Is Pathfinder 2 Paizo's 4E?

Aldarc

Legend
What specific issue do you feel you are uncertain of my opinion on? Name it, and you shall have it.
Let's back up. I said that PF2 appears to be tweaking the curvature of LFQW. You replied by saying:
The lesson I learned from 5E,..., is that you don't fix 3E by tweaking curvatures.
However, this is fundamentally what 5e did to 3e (in the context of spellcasting): it tweaked the curvature of LFQW. We can even talk about the particular changes that it made to spellcasting in this regard (e.g., removal of auto-scaling spells, removal of bonus spells based on ability scores, concentration rules, removal of some key spells, etc.) or even alterations that actually favor the QW even more (e.g., neo-Vancian casting, cantrips). The QW is still there in 5e, but its rate of acceleration has been changed.

When I said this, your response was a non sequitur because you claimed:
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.
My statement is in no way about underestimating 5e or its popularity. My statement was a recognition of the fact that WotC took steps in tweaking the curvature of the QW in 5e. LFQW is not gone in 5e. It has been curtailed from its more egregious excesses in 3e. PF2 is working on curtailing LFQW as well.

We can compare how 5e and PF2 tweak the LFQW curvature. (Or soon will be able to once we have the books.) Some of their methods will be similar. Some will be different. Spells will have different spell levels, effects, and write-ups. This will lead to different results. You may prefer how 5e does it over PF2. You may think that PF2 does not curve it enough. That's fine. But that does not change that both are fundamentally tweaking the curvature of spellcasting from its 3e/PF1 precedents, which flies against your entire point in your second quote above because 5e tweaked the curvature.
 

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CapnZapp

Legend
Calling 5E's fix of 3E a "tweak" is entirely inappropriate and sells the huge improvement short.

My point was and is that a mere tweak of the LFQW endemic to PF1 is not gonna cut it. Paizo ought to have studied what 5E does differently.

And not differently to 4E, mind. Differently to 3.x/PF. Then Paizo doesn't need to come up with the specific solutions 5E offers.

It just needs to present a similar level of fix. I believe it was your quote I bought hook, line and sinker.

5E isn't a "tweak" of 3E. It is a most impressive fundamental rebuilding of the d20 magic system we all know and love.
 

Aldarc

Legend
Calling 5E's fix of 3E a "tweak" is entirely inappropriate and sells the huge improvement short.
I'm hardly wrong when you are just quibbling at semantics because I don't praise 5e hard enough to your liking. What you describe is 5e tweaking the 3e system.
 

Parmandur

Book-Friend
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....

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.

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.
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.

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...

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.

Here's the thing about 5E: there are no trap options. You can bring a Rock Gnome Way of the Elements Monk or a Kobold Beastmaster Ranger to the table, and still be able to contribute to the group and have moments in the sun in the course of a given adventure day. Fighters and Rogues are lean, mean murder machines who never stop being whirlwinds of death, in my experience. Wizards can pull neat tricks, but not consistently and unceasingly. As a group, a party has to pull together to manage resources and work around the Warlock needing a short rest, and when to retreat if the Wizard and Cleric are out of juice and reduced to Cantrips. Having listened to all of Mike Mearls late great Happy Fun Hour, the progression is more similar than appearances would have you believe: spell slots are secretly hit die powered, as are martial abilities, and they've crunched the math to make them seem more different than they are.
 

Tony Vargas

Legend
Calling 5E's fix of 3E a "tweak" is entirely inappropriate and sells the huge improvement short.
Calling 5e in any way -tweak, fix, simplification, bowdlerization, betrayal, whatever - a direct modification of 3e is inaporopriate as it is no such thing.

5e followed 4e, it reaches back and re-introduces aspects of 2e, 1e, 3e, even a bit of other classic versions, but it is at best(worst) a hybrid, chimera or mash-up of those past editions with 4e's evolution of d20 base mechanics, encounter design and pacing - and no small amount of copypasta, for that matter.

My point was and is that a mere tweak of the LFQW endemic to PF1 is not gonna cut it. Paizo ought to have studied what 5E does differently.
What 5e /really/ does differently is that it sells itself on feel of its presentation and the experience provided by the DM, not on the virtues (or loopholes) of its mechanics.
 
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Tony Vargas

Legend
Here's the thing about 5E: there are no trap options.
They may not be the cruel, saw-toothed bear-traps of 3e or the natural deadfalls of 1e, but they're there.

LFQW, alone, means anything but a full caster is a trap, the only question is how many levels before it's sprung.
You can bring a Rock Gnome Way of the Elements Monk or a Kobold Beastmaster Ranger to the table, and still be able to contribute to the group and have moments in the sun in the course of a given adventure day.
BA guarantees that even the least optimal character can make the occasional warm-body contribution via a good roll on an unmodified d20.
Fighters and Rogues are lean, mean murder machines who never stop being whirlwinds of death, in my experience. Wizards can pull neat tricks, but not consistently and unceasingly. As a group, a party has to pull together to manage resources
You could as truthfully say that about 3.x/PF.


. Having listened to all of Mike Mearls late great Happy Fun Hour, the progression is more similar than appearances would have you believe: spell slots are secretly hit die powered, as are martial abilities, and they've crunched the math to make them seem more different than they are.
I did notice that. 5e designs anchor around hps, so you have this rough parity in nominal single-target DPR, through the sweet spot, if you stick to the prescribed adventuring day.
What that principle fails to adequately value is versatility, the stuff of Class Tiers, and 5e neo-Vancian represents a high watermark in Tier 1 casting, that way.
 

Parmandur

Book-Friend
What 5e /really/ does differently is that it sells itself on feel of its presentation and the experience provided by the DM, not on the virtues (or loopholes) of its mechanics.

This might be more to the on-topic point than CapnZapp's views on specific details: PF2 is being positioned regarding the virtues of it's mechanics, unlike 5E. Lots of mechanics. Not necessarily what the market is looking for, if you look at some of the top modern RPGs like 5E and Star Wars (with the funny narrative dice).
 


Parmandur

Book-Friend
They may not be the cruel, saw-toothed bear-traps of 3e or the natural deadfalls of 1e, but they're there.

LFQW, alone, means anything but a full caster is a trap, the only question is how many levels before it's sprung.
BA guarantees that even the least optimal character can make the occasional warm-body contribution via a good roll on an unmodified d20.
You could as truthfully say that about 3.x/PF.


I did notice that. 5e designs anchor around hps, so you have this rough parity in nominal single-target DPR, through the sweet spot, if you stick to the prescribed adventuring day.
What that principle fails to adequately value is versatility, the stuff of Class Tiers, and 5e neo-Vancian represents a high watermark in Tier 1 casting, that way.

The Neo-Vancian mechanics, like the Material component rules (inherited from 4E, I'll note) seem to codify a certain amount of Handwavium which I suspect would happen at a lot of tables in prior editions (1E seems to have sought "balance" by being strict about bat guano rations, based on my reading, but did anybody ever really enforce that outside of Lake Geneva back in the day?).

Versatility is a major consideration, but it comes at a price that comes due eventually, whereas the Fighter and Rogue leave the table with swords covered in Orc blood, laden with many pies, without needing to have made those calculations. That is the impressive result of all the playtesting for 5E: they came up with a system with Classes that have different progressions and resource pools, that achieve balance in player satisfaction with their choices (any choice). That's slick.

The main result I see from the PF2 playtest is that they beat the magic item restriction system to death with the Nerf bat.
 

Tony Vargas

Legend
This might be more to the on-topic point than CapnZapp's views on specific details: PF2 is being positioned regarding the virtues of it's mechanics, unlike 5E. Lots of mechanics.
TBF, D&D has always had a lot of mechanics, we get used to some, ignore, ban or change others - heck, in most eds, to some extent, each spell is its own little mechanical sub-system.
But, yeah, 5e is lauded (or critcized or analyzed) by us fans down its rabbit hole, for its mechanics, but it's not sold to new players on that basis, at all...
Not necessarily what the market is looking for, if you look at some of the top modern RPGs like 5E and Star Wars (with the funny narrative dice).
There's always been two get distinct markets for RPGs, the huge, virtually untapped market of people who haven't played an RPG yet, and the tiny, extremely fragmented & niche market of those who have, weren't immediately & completely repelled by the experience, and have been looking for something better than D&D that they can actually find a few other players to play it with...

...ok, as with all pronouncements that start with "There are two kinds of..." that was excluding a LOT: there's markets within any given fandom for licensed RPGs, there's market for RPGs that are a good read that'll never be played, there's demand for RPGs that are just vehicles to present a few experimental mechanics, etc...
...which just means that the market that's not non-gamers deciding whether or not to try D&D is all the more niche.
 

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