Sorting through Links of Pathfinder Unchained
I know not everyone has Pathfinder Unchained yet (and since it’s 100% optional rules, not everyone will get it anyway), but I have been thinking about how I’d like to use if it next time I start a new campaign. Note that I’d happily play in someone else’s game using different (or no) alternate rules, this is just my first thoughts on the new systems. So, in order:
*Unchained Barbarian: Optional. I don’t have an issue with the Core Bar, but if someone prefers UnBar I’d be okay with that.
*Unchained Monk: Mandatory. At least for the a little bit, I’d like to see how this plays in comparison. Since it’d be mandatory, I’d revise Core Monk archetypes and options a player liked to work as UnMonk options.
*Unchained Rogue: Mandatory, with exactly the same notes as UnMonk.
*Unchained Summoner: Mandatory, with exactly the same notes as UnMonk.
*Fractional Bonuses. Nope, for reasons that’ll be clear a little later.
*Staggered Advancement: Nope – addresses something I haven’t had an issue with, and increases bookkeeping.
*Background Skills: In. I generally run a style of game where people enjoy background skills as it is, and this helps those characters not be penalized.
*Consolidated Skills: Nope. I don’t want to have to remember which crucial skill does what – I’ve pretty well memorized the existing system.
*Grouped Skills” Nope. I see the appeal, but I like the existing skill point system.
*Alternate Crafting and Profession: I’m on the fence. It’s a whole new system, but it does look better. I might see what the player’s think.
*Skill Unlocks: Restricted to UnRogues, who can also take the Signature Skill feat whenever they gain a feat at the same level they are taking a UnRogue level.
*Variant Multiclassing: Used in place of regular multiclassing, and in place or Prestige Classes, and maybe expanded in ways I think I’ll be turning into an RGG product.
*Gameplay: Mostly because I understand am and comfortable with the existing systems, none of these are in use except :
*Stamina and Combat Tricks: This system is in place, but is largely restricted to fighters. Specifically, each time a character gains a feat for which they could have selected a fighter-only feat, they also get to select one combat feat (not necessarily the feat they just took) to use the stamina and combat trick rules. For fighters, this is all their feats but (for example) a warpriest can only apply these rules to one combat feat at 3rd level (when they gain their first bonus feat that allows them to treat their warpriest levels as fighter levels) and again every 3 levels thereafter. This keeps the system fighter-centric, while giving limited access to classes that are supposed to have access to fighter feats.
*Magic: Most of the things in this chapter are not in use. The main exception is Automatic Bonus Progressions, which are calculated at character level +2. Magic items are so rare that there is no expectation that a character will ever find one. There is no assumed wealth by level. Magic Item Creation feats exist, but creating magic items costs 100% of their value and weapons and armor uses the costs from the Automatic Bonus system. Magic item shops do not exist beyond those dealing in 1-shot items and occasionally wands. What few rare magic items exist are likely to be scaling items (using both the system in this book and from Relics of the Godlings and its sequel from Rogue Genius), which can’t be intentionally crafted. I *might* also adopt Dynamic Magic Item Creation. I also might use spell points, from RGG’s Houserule Handbooks: Spellpoints Compilation.
*Monsters: I may use it, I may not. Not only does that not impact the player’s choices, I don’t promise to tell them if I do.