How I Would Fix 3.5/Pathfinder

Zardnaar

Legend
Removed for edition warring. - Lwaxy, EN World Moderator This leaves us in an awkward position though as Pathfinder does have more than a few problems inherited from 3.5 and D&D seems to be heading down the same rabbit hole 4E did in order to fix things I had no problem with in the 1st place. However I think the solution to fixing 3.5 lies not in the future but in the past. For the past year or so after a 12 year stint on 3.0, 3.5 and Pathfinder I have come to the following conclusions after playing OSR type games. I will try and identify the most glaring errors of the 3.x system while offering solutions that still leave the game as a recognizable descendant of 3rd ed and D&D in general.

1. CoDzilla. The power level of the spell casters was kind of off the charts in 3.5. Pathfinder kind of helped this by buffing the martials and fixing the worst offenders. My solution would be to lower spell DCs and buff saving throws so at higher levels you only have a small% chance of flunking a save vs a save or suck or a save or die. This is in effect similar to how it used to work in AD&D. Spell DCs would be 10+ the level of the spell (capped at 20) and some feats could increase this. A fighters base saves for example at level 20 however would be +15/+12/+12 fort/ref/will. You would still have bad saves but the variance between them would be lowered. Druids would also be overhauled and lose the animal companions going back to something like the 2nd ed Druid and the feat natural spell would go bye bye. The spell list could also be cut down eliminating or rewriting the problem spells.

2. To many buff effects. Specifically scaling buff spells like divine favor and divine power. AD&D had buff spells and Prayer for example was actually a decent spell. Spells like Greater Magic Weapon, Divine Favor/Might either need to go or become a static bonus. Overall I would be trying to drag the numbers porn down more towards AD&D/BECMI levels.

3. Feats. Pathfinder powered up the martial types via feats like power attack. The downside to this though however is that even without spellcasters the martial types kind of break the game as well especially when playing Pathfinder Adventure Paths. Critical hit builds, and level 10 and 11 Rangers and Paladins cause problems with to much damage. Put simply power attack needs to go or be capped like the 4E version of it and numerous feats need a rewrite or to be removed. Once again drag number porn down. Weapon focus can stay but feat trees can go along with multiple feats that allow one to stack up silly amounts of damage or bonuses to hit. Other feats could be powered up. Cleave for example could let you cleave once per level per round for example. Point blank shot and rapid shot may also have to go. Mostly the goal here is to make a +1 bonus mean something and to reduce the numbers porn and rocket tag effects.

4. Capped Ability scores and spell DCs. D&DN is capping ability scores at 20 for PCs. This is not a bad idea IMHO as BECMI and AD&D both had capped ability scores of 18 and 25 (in effect 19 or so).

5. Overhaul the skill system and even out the spread between the classes for skills. Most classes would have 4-6 skill points with wizards getting 2 and rogues getting 8. DCs would top out at about 25 or 30 though. Pathfinder has the best skill system IMHO our of 3.0,3.5, 4th ed and SWSE but it could do with some tweaks.

6. Overhaul multiple attacks. instead of having 3 attacks at +11/+6/+1 I would just allow 3 attacks at +11 and eliminate the full attack. Let fighter types move their full movement rate and unleash. This is similar to how it worked in AD&D and the fighter was actually nerfed in this regard from 2nd ed to 3.0.

7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM).

8. Eliminate X2 and X3 damage on crits. Replace with max damage or an extra dice of damage. Reduce the rocket tag effect and the importance of weapons with 18-20 threat ranges.

9. Tweak the classes and monsters to account for the reduced damage and spell effects. Perhaps return weapon specialization to its AD&D levels of glory.

10. Rewrite the combat chapter including grappling rules from both 3.5 and PF perhaps even using parts of 4th ed.

Oh well that are the main points and problems I have with 3.x. It is to bloated, to much rocket tag and power levels are to insane and all over the place. My goal would be to have most of the classes at the tier 3 of power in the old rankings for 3.5. Classes like Bards, Rogues, Rangers would not have to be changed that much and most classes would be recognizable on the bookshelf if you cracked open the book. How those classes interact with each other and the monsters would be where most of the changes would be made. A fighter for example would have 4 skill points per level and a tweaked skill list and bonus feats a'la 3.5 and PF. Said fighter would also have uber saves, and spring attack at will with full attacks. A spell caster would have to debuff a target 1st in order to make a save or suck stick with any reliability. Stacking bonuses would also be tightened up a lot making bonuses to hit rare and hard to get (indirect buff for the bard as well).

One could even add 4E elements to the game via feats and new classes a'la the Book of 9 Swords and even convert a full AEDU type class over. The sacred cows get to live and you get a better balanced game.
 
Last edited by a moderator:

log in or register to remove this ad

1. CoDzilla. The power level of the spell casters was kind of off the charts in 3.5. Pathfinder kind of helped this by buffing the martials and fixing the worst offenders. My solution would be to lower spell DCs and buff saving throws so at higher levels you only have a small% chance of flunking a save vs a save or suck or a save or die. This is in effect similar to how it used to work in AD&D. Spell DCs would be 10+ the level of the spell (capped at 20) and some feats could increase this. A fighters base saves for example at level 20 however would be +15/+12/+12 fort/ref/will. You would still have bad saves but the variance between them would be lowered. Druids would also be overhauled and lose the animal companions going back to something like the 2nd ed Druid and the feat natural spell would go bye bye. The spell list could also be cut down eliminating or rewriting the problem spells.

I like these ideas, and I think the last party is key. However, you'd risk changing the game so much it couldn't be called Pathfinder (talking about the last one specifically).

2. To many buff effects. Specifically scaling buff spells like divine favor and divine power. AD&D had buff spells and Prayer for example was actually a decent spell. Spells like Greater Magic Weapon, Divine Favor/Might either need to go or become a static bonus. Overall I would be trying to drag the numbers porn down more towards AD&D/BECMI levels.

I agree. Ironically the changes to buffing (eg specifically naming bonuses) were probably designed to keep buffs under control. Alas, there are too many ways of buffing numbers. You can buff your attack and damage bonuses with Bull's Strength, Greater Magic Weapon and Righteous Might (if you're a cleric).

3. Feats. Pathfinder powered up the martial types via feats like power attack. The downside to this though however is that even without spellcasters the martial types kind of break the game as well especially when playing Pathfinder Adventure Paths. Critical hit builds, and level 10 and 11 Rangers and Paladins cause problems with to much damage. Put simply power attack needs to go or be capped like the 4E version of it and numerous feats need a rewrite or to be removed. Once again drag number porn down. Weapon focus can stay but feat trees can go along with multiple feats that allow one to stack up silly amounts of damage or bonuses to hit. Other feats could be powered up. Cleave for example could let you cleave once per level per round for example. Point blank shot and rapid shot may also have to go. Mostly the goal here is to make a +1 bonus mean something and to reduce the numbers porn and rocket tag effects.

To go along with this (less of an issue in Pathfinder) there needs to be more feats with BAB requirements, and not (just) numerical bonuses. Instead, feats such as Step Up that give you choices in combat are needed.

4. Capped Ability scores and spell DCs. D&DN is capping ability scores at 20 for PCs. This is not a bad idea IMHO as BECMI and AD&D both had capped ability scores of 18 and 25 (in effect 19 or so).

I like the idea of capping (or at least rewriting how you calculate) save DCs. Ability scores don't need to be capped if you eliminate stat-boosting items and spells. You could potentially start with a 20 and get a 25 (just like in AD&D) if you only got level-based stat boosts.

5. Overhaul the skill system and even out the spread between the classes for skills. Most classes would have 4-6 skill points with wizards getting 2 and rogues getting 8. DCs would top out at about 25 or 30 though. Pathfinder has the best skill system IMHO our of 3.0,3.5, 4th ed and SWSE but it could do with some tweaks.

Fighters (and barbarians in 4e) have frequently been crippled when it comes to skills. But do you need to cap DCs? It wouldn't work. There's a lot of ways of making a skill check hard (such as tracking a single goblin ranger, hiding its tracks, who passed over hard ground a week ago and it snowed yesterday, you're looking at 5 modifiers [goblin size, hiding tracks, hard ground, long time, snow] which would effectively boost the DC anyway).

Capping DCs wouldn't do anything about rolling off skills (eg Stealth versus Perception) either.

6. Overhaul multiple attacks. instead of having 3 attacks at +11/+6/+1 I would just allow 3 attacks at +11 and eliminate the full attack. Let fighter types move their full movement rate and unleash. This is similar to how it worked in AD&D and the fighter was actually nerfed in this regard from 2nd ed to 3.0.

I am in full agreement with this. Of course, at this point you've changed so much you have a new OSR game rather than Pathfinder. (Just think of what this would do to monster math.)

7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM).

Because D&D PCs have never (until 4th Edition) gained defensive bonuses to go with offensive bonuses, 3.x/PF "covered" for this with magic items. If you remove reliable items, you need to fill in these bonuses. And you need something better than Unearthed Arcana's inherent bonus system. (Inherent bonuses work in 4e only because PCs are already not very reliant on items, and offensive versus defensive items are balanced with each other.)

8. Eliminate X2 and X3 damage on crits. Replace with max damage or an extra dice of damage. Reduce the rocket tag effect and the importance of weapons with 18-20 threat ranges.

I'm not seeing much of a need for this. I don't think wide threat ranges are a problem as long as you don't have ridiculous crit effects.

9. Tweak the classes and monsters to account for the reduced damage and spell effects. Perhaps return weapon specialization to its AD&D levels of glory.

Obviously, but you're not talking mere tweaks here. I'm not sure what changes to Weapon Specialization are needed. Fighters, having the highest BAB and therefore the most attacks (and the ability to move and full attack) are getting everything but the "bog standard" and boring numerical bonuses of Weapon Specialization anyway... and they can take a feat for that.

10. Rewrite the combat chapter including grappling rules from both 3.5 and PF perhaps even using parts of 4th ed.

Yes. 4e not only made figuring out grappling easy, it also made it not crippling when done to a PC. (Or, thankfully from a DM's PoV, to a monster.)
 

The first paragraph seems a bit edition-warry to me.

I wish you luck. Every time I've contemplated doing so, I end up starting to write FATE with a d20 die-mechanic... or something like 13th Age Next.

I do actually have some (hopefully) constructive thoughts on things. Also Trailblazer takes an interesting look at the math behind 3e.

1. CoDzilla
2. To many buff effects.

Both of these, combined with the huge spell lists, end up pushing me toward FATE-like design with temporary aspects and free invocations taking the place of a lot of the more complicated spell effects.

3. Feats.

I tend to lean toward a 5e-like solution. Fewer, but with broader implications.

5. Overhaul the skill system and even out the spread between the classes for skills.

For my money, you can't beat the solution that 13th Age came up with here. Just get off the level treadmill entirely.

6. Overhaul multiple attacks.

Trailblazer suggests replacing one attack at +X with a double attack at X-2.

7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM).

Only suggestion I've heard of that might fix d20 wands is one where a wand lets you channel your own spell slots into the spell in question. So if you want to cast Cure Light Wounds, you need a first level spell ready to burn.
 


I think the beauty of 3e is the simplicity and utility of the d20 resolution mechanic, and, to a lesser extent the same qualities as pertaining to skills and feats.

If I were rewriting the game, I'd start with those elements, throw out everything else, and rebuild from scratch, avoiding some of the needless complexities and adding in a few new elements. A lot of issues would be completely avoided with a nice fresh start.
 

...Yeah you probably should have skipped most of that first paragraph.

1. CoDzilla. The power level of the spell casters was kind of off the charts in 3.5. Pathfinder kind of helped this by buffing the martials and fixing the worst offenders. My solution would be to lower spell DCs and buff saving throws so at higher levels you only have a small% chance of flunking a save vs a save or suck or a save or die. This is in effect similar to how it used to work in AD&D. Spell DCs would be 10+ the level of the spell (capped at 20) and some feats could increase this. A fighters base saves for example at level 20 however would be +15/+12/+12 fort/ref/will. You would still have bad saves but the variance between them would be lowered. Druids would also be overhauled and lose the animal companions going back to something like the 2nd ed Druid and the feat natural spell would go bye bye. The spell list could also be cut down eliminating or rewriting the problem spells.

My fix? Remove 8th & 9th level cleric spells. No wands for clerics. Cap ability-raising magic items (and spells) to +4 and rework the math so they aren't required. Bring back the negative effects of higher level spells (4th and above) from 1E/2E and move potion-making and scroll making feats back to 9th level minimum.

2. To many buff effects. Specifically scaling buff spells like divine favor and divine power. AD&D had buff spells and Prayer for example was actually a decent spell. Spells like Greater Magic Weapon, Divine Favor/Might either need to go or become a static bonus. Overall I would be trying to drag the numbers porn down more towards AD&D/BECMI levels.

My fix would be to throw out the half-dozen bonus types and go with something like Innate (granted from Ability, Race, Class and Equipment), Proficient (granted from Skills & Feats) and Magic (Spells & Items). And possibly throw in a +10 cap.

3. Feats. Pathfinder powered up the martial types via feats like power attack. The downside to this though however is that even without spellcasters the martial types kind of break the game as well especially when playing Pathfinder Adventure Paths. Critical hit builds, and level 10 and 11 Rangers and Paladins cause problems with to much damage. Put simply power attack needs to go or be capped like the 4E version of it and numerous feats need a rewrite or to be removed. Once again drag number porn down. Weapon focus can stay but feat trees can go along with multiple feats that allow one to stack up silly amounts of damage or bonuses to hit. Other feats could be powered up. Cleave for example could let you cleave once per level per round for example. Point blank shot and rapid shot may also have to go. Mostly the goal here is to make a +1 bonus mean something and to reduce the numbers porn and rocket tag effects.

I loved the idea of feats, but they got out of hand. Probably kill all the ones that grant a numerical bonus (Weapon Focus, Skill Focus) and only keep those that open new options for doing things (Whirlwind Attack, Trip).

4. Capped Ability scores and spell DCs. D&DN is capping ability scores at 20 for PCs. This is not a bad idea IMHO as BECMI and AD&D both had capped ability scores of 18 and 25 (in effect 19 or so).

Racial bonuses and Ability score raises by level have gotten out of hand. It was annoying you couldn't train to become faster/stronger/smarter in old editions, but it's gotten ridiculous now. Going back to a +1 every four levels, and having racial caps (generally 19) would be my choice. I'd also advocate for lower ability scores (where a 15 was fairly rare, running into someone with an 18 would be like hobnobbing with a movie star).

5. Overhaul the skill system and even out the spread between the classes for skills. Most classes would have 4-6 skill points with wizards getting 2 and rogues getting 8. DCs would top out at about 25 or 30 though. Pathfinder has the best skill system IMHO our of 3.0,3.5, 4th ed and SWSE but it could do with some tweaks.

I'd like to go back to something similar to the 2E NWP rules. Characters would start with decent ability to succeed at things, but DCs wouldn't require constant growth and require being numbingly good at something or always fail.

6. Overhaul multiple attacks. instead of having 3 attacks at +11/+6/+1 I would just allow 3 attacks at +11 and eliminate the full attack. Let fighter types move their full movement rate and unleash. This is similar to how it worked in AD&D and the fighter was actually nerfed in this regard from 2nd ed to 3.0.

Same, though in 1E/2E, attacks went 1/1, 2/3, 2/1, 5/2. I think I would also cap out the fighter at 3 attacks in a round. Dropping the requirement for them to stand still would be a good idea as well. Finally, I'd also kill extra attacks from all the other classes. If they want the extra attacks, let 'em multiclass into fighter. I mean, if the fighter wanted spells, he'd have to multiclass into Wizard.

7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM).

The current wealth by level needs to be impaled and displayed from the ramparts. Its not a bad idea per se, but it should remain a tool for building treasure hoards and gearing up NPCs. It should not be used to designed player's characters. From my experience at the table, buying magic items with mere gold expenditure and no effort should be heavily discouraged. It trivializes magic and it's too easy to abuse in designing characters that break the game in one fashion or another.

8. Eliminate X2 and X3 damage on crits. Replace with max damage or an extra dice of damage. Reduce the rocket tag effect and the importance of weapons with 18-20 threat ranges.

This one I disagree with. Manipulating crits is one of the methods by which fighters increase their effectiveness, in the same way Wizards use higher level spells to deal more damage to enemies. If anything, higher level martial characters should begin to gain ways to dependably inflict crits while simultaneously decrease crits targetting them. Somewhat like the 2[W] and 3[W] of 4E.

9. Tweak the classes and monsters to account for the reduced damage and spell effects. Perhaps return weapon specialization to its AD&D levels of glory.

Yes and no. Weapon Specialization as a +1 to hit and +2 damage needs to go away. It needs to become something else, something better.

10. Rewrite the combat chapter including grappling rules from both 3.5 and PF perhaps even using parts of 4th ed.

Yeah, grappling and other forms of non-hit point reducing attacks have always been an odd bird in D&D (you think 3E was bad, 1E's grappling and overbearing was so convoluted, I refused to allow players to use them). Non-damaging, non-weapon attacks could use major rules editing and streamlining.

Oh well that are the main points and problems I have with 3.x. It is to bloated, to much rocket tag and power levels are to insane and all over the place.

D&D tends to fall apart in the two-digit level range, and I have never seen any edition tackle it successfully. To fix it, I really think you would have to lop existing D&D off at 9th level and do a complete rewrite and re-imagining of everything past that point.

One could even add 4E elements to the game via feats and new classes a'la the Book of 9 Swords and even convert a full AEDU type class over. The sacred cows get to live and you get a better balanced game.

Sorry, but BO9S can burn in ... well, I'll be nice for once.

As for 4E, I'm willing to take what works and throw the rest out.
 


6. Overhaul multiple attacks. instead of having 3 attacks at +11/+6/+1 I would just allow 3 attacks at +11 and eliminate the full attack. Let fighter types move their full movement rate and unleash. This is similar to how it worked in AD&D and the fighter was actually nerfed in this regard from 2nd ed to 3.0.


In 2nd Ed you can move half your movement rate and make one attack ("an attack").
 

I wonder how many people would be fine with revoking level 8 and 9 spells for Clerics and Druids. Doesn't bother me at all if they went bye bye.
 


Trending content

Remove ads

Top