Pathfinder
4 May 2011 in Reviews by Iain M Norman
I’m not DMing at the moment, someone else has taken the helm of our group for a while. After a bit of a vote we’ve ended up playing the first Pathfinder Adventure Path, Rise of the Runelords.
I’ve got to say that the Adventure Path does seem very well written, although I’ve not peeked at any of the books. It’s very reminiscent of the old 3.5 stuff that Paizo wrote for Dungeon when it still existed in print.
I wasn’t sure I was going to enjoy the return to 3.5, although after a couple of weeks it feels kind of homely and comfortable like the return of an old friend. I’m still into 4e and must get back to regularly attending the local weekly encounters session, but I’m also finding something in Pathfinder/3.5 that I feel is not as emphasised in 4e, which is the differences between classes.
I understand this was the whole point of 4e design, balance, balance and more balance. Which in my opinion the design definitely achieved, but is it at the expense of a feeling of variety? I’ll know more when we’ve played further and the Wizard has become overpowered and I feel left behind!
I’m playing a Cleric, and I like some of the changes that pathfinder has made to 3.5, such as the ability to Channel Energy a number of times per day, and so not use up all my carefully chosen spells being the party band aid.
The campaign is going well and I’m looking forward to playing more of it.
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