Indeed,
I've always been impressed by Paizo's willingness to take Pathfinder
in new directions. Not every idea works out perfectly, but that's
okay. Without innovation, the game will only stagnate. Yet as much as
Pathfinder has gained its own identity, there are many aspects of the
rules that keep it cemented to its 3rd Edition D&D roots. The
core d20 mechanics are still there, and many of the decisions made
during the initial development of Pathfinder were made to maintain
“backwards compatibility”. This was absolutely the right route to
take. After all, the initial audience for Pathfinder was made up of
3rd Edition players who wanted to continue to use their 3rd Edition
books, which the large changes to 4th Edition D&D had made
impossible. The intent behind Pathfinder was that those books could
be used with only minimal adjustments.
Yet
these legacy aspects of the game can come under a certain degree of
scrutiny. Do they help define the identity of the game, or do they
actually hinder it in some way? There are limits to how much the 3rd
Edition classes could be changed without giving up that backwards
compatibility, leading to complaints that some classes, such as
rogue, are just not up to par with the others. Then there the
mechanics of how the game-play itself works. What might have happened
to those if backwards compatibility had not been necessary?
Pathfinder Unchained takes the
opportunity to explore these questions. If the shackles of backwards
compatibility are removed, what can happen? While this is a book full
of rules options, it's not a book like the aforementioned Advanced
Player's Guide or Ultimate Combat. Whereas those
books mostly add new options to the game, Pathfinder
Unchained changes the options
that already exist with alternative versions of several classes and
new ways of handling skills, alignments, combat, and more. Some of
these are ideas that have been explored before in books like 3rd
Edition's Unearthed Arcana,
while others are entirely new. It's not possible to use everything in
Pathfinder Unchained
the way it is with a book like the Advanced Player's Guide,
as the book often provides multiple alternatives for the same thing.
For example, there are several alternative ways of handling skills,
some of which are in complete opposition to each other. The intent
with Pathfinder Unchained
is to pick and choose the rules alternatives that will work best for
the style of game your
particular group is trying to run, or
to experiment with different options until you find the ones that
work best for you.
The
first chapter provides revised versions of four classes: barbarian,
monk, rogue, and summoner. Although all four classes are still
recognisably the same classes they were before, there are some
significant changes. In the case of the barbarian, the new version
makes the bookkeeping somewhat simpler. Instead of modifying the
barbarian's ability scores (which then have the cascading effect of
modifying numerous other things), the revised barbarian's rage
ability simply provides a bonus to attack, damage, and Will saves, a
penalty to AC, and temporary hit points. The particularly nice thing
about receiving temporary hit points instead of changing hit points
due to a changed Constitution is that barbarians no longer have to
worry about losing hit points and dying as soon as they go
unconscious during a rage. Several rage powers have also been
revised. Overall, this new version of the barbarian does a very good
job of looking exactly like the old while making it easier to run.
The
Core Rulebook monk
(and the 3.5 monk before it) is a class that has received a lot of
criticism. Monks are often viewed as underpowered and not
particularly good at one of their principal jobs: being a mobile
combatant (given that their main attack ability, flurry of blows,
requires them to stand still and not use their enhanced speed). As a
result, many people have offered many suggestions on how to modify
monks, and several revised versions of monks can be found on the
internet and in third party books (see Monk Unfettered for one such
revision). The monk in Pathfinder Unchained
is the most changed of all the revised classes (although it is still
recognisably the same class). The new monk now has a full base attack
bonus progression and flurry of blows has been changed to be simply
an extra attack at the monk's highest attack bonus (and then later
another extra attack). These changes are presumably to address the
“flurry of misses” criticism often flung at the core monk.
Another significant change is to ki powers. The revised monk can
select ki powers from a list similar to the way a barbarian selects
rage powers or a rogue selects talents. This gives the monk much more
customisability. Many of the ki powers are familiar core monk powers
(like diamond body), while others are completely new (such as ki
mount, which lets the monk grant temporary hit points to his mount).
I haven't seen this new version of the monk in play, so it's hard to
comment on how successful it is in boosting the class's power to
bring it more in line with other classes. However, I do like the
greater customisability it offers, and I would be very interested to
see it in play.
Rogue
is another class that has been heavily criticised for its lack of
power compared to other classes, and Pathfinder Unchained's
rogue attempts to address this issue. Unlike the new monk, I have
seen the Unchained
rogue in play and can say that the changes do have a tangible effect.
I have no doubt that there will still be many arguments as to whether
or not the changes
are
large enough, but at the very least, the Unchained
rogue moves in the right direction. One of the principal changes to
the class is the addition of finesse training. This ability grants
Weapon Finesse as a bonus feat and later allows rogues to use their
Dexterity modifiers to adjust damage as well. For many rogues, this
will be a huge benefit, although it has the side effect of making it
more difficult to create a rogue that is not based on Dexterity.
Another major change is the addition of rogue's edge. This ability
grants the rogue access to skill unlocks and makes the rogue the only
class capable of gaining more than one skill unlock. Skill unlocks
(which are described in Chapter 2 of the book) are generally only
available
by taking a feat (which can only be taken once). They allow
characters to access new ways of using skills as they gain additional
ranks. They are one of the few things in Pathfinder
Unchained that are rule add-ons
instead of alternative rules and so can be easily added to any game
(even existing ones). As I really like skill unlocks, I find this a
very positive benefit to the new rogue.
The
summoner is a class with the opposite problem to rogues and monks. It
is often seen as being overpowered, and my own experiences with
summoners support this. Their eidolons can also be somewhat
complicated to design. However, one of my personal biggest problems
with the summoner is the spell list, which contains many spells at
lower levels than they are for other classes. Now, it's not unusual
for classes to have some spells at lower spell levels when those
spells fit the theme and specialisation of the class, but the
summoner has a much larger number of these, many of which don't
really fit the theme of the class. The argument in support of this is
that, because summoners have slower access to higher-level spells
than wizards do, they still gain access to these spells at the same
time as a wizard. However, I
have never accepted that argument. If the desire is for the class to
gain spells at the same time as wizards, then you shouldn't create a
class that has slower spell acquisition than a wizard. From a flavour
perspective, it doesn't make sense that teleport
is a 4th-level spell (instead of 5th) just so summoners can access it
at about the same time as wizards. From a game balance perspective,
it opens up a huge can of worms with the possibility of things like
wands of teleport.
Thankfully,
one of the changes to the Unchained
summoner is a complete revision of the class's spell list, moving
spells like teleport
and other spells like it back to their standard levels. Also, the
method for determining the summoner's eidolon's stats has been
completely revised. Eidolons now have subtypes equivalent to standard
outsider subtypes (such as azata or demon). These subtypes determine
the eidolon's base evolutions. There is still room for customisation
though, as eidolons still have an evolution pool that can be spent on
additional evolutions. I have not yet seen the new summoner in play,
so I can't say for certain that it's an improvement on the old, but
based on first impressions, I'd say that it is. I'm certainly
interested in seeing one in actual play.
Chapter
1 also offers a fractional base attack bonus system for multiclass
characters. In the core rules, the attack bonuses for each class are
rounded off on the class charts. Multiclass characters use these
rounded bonuses to determine their base attack bonuses. In the system
here, multiclass characters use the unrounded bonuses from each of
their classes, adding them together first and then rounding to find
the final bonus. While this system is a little more math intensive,
it has the advantage of removing
some of attack bonus stalls in the core system. For example, a core
rogue 1/wizard 1 would have a base attack bonus of +0, but with
fractional bonuses the same character would gain +3/4 from rogue and
+1/2 from wizard, giving a total of +1¼,
which rounds to a final bonus of +1, which is more in line with other
2nd-level characters.
Finally,
Chapter 1 offers an option for staggered level advancement. The idea
is that when characters go up levels, they can gain lots of new
abilities seemingly overnight. Staggered advancement is meant to
allow them to gain abilities more gradually. It breaks each level up
into four steps. At each step, characters gain either an increase in
BAB, some additional hit points, or an increase in saves (with skill
points always at the halfway point). Remaining hit points and other
abilities are gained when the full new level is reaches.
Unfortunately, I really don't think this system achieves its goals.
All the incremental gains are in mechanical details that aren't
really noticeable to the characters themselves. A gain of +1 to BAB
does make you fight better on average, but it's only something
noticed over the long term. Indeed, it's even possible to have a
streak of bad luck immediately after increasing your BAB and have it
appear that your character is fighting more poorly (I think everybody
has had one of those days when all you seem to roll is natural ones)!
As the class abilities (like new spells, rogue talents, bardic
performances, etc.) that are actually noticeable to the characters
themselves still all come together at the next level, the characters
still appear to gain abilities overnight. On top of that, players
have a lot more bookkeeping to keep track of which “universal
abilities” (BAB, hp, saves, skills) are gained when (if, indeed,
they are gained at all). In
the end, I don't think this
system is an improvement, and
you might as well just keep using the core method for levelling
characters.
Chapter
2 contains
all sorts of new options for skills in the game. These run the gamut
from the aforementioned skill unlocks, to alternative rules for the
Craft and Profession skills, to ways to consolidate the number of
skills in the game. First up are
background skills. In this system, several skills (such as Appraise,
Craft, Profession, and some Knowledge skills) are redefined as
background skills, and every character gains an additional 2 skill
ranks per level that can only be spent on background skills.
Additionally, there
are two entirely new skills (Artistry and Lore) introduced that are
background skills. The main purpose of the system is to give
characters more breadth of ability and to help encourage the use of
skills that aren't taken as frequently. My only concern with the
system is that a couple of the background skills are actually key
skills for some character classes. Perform, for example, may not be
that beneficial to most classes, but it is key to bards. Making it a
background skill provides a significant boost to bards, especially
when abilities like versatile performance are taken into account.
Otherwise, this is an interesting system and I rather like the two
new skills (Artistry is like a Craft skill for the arts, and Lore is
a more focused form of Knowledge).
The
Pathfinder core rules consolidated several 3.5 skills together (such
as Hide and Move Silently became Stealth) in order to make a smaller
skills list and to allow a character's skill ranks to go further.
Pathfinder Unchained
includes an option to consolidate skills even further. For example,
Bluff, Diplomacy, and Intimidate become a single skill, Influence.
The total number of skills is reduced from
35 to 12. Characters gain
half as many skill ranks each level in this system, but those skill
ranks do still go further. I've never really had a problem with the
number of skills in Pathfinder, but for people who prefer fewer to
keep track of, this could be a good system.
There
is also a system for grouping skills into categories. Characters gain
training in groups of skills and can gain specialties within a skill
group. This system also contains a sidebar describing how to combine
grouped skills with the background skills system and the consolidated
skills system.
I
find the alternate Craft and
Profession rules particularly interesting. The system for crafting
items in the Core Rulebook
can result in some bizarre situations brought on by the game's
unrealistic economic system. In particular, it can result in some
fairly simple items taking incredibly long to craft simply because
they have a high gold piece value. The new system uses a combination
of complexity and value to determine crafting time. It can still
result in some oddities, but nonetheless, I'd say it's a huge
improvement on the core rules. The new Profession rules allow
characters to actually set up and run businesses. These
rules are not identical to the downtime rules in Ultimate Campaign, which are
somewhat more in-depth. However, I think they make a simpler
alternative for people who want the option to run businesses in their
games, but don't want the high level of bookkeeping required by the
downtime system.
As
well as the skill unlocks, which I have already discussed, Chapter 2
includes a variant multiclassing system. In this system, characters
choose a secondary class at 1st level and, by giving up some feats,
they gain some of the abilities of the other class. On the whole, I
not fond of
this system. It has the benefit of being somewhat simpler, but also
has the downside of being all-or-nothing. Once a secondary class is
chosen, you gain exactly the abilities that are given at exactly the
times they are given. No more. No less. You can't choose to stop
advancement in your secondary class (or your primary one); nor can
you add an additional class later on. In short, it loses a lot of
versatility. Still, for groups that don't like the core multiclass
rules, these rules may well provide a workable alternative.
Chapter
3 looks at the rules for actual game play and offers a variety of
alternative options for things like alignment and combat. The
options in this part of the book bring about some of the largest
changes in the feel of
the game, and thus should probably be carefully considered before
adopting any of them. However, there are some very interesting
options here, and I think that some of them might just improve game
play significantly once the players and GM have adjusted to them.
The
first option in the chapter is to increase the effects of alignment.
I've never really been a fan of alignment, so this option is a bit of
a turn-off for me personally. However, people who want a means to
more precisely track a character's exact alignment will find these
rules useful and interesting. In this system, each axis of alignment
(law-chaos and good-evil) is tracked on a nine-point scale: 1 to 3 is
law/good, 4 to 6 neutral, and 7 to 9 chaos/evil. Two options are
offered: “relative alignment” and “standard alignment”. With
relative alignment, all characters start as close to true neutral as
their classes will allow. Their actions during the game then
determine where their final alignment ends up. With standard
alignment, players choose their characters' starting alignment
normally but are positioned as close to the border with true neutral
as possible. For example, a
chaotic good character will start with a score of 7 on the law-chaos
axis and 3 on the good-evil axis. GMs then provide moral challenges
during the game that can result in a character gaining “shifts”
or “aspirations”. Shifts are changes in alignment due to changing
position on one or both axes. Aspirations are received for
reaffirming a character's alignment. They can be spent to gain
various one-time bonuses. This section also introduces a new feat
category: alignment feats. There are 9 such feats, one for each
alignment. These feats give characters additional ways to use their
affirmations.
The
next section goes to the opposite extreme: removing alignment. The
section doesn't so much provide new rules as it does guidelines,
since removing alignment can result in far-reaching changes. There
are suggestions for several different ways to reduce the impact of
alignment or to remove it from the game entirely. For people who are
up to it, there is some good advice here. As someone who has run
campaigns without alignment in the past, I can say from experience
that it can be quite rewarding to run games where morality is a
little more ambiguous.
One
of the biggest changes in the book comes from the revised action
economy. This system changes combat drastically. In short, in this
system, every character gets 3 acts and 1 reaction per combat round.
Every action is divided up into simple actions (which take a single
act to perform) and advanced actions (which take 2 or more acts).
Characters no longer gain additional attacks based on BAB, but
instead any character can take multiple attacks per round as a single
attack is a simple action. However, successive attacks take a
cumulative -5 penalty. This means low-level characters can attack
multiple times per round and that high-level characters are limited
to 3 attacks per round (although there are special rules for
two-weapon fighting and flurry of blows). The system adds quite a bit
of mobility to characters as they can potentially take three move
acts per round or even attack twice and still move. Indeed,
I suspect (having not actually seen it in play) that this system
could improve combat significantly. On the downside, though, it does
require a steep learning curve to relearn what kinds of actions can
be combined since two actions that are equivalent in the core rules
are not necessarily equivalent in this system. For example, a single
attack and a standard-action spell are both standard actions in the
core rules. In this system, a single attack is 1 act and a
standard-action spell is 2 acts. That said, it is no steeper a curve
than what a new player has to go through to learn the combat rules in
the first place. One criticism I have of this section, though, is
that there is no summary table listing the different actions and how
many acts they require. This means a lot of page turning to find an
action's description while people are still learning the new rules.
Ultimately though, if it weren't for the fact that I have players who
would probably balk at having to relearn the combat rules, I'd be
seriously tempted to give these rules a try.
Fighter
is another class that is frequently criticised for being underpowered
and so, some people may be surprised that there is no revised fighter
in Chapter 1. This is because Chapter 3 offers a new add-on system
that can significantly boost a fighter's abilities: stamina and
combat tricks. By taking the Combat Stamina feat (and there is an
option to make this feat free to fighters), a character gains access
to a stamina pool. By spending points from this pool, characters can
then perform special actions with their combat feats (so even if GMs
don't allow fighters to get Combat Stamina for free, fighters who
take the feat will have considerably more combat feats affected by it
than other classes). This section of the book is quite lengthy—almost
like a feat chapter in other hardcover books—as it gives
descriptions for the special abilities of every combat feat published
in a hardcover Pathfinder rulebook up to the time of Pathfinder
Unchained's publication.
Characters can also use their stamina pools to gain bonuses to hit in
combat.
I
really like the combat tricks. Most of them are quite visually
descriptive as well as providing some mechanical benefit and can
serve to make combat much more interesting. I've opened up access to
combat tricks in one of my groups, but so far none of the players
have been interested in it (no one's playing a fighter and no one's
taken the feat). However, I have designed a few NPCs with combat
tricks and have found them fun to use. Unfortunately, it can be
difficult to remember what every feat is capable of (especially when,
as a GM, I have a lot of other things to remember as well), and
having to look them up during combat can really slow down game-play.
Perhaps
one of the least realistic parts of core Pathfinder combat is that
characters all function at full strength if they have positive hit
points, even if they only have 1 hp left out of 200. Then, suddenly,
at 0 hp, they are staggered, and at -1 hp, they are unconscious and
dying. The wound threshold system provides an alternative to this by
having characters become progressively more penalized until they
eventually fall unconscious. For example, a character is “grazed”
at three quarters of maximum hit points, taking a -1 penalty on
various rolls, including attack rolls. Characters don't necessarily
fall unconscious at -1 hp, but rather when they go lower than their
negative Constitution bonus. While this system adds a touch more
realism to the game, it has the downside of being somewhat deadlier
since the penalties get worse the closer a character gets to 0 hp. It
may not be for every group, but it does have the distinct advantage
of being fairly simple to adopt.
Chapter
3 concludes with new rules for handling diseases and poisons. Disease
and poison have had an interesting history in D&D and Pathfinder.
Back in 1st Edition AD&D, poisons generally killed characters
outright. One failed save and they were dead. It was a deadly system
and not very realistic either, seeing as most real poisons are
slower-acting than instantaneous. Over the years, it has become
easier to resist poisons and diseases. Third Edition changed the
rules so that both caused ability damage (or sometimes drain). This
added a bit more realism, but also made it fairly easy to survive
(people may disagree on whether this was a good or bad thing).
Pathfinder has continued with basically the 3rd Edition system.
Pathfinder Unchained
offers a system very different to anything used before. Rather than
causing ability damage or hit point damage, diseases and poisons
follow specific tracks of changing conditions. Each failed save moves
a character one step further along the track until eventually the
character reaches the end condition—which may well be death.
It's
an interesting system and quite flavourful. It adds a great deal of
realism, but
at the expense of also adding complexity. This system requires more
bookkeeping than the core system. It is also quite
a bit deadlier (once again,
whether that is a good or bad thing will be a matter of individual
opinion) as achieving the “cure” conditions for a disease or
poison merely moves a character one step earlier on the track. A
character who is far along the track may well have to meet the cure
conditions multiple times in order to recover.
Chapter
4 looks at magic in the game and offers several systems that modify
spellcasting or magic items. Some are designed to simplify the game;
others change the flavour. The chapter begins with simplified
spellcasting. In this system prepared casters only choose their
prepared spells from the three highest spell levels they can cast.
They gain a points pool from which they can cast lower-level spells
essentially spontaneously. It's certainly true that high-level
casters have a lot of spells to prepare each day and choosing these
spells can take a lot of time. This system shortens that time
significantly, which is a definite plus. However, I also feel that it
loses a lot of the distinction between spontaneous and prepared
casters.
The
next section offers several small alterations to spellcasting.
Limited magic limits all spells to being cast at their minimum caster
level unless modified by the Heighten Spell feat. Wild magic is an
old concept for the game and this section offers some rules for
handling it. Active spell casting has the player characters making
spell attack rolls against opponents' static save DCs rather than the
opponents rolling save throws. There are also options for spell
criticals and fumbles in this system. Each of these systems requires
only minimal alterations to the way the game runs, but can change the
feel of the game (particularly limited spellcasting which reduces the
power of spellcasters quite significantly).
Esoteric
material components are an alternative way to handle spell components
in the game. There are four principal types of components, each one
representing two schools of magic, and a rarer fifth type which
represents all schools of magic. Using greater quantities of spell
components can increase the potency of a spellcaster's spells. This
system can be used as either optional (in which casters can choose to
use either standard material components or esoteric components) or
mandatory (in which any spell that requires a material component
requires an esoteric component as well). It's an interesting system
that adds a bit more flavour to spellcasting, but it does require
significantly more bookkeeping (especially the mandatory version), as
players will need to track components for every spell that requires a
material component, even the ones that normally have a negligible
value and are normally covered by a spell component pouch. This means
that a fireball spell requires 18 gp worth of its associated
esoteric component (“entropic resin”) to cast. With spellcasters
already requiring a lot of bookkeeping (especially prepared casters
like wizards), I'm not sure it's worth it. That said, the greater
expenditure of resources required does pull back a bit on the power
levels of casters, so some people might find the system worth it.
After
this, Pathfinder Unchained offers two alternatives to handle
characters' ever-growing need to acquire magic items with higher and
higher bonuses. This aspect of the game often means that characters
will pass over many magic items in order to get the ones with the
bonuses (for example, ignoring any magical belts other than ones that
grant enhancement bonuses to one or more ability scores, or any
magical cloaks other than cloaks of resistance). The two
systems presented here offer ways to mitigate this problem. The first
is an automatic bonus progression, in which characters naturally gain
these bonuses as they progress in level, rather than through magic
items. For example, all 3rd level characters gain a +1 resistance
bonus to saves. Wealth by level is adjusted downwards in this system
to account for this. The second system gives innate bonuses to magic
items. In this system, there are no belts of giant strength,
but rather the properties of such a belt can exist in other items.
For example, a belt of dwarvenkind might give a +2 bonus to
Strength on top of its regular abilities. This system alters the item
slots a character has to account for the changes. Both systems add
more variety and interest to magic items in general, making them less
generic and more unique.
Another
issue that occurs as characters reach higher and higher levels is
that they must keep trading out their magic items for more powerful
ones. It becomes difficult to tell stories about a character who
wields her beloved family heirloom sword when that sword quickly
becomes far too underpowered to be of use. An alternative offered
here is to allow for magic items that scale with their owner's level.
As a character becomes more powerful, so do that character's items.
In this way, that family heirloom sword can continue to be used
indefinitely. On the downside, this creates difficulties for pricing
such items and affects the character's total wealth. This is taken
into account with this system, which provides rules for determining
the value of specific items. It then offers a significant selection
of example scaled magic items of all different types.
Chapter
4 concludes with an alternative method for creating magic items
called dynamic magic item creation. In this system, characters do
more than just make Spellcraft checks and pay an appropriate amount
of money. The characters must face challenges during the construction
time as well. These challenges can come in various different forms,
such as a distracting visitor or an energy overload. Overcoming these
challenges requires succeeding at further skill checks. The big
advantage to this system is that other characters can become involved
in the process, assisting with some of those challenges. In this way,
the party wizard doesn't hide away for several days or even weeks. It
can also add more interest to the final items created as, depending
on how characters perform during challenges, items might gain
“perks”, “quirks”, or “flaws”. Perks are minor beneficial
adjustments, while quirks are oddities (usually neither negative nor
positive) that make an item a little unusual in some way. Flaws are
detrimental to an item, and accumulating too many flaws can result in
an item becoming cursed. I really like this system, but how well it
will work with any particular group will depend on how interested the
players are in playing out downtime-type situations and how impatient
they are to get back to adventuring. Dynamic magic item creation
cannot be glossed over as easily as standard magic item creation.
Chapter
5, the final chapter, consists entirely of an alternative method of
monster creation, one intended to simplify the process and speed it
up. It uses baselines to start with that gamemasters can then build
upon to get a final monster. The chapter ends with several example
monsters from the Bestiary redone
in this system to demonstrate how similar they end up to monsters
created using the core rules. The rules given here are actually
surprisingly in-depth and detailed—much more so than the core rules
for creating monsters—and I'm not sure that they really simplify
the process all that much. There are a lot of tables to reference,
and then numerous “grafts” that modify the results from the
tables in small ways. These grafts are listed over numerous pages and
thus require a lot of page-flipping to reference and then choose the
ones wanted. And after the grafts, there are still “options” to
further specialize monsters. Altogether, the simple monster creation
process takes up to nine steps (though not every monster will use
every step). This may not seem like a lot, but with several of them
being somewhat involved, I'm not convinced the system will really
save a lot of time. My own attempt at creating a monster with this
system took just as long as with the core system. Now, this can
certainly be partly explained by lack of experience on my part. After
getting used to the system, I would no doubt get faster with it, so
it will save some time. I'm just not sure it'll be enough to
make a significant difference.
As
you can see, Pathfinder Unchained offers a plethora of
alternatives to modify the core Pathfinder rules in different ways,
including possible solutions to various criticisms of the game. Some
of the alternatives result in only minor changes to game-play, while
others result in much more drastic changes. It's quite a remarkable
book and I like it a great deal. If there's something about the
Pathfinder rules that you really don't like, or you just feel like
tinkering with the rules a bit, Pathfinder Unchained may just
have what you're looking for.
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