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 - Holds the power to play gnomes at will!
Here Be DCC Monsters...
General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork
Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)