Yep, one last pass through the Hero's Handbook before I move on the the Gamemaster side of things.
Where was i? Ah, Feats. I love them and I hate them. They flesh out characters, can help make them unique and can really screw with balance as time goes on. Some of them need multiple paragraphs to detail and my eyes go screwy tying to read the reams available in the Core Rulebook.
There are only 4 pages of feats in the Hero's Handbook. Most take only two or three lines. Short, concise and sweet. The only way to learn.
Skills take up 6 pages. They're a bit more detailed then feats, because in general they are a bit more flexible in use.
What can I say? I love the presentation. I'm actually enjoying my read through of the rules. They feel less like a text book and more like a hands on learning experience. Not sure how that works actually. It's not like anything has really been "dumb downed" (like the 4e Red Box was) but rather the presentation has been simplified without talking down to you.
So, who has a guide to removing the extra crunch from the Core Pathfinder Rules to make them nearly as easy to understand as the Beginner Box is? heh
On to the Gamemaster stuff next.
OSR Commentary OnThe Mall of Doom For The Mutant Epoch Rpg
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"In the twisted, dark future of 24th century America, heroes are needed
more than ever. Do you have what it takes? Recruited to investigate the
disappeara...
1 minute ago
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