Scars Unseen said:
Oh was that ever not the only problem with 3.5E. Challenge ratings were flawed, monster design in general was kind of fucked. The idea to make monsters functionally identical to player characters was an inspired piece of stupidity that made adventure design a tedium beyond anything I'd ever seen.
CR was flawed, I'll give you that. From a practical perspective, I always used it as a way to short-list monsters while planning, and nothing else. You know, look at party level, look at CRs of creatures that might be appropriate to what I'm planning, and make a quick "probably reasonable solo", "probably reasonable in a small group", "things I can probably have swarm the players" (Ghouls can be such bullshit, I once dropped half of a level 11 group with a very large number of them -- eventually someone fails that save versus the paralyze and then they usually just get eaten [paralyzed=helpless, helpless=coup de grace because they are eating you), a -- I once used a lot of ghouls in a town as zombie apocalypse scenario) and "things the players aren't meant to actually fight without securing a significant advantage" short-lists.
[QUOTE=Scars Unseen]On the player side you have dead levels and trap feats. [/QUOTE]
Pathfinder largely gets rid of those. Not every feat is equally optimal, but there are few that are "traps", they are as a rule at least situationally useful or a prereq for something that makes them worthwhile in the long run.
As far as dead levels, let me use the Pathfinder Sorcerer as an example. You gain class features as a sorcerer as often as a fighter gains feats (but on the odd levels and 20 rather than the even levels and 1). Any class that isn't a spellcaster generally gains something other than just HP, BAB, and saves every level in Pathfinder. The ones that are spell casters generally gain something over the the previous and spell progression most levels, and the rare level where you don't is almost always a level where you get a new level of spells, to make sure you at least get something cool.
Not all interesting customizations of your class progression come through multiclassing in Pathfinder either -- they have a mechanic called archetypes that are functionally 2e kits, substituting various class features for alternatives that fit a given theme. You see less use of prestige classes in actual play because prestige class abilities aren't generally wildly more powerful than base classes, just more specialized in a way that doesn't fit neatly into a base class progression.
In Pathfinder a straight Sorcerer did not necessarily lose out by not hopping into a prestige class as fast as possible and never taking another level of sorcerer ever.
Scars Unseen said:
Multiclassing veered far from the designers' original intent. The mechanics of the game scale very, very badly which leads to wildly unbalanced play at high levels(Which is why I prefer to use the E6 rules when playing 3.5).
Never fiddled with E6, might have to check it out.
Scars Unseen said:
The greater breadth of options made LFQW even worse than it was in prior editions. Saving throws scale badly, making Save or Die more of a problem, especially with spellcasting monsters since, as noted before, high hit die spellcasting monsters are now functionally the same as high level player spellcasters.
Pathfinder reduces, but doesn't eliminate the LFQW problem. Fighter-types all got some boosts than make them more dangerous, and some of the worst cheese in the spell list got fixed. Most old SoD spells now deal damage, so a min/max wizard has to rely on save-or-suck instead. As a rule, in Pathfinder a fighter in a group with a wizard or cleric doesn't feel nearly as useless as he used to, especially if you occasionally use attrition against them (which was how I always dealt with it in 3.5 -- smart villains grasp the whole "how casters work" thing too, and would try to wear them down [which usually crippled the casters more than anyone else]).