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View Full Version : Rules Q&A what changed from 3.5 To PF



Nosta
2017-02-26, 07:47 AM
so I have a friend who may want to join the game I Am but he's only played 3.5 and I'd Like to give him a good list of the most things that are different.
I Told him that He gets a feat every 2 levels but I am not to sure what all is different.


Can I Get a list of the small Differences from 3.5 to pf?

GreatWyrmGold
2017-02-26, 08:08 AM
Mostly, it's lots of little mechanical tweaks. I haven't personally played a lot of Pathfinder, but on paper and from what others have said, they generally improve the experience, making things a bit more balanced or a bit smoother. There are some deep-set problems Pathfinder doesn't fix (e.g, the dominance of casters once optimization comes into play), but to my knowledge, Pathfinder doesn't do them worse.

Here (http://rpg.stackexchange.com/questions/1/differences-between-dd-3-5-and-pathfinder) is a largely objective list of some of the more prominent tweaks; here (http://www.giantitp.com/forums/showthread.php?234853-Pathfinder-vs-D-amp-D-3-5) is a previous thread on the topic.

EldritchWeaver
2017-02-26, 08:20 AM
This link (http://www.dandwiki.com/wiki/Pathfinder_Roleplaying_Game_Conversion_Guide) provides the contents of the official conversion guide.

Der_DWSage
2017-02-26, 08:30 AM
In an attempt to be as neutral as possible, a few things to add to the Objective list.

-There are very few no-save, just-suck spells anymore. The few that exist tend to be high level necromancy, which can still be saved against via Death Ward. However, some spells still have a (greatly) reduced effect on a successful save. (The few spells that are still no-save, just suck are also easily found and banned, Icy Prison being foremost in the list.)
-The Polymorph line of spells were nerfed into the ground, including the Druid's wildshape. They now give a flat bonus to stats and some possible abilities, instead of replacing your stats and abilities altogether. An example (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i/).
-Unchained Rogues are exactly what people love about sneaky dual-wielders condensed into a class, finally making them viable for play again.
-Fighters finally got actual class features via the Advanced Weapon/Armor Training rules.

And yes, like Greatwyrmgold mentioned, most casters can definitely still dominate at higher levels...but it's a lot harder for them than it used to be, and if nothing else, they're not winning any damage-per-round competitions. (Except for Magus, but they're a special case.)

Coretron03
2017-02-26, 08:34 PM
And yes, like Greatwyrmgold mentioned, most casters can definitely still dominate at higher levels...but it's a lot harder for them than it used to be, and if nothing else, B[]they're not winning any damage-per-round competitions[/B]. (Except for Magus, but they're a special case.)
My freind Intensified empowered maximised quickened fireball would like a word with you about that. Requires tons of investment and is high OP-ish but a high level wizard can shell out around 270 (330 if your willing to lose a caster level) damage a round from long range(with a bunch of caster level boosters) in a 20ft square, along with a incredibly high save or daze for 3 rounds if you willing to use scared geometry using 5th level spell slots. But thats beside the point.


To the OP, I recommend you Read saphs handbook for 3.5 to pathfinder, a quick search can bring it up.

Starbuck_II
2017-02-26, 09:10 PM
Avenues to Sneak Attack town are reduced:
Blink, Grease (balancing mechanic removed unless moving which means enemy turn only), Glitterdust still works but get save per round to remove,

Methods removed:
Splash weapons no get sneak attack on direct hits

Avenues gained:
Less creatures immune to Sneak Attack damage.
new feat combos like Shatter Defenses