|I guess it sounds better than|
Don't you judge me.
Now that I've thoroughly read through a majority of the book and the myriad of different systems presented within, I can definitively say that Pathfinder Unchained is easily my favorite book that Paizo's published in awhile. This book is perfect for people who like to tinker (i.e., f@*k) with the game. I can already see myself utilizing several systems and variants presented within this 258 paged PDF.
Which leads us back to the title of this post. I thought It'd be fun to talk about the different rules I'll be using from the book.
- Unchained Classes (pg. 8-39): I will definitely be using the "unchained" versions of the Monk, Rogue, & Summoner as replacements for the original classes. I will probably allow the "unchained" Barbarian as just another option along with its original counterpart.
- Background Skills (pg. 46-51): I've tinkered around with a similar idea in the past, but I really like the new skills added with the official version. Who wouldn't want to play a Fighter with ranks in Lore (Owlbears)?
- Alternate Crafting & Profession Rules (pg. 72-81): I've always been dissatisfied with the rules presented within the Core Rulebook for the Craft & Profession skills. These new rules look like a much better alternative and I'll definitely be using them in future games.
- Skill Unlocks (pg. 82-87): I've always liked the idea of having options to get more uses out of skills, and I like the method they've created here. I think I might allow anyone to take the Signature Skill feat, but Rogues are the only ones to get it for free.
- Stamina & Combat Tricks (pg. 112-135): This was a windmill slam into my house rules document the very moment I heard about it. At the moment, I think I'm going to allow other classes to select the Combat Stamina feat, but Fighters get it for free at 1st level.
- Diseases & Poisons (pg. 138-141): I love how this system makes diseases & poisons something lethal while keeping it relatively easy. This will definitely be seeing play at my table.
- Automatic Bonus Progression (pg. 156-157): I've hated the concept of the "Big Six" from the moment I learned about them. I like to have unique magic items utilized in my game, but I don't want to sacrifice my players effectiveness for it. This system will definitely be used.
- Scaling Items (pg. 160-179): Speaking of unique magic items, I've always liked the idea of magic items that grow in power as you utilize them. I like how they handle the system here and will definitely be using it.
These are the rules I know I'll be using no matter what, but I'm currently still thinking about some of the other variants and rules presented within the book. I like the idea of the Consolidated Skill list, the reworked Action Economy, the removal of Iterative Attacks, Simplified Spellcasting, & Esoteric Material Components. However, I'll have to test them at the table before I officially add them to my house rules document.
Now the question swings back to you, dear reader. Which Pathfinder Unchained rules will you be utilizing in your games?