If 5E can give me some of the feel of Pathfinder and old D&D, while maintaining the ease of use for a DM of 4E, I'd be a happy camper. (I'd like the default to be something like the inherent bonus system of 4E so you don't need to be draped with magic items by level 4/5...)
Well, what does Pathfinder NOT give you that you still want? What does it do that you wish it DIDN'T? If your answer is "nothing" then you should play PF and be happy. I don't play Pathfinder because although it made some changes I approve of it is still a direct descendant of 3E and thus still suffers from many endemic and systemic failures of 3E.Now the question is, what can 5e give me that Pathfinder doesnt already?
Pre-3E versions certainly had some mathematical and mechanical stumbling blocks but one of their advantages was that a new player was not overwhelmed with choices out of the gate. Pick a race, a class, assign some ability scores, maybe choose a few spells but then you're off and gaming. As opposed to choosing from every race under the sun, classes, multiclassing options, prestige classes, examine 50 feats to find one that suits you, study 70 skills to determine which of them is best for your character to concentrate upon, spells from a half dozen books. All that while the player next to you complains that you're doing it wrong and screwing up HIS enjoyment because you suck at creating a good "build" that will fits what HE expects your PC to do.And how do you keep the idea of 4e around (make the game easier to teach surely is not a problem)?
See? You answered your own question. Those things, for you, are what 5E can give you.I still find the spell system cumbersome and I'd love to see 5e ditch it for a point based system. I think you can keep the complexity in a less complex package.
Develop a better method for social interactions that combines rolling with role-playing.
I wish that there was an NPC generator for Pathfinder. It still is a pain to make my own NPCs.
Actually, while the game isn't finished, it's definitely started. So I'd say we can have some idea what it can give us, however shallow it is:We have no idea what 5E can give you, because the game hasn't been designed yet.
onforb.es/yzsjR3[/quote said:In December, Wizards of the Coast invited some retailers and reporters to playtest an early version of fifth edition rules at their headquarters in Renton, Washington. As part of that group, I teamed up with four other journalists to tackle a short fifth edition adventure, run by Mike Mearls.
Everyone participating in the playtest agreed not to discuss specific rule changes, or what the game looks like in its current state. At present, it’s still a rough prototype and subject to change, particularly after Wizards hears from fans during the playtesting process. But there are a few things I can tell you.
First of all, and least surprising: It’s pretty great to have Mike Mearls be your Dungeon Master.
Second, and most important: Wizards is on the right track.
I’m not a fan of fourth edition. I find the combat slow, the powers limiting, and the rules inhospitable to the kind of creative world-building, story-telling and problem-solving that make D&D great.
But so far, the fifth edition rules show promise. They’re simple without being stupid, and efficient without being shallow. Combat was quick and satisfying; we got through most of an adventure in just a few hours. And I get the sense that fifth edition will bring back some of the good complexity of previous versions, allowing players to create unique characters and new worlds.
Most of all, it feels like D&D, not a console video game, or an MMO, or a card game. That’s the first step towards bringing old players home.
“D&D is like the wardrobe people go through to get to Narnia,” says Mearls. “If you walk through and there’s a McDonalds, it’s like —’this isn’t Narnia.’”
So far, at least, the fifth edition rules ring true.
Now the question is, what can 5e give me that Pathfinder doesnt already?