾
Spells: All 6 levels of Alchemist list every 3rd level, beginning at 1
Good Saves: Reflex, Will
As a player who enjoys kicking down the door with little regard for what perils lie on the other side, playing an Investigator was a challenge for me. The Investigator is a detective-type, a blend of the Alchemist’s penchant for science and experimentation and the Rogue’s dedication to stealth and deception.

The class remixes an old ability from the 3rd Edition of Dungeons and Dragons: Inspiration.

Investigators are given a pool of Inspiration points equal to half their class level plus their intelligence modifier. These points can be used to augment skill checks, ability checks, attack rolls and saving throws by 1d6. This feature helps the Investigator interrogate, persuade, conceal and deduce his way through a campaign.

Every other level the class gains Investigator talents that improve the Inspiration ability or grant Alchemist Discoveries and Rogue Talents, or a whole host of other options too long to list here.

Perhaps more than any of the other new hybrid classes, the Investigator encourages focus on the character outside of combat, not relying solely on spells to do so. That means creative, resourceful players can easily find ways to turn their Investigators into the most intriguing characters in their respective parties.

However, the class falls flat on its face when it comes time to roll initiative.

I found the Investigator fun to play, but only because it forced me out of my own playing style. Unfortunately, when I took a good look and what the Rogue and Alchemist classes offer, I was hard pressed to find something new or improved that the Investigator brings to the table.

Take poison: the Investigator gets a decent and conceptually-sound version of the Alchemist’s Poison Use ability. I thought the Lasting Poison Rogue Talent was a great way to combine the knowledge of the Alchemist with the Rogue’s skill, but alas, the Alchemist already has a Discovery (which the Investigator cannot select) that allows his weapon to remain poisoned for much longer.

On the Rogue side, the Investigator introduces Studied Combat as a variant of Sneak Attack.

The Investigator can study his opponents, giving him a considerable attack boost. He can forego that boost to do extra damage on one attack for every two levels he has beyond 4th; however, he can only apply that damage bonus to a specific enemy once every 24 hours. What’s worse is that Studied Combat only works for melee attacks, which doesn’t seem very helpful (or resourceful, for that matter) for a character who only has a d8 hit die.

In essence, the Investigator simply has mediocre versions of the parent classes’ abilities.

With regard to the nature of these hybrids, I understand the designers can’t make the classes so powerful that they render the parents obsolete. At the same time, the class must be able to stand on its own two feet. That’s something I feel the Investigator, intriguing as it is, cannot do.

Look for Part Three, reviewing the historic Skald, the suave Swashbuckler and the mighty Warpriest next Tuesday!




The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Pathfinder already has good rules for multiclassing. I still don’t see the need for this book, except as another book to sell.

   
Made in us
Hangin' with Gork & Mork






 Nevelon wrote:
Pathfinder already has good rules for multiclassing.


Thanks, I needed a good laugh.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Ahtman wrote:
 Nevelon wrote:
Pathfinder already has good rules for multiclassing.


Thanks, I needed a good laugh.


Compared to some of the old school systems I grew up on, pathfinder is a cool groove. In a lot of other games, if there was not a class that was exactly what you wanted, you were SOL. In pathfinder, if you want to splash a little of X into Y, there is next to no restrictions holding you back. Sure, you might not be min/maxed, but you can play the character you want.

But when I see stuff described like "this class is a barbarian/sorcerer mix" I think "why not just take a little of both those classes? Do we need this rule bloat?"

YMMV

   
Made in us
Hangin' with Gork & Mork






Besides being a bit of light-hearted ribbing, I suppose the difference is that level dipping isn't the same as multi-classing, nor having mechanics built into a class.

3/3.5/PF is a system built on splat bloat, being surprised or against it at this point seems a bit disingenuous.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Ahtman wrote:
Besides being a bit of light-hearted ribbing, I suppose the difference is that level dipping isn't the same as multi-classing, nor having mechanics built into a class.

3/3.5/PF is a system built on splat bloat, being surprised or against it at this point seems a bit disingenuous.


Level dipping brings to mind things like the 3.0 ranger. If you took the first level of ranger, you got something like 3/4 of the abilities of the class and a chunk of free feats. 3.5 and Pathfinder made it so things weren’t quite as frontloaded.

I think Pathfinder has made mono-classing a lot more desirable. There are some serious perks to picking one class and sticking with it. 3.0/5 was much more about choosing your prestige class, and the path to it. You didn’t truly end up playing your character until ~6th level, and peaked at around 15th (when most prestige classes ran out of levels when you included the pre reqs) With Pathfinder’s focus on the archetypes, you start playing your character at 1st, and go to 20.

While multi classing does make for some mechanical issues, were progress is a little grainy depending on what class level you took last, it allows you to make pretty much any concept you want. IMHO you should only need more base classes when you can’t make a concept work by combining the ones you have, or when it gets convoluted. You could make a fighter/rouge/sorcerer(specializing in charm and illusions) or just play a bard.

While D&D lends itself to splat bloat, I don’t think it requires it. I’d rather see Paizo focusing on world building, or divergent rule sets (like the mythic stuff) then a book like this that is 100% class bloat.

My one hope is that even if they increase options, they can keep the power levels in check. Something WotC was unable to do with 3.0/5

   
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Master Tormentor





St. Louis

Having played a few of the ACG classes (Swashbuckler and Warpriest, with a Slayer in one of the games I GM) they seem to have done a pretty good job of keeping the classes not only balanced but also interesting. Slayer doesn't just feel like a ranger took rogue levels, Swashbuckler captures the agile warrior perfectly, and Warpriest is the paladin that most gods never had. All in all, they're a lot of fun.
   
 
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