I can understand wanting to "get it right" and I am impressed with the dedication. But I happen to be starting a Pathfinder campaign on Friday and I'm simply going to run the first segment, which includes the Dragonfiend Pact, with 3.5 NPCs and monsters, traps, etc. I'm more than willing to give Pathfinder a spin since a couple guys in the group are very interested in it, but PF's sales pitch of 'fixing' 3.5 addresses problems I don't have with 3.5 (e.g. 'dead levels', if they exist, don't bother me) -- and PF adds extra fiddly bits to keep track of on top of a system that had plenty to keep track of as it was.
Having in the past created NPC foes in detail only to never get to use them to their full potential anyway most of the time, I figure if there is some minor feature that I'm missing, it won't be missed. I may convert major bad guys. I figure I'll run it this way for awhile and see how it goes...
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.Playing RPGs since 1977
• Quasi-occasional member of the Legion of 8th-Level Fighters.—Here Be DCC Monsters—VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L15, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1
SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 5, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1
TARR, C, Hunter, S14, A11, Sm15, P13, I8, L8, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com
TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com