I am finally putting my beloved Pathfinder 1e books in storage. I don't have the time for the system anymore, and the world of Golarion has moved on without me, becoming a faux-modern steampunk world with guns, technology, and constructs. The world feels safe and modern. It no longer feels like classic 1e Golarion in Pathfinder 2. I've cooled on the setting a lot since I saw where it went, and I'm a bit heartbroken over losing everything that made it cool.

This was my favorite 3.5E game, and it still holds up well today. An option for playing in this world is always the excellent Savage Pathfinder system, which I may still do now that my 3.5E books are being put away. I may look at this one again, since it exists in an alternate universe where Pathfinder 2's world changes won't happen, and I can keep going on with the "savage" version of the world I fell in love with. You look at the 1e art, vibe, and feeling, and it is entirely different than 2E, so much so that 2E feels like a different world, much softer and happier, almost as if Wizards crafted it for Paizo.
Yes, Pathfinder 2E on the tabletop is anything but safe, but the art and look of the world is so far gone from what it was that the entire game does not hold my interest. I feel no excitement when I look at it. The art of 1e? That is what I want to be. That looks like fantasy gaming to me. It has edge and style. This is the game they promised us with D&D 4E, but never could deliver.
They have a second printing of the first four core books, which might be something I'm interested in. They have also done Bestiary 2 and Advanced Player's Guide 2 this year, so the system is still supported. They are continuing this effort, which is encouraging to see as a long-term commitment.
If I ever start another blog, it will be for Savage Worlds, another all-time favorite system of mine.
But for me, my 3.5E game is Dungeon Crawl Classics. This has the 3.5E framework in place, including saves, rough hit point totals, deadliness, balance (and unbalance), and each class brings something fun to the table. A lot of the 3.5E crunch and complexity is gone, and the characters are very streamlined and straightforward.
Yet, they still can do a lot of the cool stuff you could do in 3.5E, just differently. The warriors and their Might Deeds of Arms are stunting all over the place, and this takes the place of all the special, fiddly, feat-specific attacks in 3.5E like entangle, trip, push, and so on. Now, it's all on one die, and you roll a 3 or higher, and you do it. You don't need 101 specific special attack types with rules like in Pathfinder 2, while it is nice to have Advanced Squad Leader's level of rules depth, so people can't shove a house-sized dragon, logic tells me that, and I don't need rules to spell that out for me.
It is as if a generation of gamers has lost their ability to think and make decisions on the fly, and rules are needed for every tiny, specific, and detailed situation.
In DCC, we have a referee for that. Make a ruling right then and there, and keep the game moving. No rule in the book will help you. Just call it as you see it. This is why we have a referee.
Life is not a computer game.
Honestly, I blame D&D 3.5E for this situation, as that game started us down the road to "rules for every little thing." The skill system in 3.5E was flawed, leading to skill-heavy classes. I had players tell me they hated leveling up. They could not acquire the skills they wanted because they were afraid that if they did not "keep up with the Joneses," their core skills would fall behind and they would be ineffective in their core class function. I had fighters prioritizing INT just to have those few extra precious skill points every level.
We need those combat adjacent skills! Our class does not provide us with that training. Why have a class, then? What good is it? You saw what good it was by 5E, as a framework to hang special powers off a level chart.
Really? All right 3.5E, I give up, let me play GURPS where I can spend my points where I want and not be gimped by a low INT in my combat skills.
DCC throws all that out, and creates a rules-medium version of 3.5E that hits the action and adventure notes that I liked about Pathfinder 1e (and its art), but kills the crunch. Most of DCC is rules-light, a bare-bones version of 3.5E, and only around casters and the spell charts do you delve into a slightly more in-depth area.
I can have an INT of 3 in DCC and still have one of the best warriors in the game. Sure, he won't be smart, will fail most of his INT-based skill checks, but that has no effect on his Mighty Deeds die and how much he can kick tail in a battle.
"Outside of the skills required for combat, thievery, and magic, your character knows the skills dictated by the occupation they had before choosing a life of adventure." - Dungeon Crawl Classics, page 64.
And yes, there are skills in DCC, and they have a whole chapter dedicated to them in the book. They are based on professions. You could give a character a new skill if they spend the gold and time to train in it, if they find a trainer, no problem. You could grant a character a skill if they spend most of an adventure trying to make untrained checks against all odds, and learn it by experience. Nothing in the rules says you can't.
I have a very loose view of ability scores, character stats, and skills in the system. Any and all of these can be changed during an adventure for any reason. This is not like 5E, where you reward a character with a +1 STR during an adventure, you break the whole system and disadvantage all the other players at the table. 5E has this internal consistent balance it needs to maintain, and it is a false idol since the CR system is broken anyway.
Two games do character design right: GURPS and Savage Worlds.
With DCC, you are back in 1975 with games like Tunnels & Trolls. Everything is adjustable on the fly. Watch me replace a character's Lucky Roll and Luck ability score in the middle of an adventure, just because something strange happened! Watch me reward a character with +2 DEX because of a dangerous tightrope walk over lava, failure on certain death, zero Luck remaining, and a critical success. Want to bargain with Death and survive this inevitable fate? Take a critical injury and lose a few ability score points.
Everything is on the table.
Don't play DCC like 5E. The 5E game can't hurt you here. I know 5E is a controlling system that never lets you be you, never respects your feelings, strictly controls your actions, never gives you anything nice, and wants to control your future life, but you don't have to live like that anymore.
Yes, I run a 5E blog. But even I need to cut free and breathe every so often. 5E's biggest flaw is that it wants to control your life, and the only way to break free is by breaking the game with multiclassing. It is a stuffy, controlling, and over-written set of rules. It is fun at times, but very strict in advancement and granting any power.
DCC is an excellent replacement for D&D 3.5E. It plays the same, has fewer rules, and goes gonzo in the places where I want it to. I look back at what I wanted from 3.5E, and it is fast combat, increasing character power, corruption systems, unpredictable magic, customization, a lightweight skill system, less crunch, and characters who bring fun to the table.
DCC has all that.