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Is Pathfinder 2 Paizo's 4E?

Mistwell

Crusty Old Meatwad (he/him)
But that's the corporation speaking. The only reason to exist is to eat or be eaten.

I believe the fundamental mistake Paizo is doing is not realizing (or accepting) that there is only one 500 pound gorilla in the room.

They're clearly trying to carve out a market segment of their own. But this has always without exception led to obscure heartbreakery games collecting dust on shelves.

The only place where a Paizo can retain anywhere close to it's PF size is as a satellite to that 500 pound gorilla.

If Paizo were content to be a small operation run from Lisa Stevens garage they can go the 13th Age or Numenera or Dungeon Quest route, but they're clearly not.

Which means they ought to have swallowed their pride and resentment (no matter how justified) and positioned once more their game as something existing D&D gamers should try.

Even if the exact nature of why would differ: PF 1 because WotC went in another direction, PF 2 because WotC seems content to go in no direction.

What they should have done is re-release a bunch of their APs for 5e, one at a time. And then as 5e fans bought those APs and liked them, THEN release a PF2 after 5e fans are more aware of PF and accepting of Paizo as a supplier of their D&D stuff.
 
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CapnZapp

Legend
See this I don’t agree with. 5e didn’t just tweak 3e. 5e took most of the complete overhaul that 4e did, repackaged it and then sent it out the door.

I mean very little of 3e made it to 5e without being strained through the 4e sieve.

Skills, bounded accuracy, limited spell lists, powers for classes, two step recovery, huge reduction in lethality- these are all 4e designs. All wrapped up in a pretty presentation that has folks drooling for more.
I simply don't get the compulsive need to elevate 4E. 5E is not 4E. 5E did not succeed because of 4E. This discussion does not need 4E.
 

Tony Vargas

Legend
You come across as someone not listening, just rambling on.
Oh, I'm listening, I can't always easily credit what I hear, but I haven't completely given it up yet.

But I do ramble on - I'm a bitter, cynical, old man - I'll stop rambling sometime after they exorcise my ghost to the Outer Darkness. Maybe quite some time after.
So, brace yourselves....

different Classes working differently is a deaireable good in the game, especially because it is cooperative and players need to pull together.
I pulled this bit to the top because it's part of a very important aspect of cooperative games: while mere fairness is quite sufficient for competitive games, and can be readily achieved by giving each player equal access to all choices, the more difficult standard of /balance/ is more important in cooperative games. Because slipping in a trap choice to create an enhanced contrast between a naive player and a system master doesnt rewardvthe sysyem master or punish the bad choice - it punishes the whole group. And, because the joy and accomplishment of succeeding in a cooperative game doesn't come from being mvp or blandly participating as a warm body, or even having your own spotlight moment, but from cooperating and being fully contributing.

D&D was designed as a wargame, and wargames were traditionally competitive, but it turned out becoming the first RPG, and, increasingly, being played more like a cooperative game.

It did /try/. 'Niche Protection' was such an attempt make an otherwise lowly, minor, infrequent, or non-cooperative contribution, make it critical, and make it exclusive. Did not work well.

Fighters just faught, clerics healed, thieves scouted for traps & enemies. Problem was, two of those were repetitive, and one was solitary, and they were far from comparably weighted.

But, they prevailed for a quarter-century. And we got used to making the best of 'em.

WotC, for whatever reason - hubris at the success of M:tG, perhaps - though, tried. The 3.0 fighter didn't just fight, he protected, anchored the team, was the natural leader. The cleric was not just healing but flexible support. The thief, now Rogue, still scouted, but added meaningful damage in combat. The Barbarian, Druid, Ranger could step in to fill similar functions.

The mechanics to back those ideas up, though: the fighter got nothing to protect or lead; the cleric got a variety of good spells and could prep them, then heal spontaneously, the intent may have been to heal a lot, but the result was CoDzilla; the Rogue still had niche-protected trapfinding, but it's damage contribution got very situational, indeed, and it's BAB didn't support it well at high level.

But it was an attempt. It wasn't balanced, but it actually gave you a lot to work with, especially working with system mastery, which was fair enough. In fact it worked very well in competitive mode: PvP worked better than in any other edition, because fair is all you need in a competition, imbalanced choices just add a dimension of skill.

To run it as a cooperative game was not an insurmountable challenge, though, that's what E6 let you do, that's actually what the Class Tiers were about, assemble a party within a tier or two and you'd have a more balanced party, and, of course, it wasn't /that/ different, so much of what worked before could be made to, again.

So, 3.5 received a lot if complaints about balance, but it was a great competitive game because of those 'problems,' worked well as a game of competitors cooperating for survival, and could be run more cooperatively with some work.

WotC took all those complaints too seriously when designing 4e. The result was a solid cooperative RPG, with defined roles based on the originals. The fighter had mechanical support for it's tradition of protecting the rest of the party, the cleric's healing duties were no longer onerous, and the Rogue was a stand-out damage contributor. All reasonably balanced. Pretty awful for PvP unless you pitted parties against eachother, and had lots of time to kill. Also not wonderful for the old-school competing allies of necessity, nor compatible with all the little tricks that had banged the game into cooperative shape for decades.

So, 5e rewound most of that, and D&D is D&D, again.

By that definition, then, I would not Co Sider LFQW a problem to be solved.
If it's a competitive game, sure. Starting at different capabilities and advancing at different rates just gives you a variety if possible strategies to achieve victory.

But, for a cooperative game, it's awful: some players are dead weight, some are marginalized, others dominate - that it can shift over a long campaign is hardly helpful...

But, if it's cooperation among rivals, it's back to strategy, and, at times, rather odd ones.
The asymmetric resource game is part of the fun
LFQW is not exactly the same issue as 5MWD.

You could have asymmetric resources, but linear advancement across the board. Imagine a version of D&D where the fighter hits stuff at 1st, and gets slowly better at hitting stuff as he levels, and the MU at 1st, casts Sleep 1/day, and, as he levels, is able to affect more and more HD of subjects with that 1 sleep spell.
Resource asymmetry, one is at-will, the other daily, but no "Q" it'd be LFLW.

The AEDU system does "solve" the resource game
Part of it, it removes the issue of class imbalance from the 5MWD, pacing becomes a consideration only in encounter challenge. So, a cooperative game could use a strategy like the 5MWD, or, conversely, time pressure and long days, and remain functional as such, with everyone still contributing in their role & class's different ways.

...hey, I said I was gonna ramble...

As to PF2, on one hand backwards incompatibility with previous material will make it a hard sell to the PF crowd, while on the other hand the complexity of management (look at the character sheet! I started literally laughing out loud when I read the formula for Skill check resolution) will limit adoption by new players
That sounds plausible, not that I think new-to-gaming players are a realistic target audience for any RPG that isn't the current, official version of D&D.
 
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Tony Vargas

Legend
You will never understand why 5E is popular or why Paizo needed to look at it's solutions, if you keep underestimating it like that.
5e is not popular because of the details of the system.
You're looking for a game-design answer to a marketing question.

I simply don't get the compulsive need to elevate 4E. 5E is not 4E. 5E did not succeed because of 4E. This discussion does not need 4E.

4e is right in the title of said discussion.
 

Hussar

Legend
I simply don't get the compulsive need to elevate 4E. 5E is not 4E. 5E did not succeed because of 4E. This discussion does not need 4E.

Because you cannot get 5e without 4e. There is no line from 3e to 5e that doesn’t pass through the 4e development cycle.

Pretending that we can just jump over 4e without understanding where the 5e elements came from will result in a complete misreading of game development and a failed game line for dnd.

And frankly pathfinder draws on a lot of the recent developments in dnd as well.

I don’t get the compulsive need to lampshade what happened in dnd ‘s development.
 

CapnZapp

Legend
Not taking the bait.

Is PF2 Paizo's 4E?

If you mean will it resemble 4E mechanically, it does not seem so. (Unless you find 5E is similar to 4E, in which case you think everything is similar to 4E, and your opinion won't be taken seriously)

If you mean will it be successful like 4E - that is, not successful at all, quickly followed by a revised edition, then dropped entirely, then, yes, unfortunately it seems there are quite a number of worrying indicators (as discussed upthread).

In no case does the thread title invite us to have our discussion revolve around 4E. It is an edition thrown on the garbage heap, so why would we? All Paizo needs to do visavi 4E is avoid similarities, and that's all we need to hear from that edition.

A much more relevant take would be: maybe PF2 will end up as the 4E of Paizo if they come across as oblivious to the advances offered by the edition Paizo's prospective customers ARE playing, namely 5E.

So I'd say one interesting take is: in what areas is it clear PF2 has learned from 5E, and in what areas does PF2 come across as clueless to the standards expected by its players?
 

CapnZapp

Legend
Oh, I'm listening, I can't always easily credit what I hear, but I haven't completely given it up yet.
What I have never seen you do, is characterize 5E in actually positive terms. And I have never seen you attempt a run-down of the differences between 3E and 5E. Your analysis is always 4E-centric, and always describing 5E as something that goes the wrong way design-wise.

I find that approach wholly unproductive.

You will never understand the profound upgrade of 3E that 5E represents with that point of view.

You need to understand that the D&D community by and large like D&D the way d20 presented it. Some could tolerate its annoyances and idiosyncrasies and stuck with Pathfinder, the latest model of the d20 engine.

But most have moved on to 5E. Not everyone realizes what a fundamental upgrade that represents. (Lots have never even seen 3E!)

You're correct that 5E isn't popular because it does something better than 3E. But that completely missed the point:

5E is a thorough upgrade of... not the 4E way of playing D&D, but the 3E way of playing. It is also simple and beginner friendly. This is why it is popular.

Now, the upgrade from 3E does enter the picture when we're talking about switching to a Pathfinder game. For instance, if you switch from 5E to PF1, it represents a clean downgrade, where so many things fixed by 5E again rear their ugly heads.

But we're not talking about PF1. We're talking about PF2.

And here is my point:

No way that game will be successful without a considerable interest from 5E gamers, simply because that's where the market is.

And no way 5E gamers will be interested in a game should it throw them back into the dark bad days of LFQW, complex NPC building and more. These gamers might not even know D&D used to be that Byzantine. Boy are they up for a rude awakening if the indications Paizo hasn't learned from 5E are true!

Now note, Tony, how I don't need to focus on 4E at all to make this train of thought.
 



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