FrogReaver
The most respectful and polite poster ever
My experience differed.
Then maybe what you mean by "affect the encounter in very different ways" means something quite a bit different to you than to me.
My experience differed.
Quite possibly.Then maybe what you mean by "affect the encounter in very different ways" means something quite a bit different to you than to me.
It can, sometimes. Particularly if there are a lot of interesting terrain obstacles that you need to worry about, or if the battlefield is crowded.Re: italicized part--->No. Positioning mattered a lot. I thought 4e was supposed to be a miniatures game? Since when does positioning not matter in a miniatures game?
This is disingenuous, @CapnZapp, because PF2 is an evolution of a system that, in your words, does not trust the GM. PF2 in this regard is cut from the same cloth as PF1 and 3.X. In fact, PF2 explicitly backtracks on this GM distrust more than either 3.X or PF1. 5E is the first game in the post-WotC era that "trusts" the GM.Instead: Both games [4e & PF2] focus on the encounter. Both games are obsessed with balance. Neither game really trusts the GM.
I'm not sure if this explanation would even make it in my Top 10 reasons for why 4e struggled.tl;dr: I think the downfall of 4E was its overbearing controlling nature, and I see the same in PF2. This goes far deeper than merely "presentation", and even deeper than shallow gameplay comparisons.
Sure, but look at what the action does in the narrative: You push the target and then move up next to him. Or, you grab him, and prevent him from moving.Eh, I get that. 4e powers “feel like magical effects” to many people because they come in discrete packages just like spells do. You can call it a “maneuver” or whatever, but after so many years, it’s been ingrained into many D&D players’ heads that a little packet of effects that you “use” to produce a specific outcome according to a self-contained set of instructions is what spells are. In my experience, you show a 4e detractor Tide of Iron and Hammer Hands, and they’ll find Hammer Hands more palatable, because modifying a basic attack doesn’t “feel like a spell” the same way that a special attack with a bonus effect does.
Sure - but I'm not comparing whether an ability is interestingly differentiated from a basic attack. I'm talking about a slew of powers that -
Slide 1
Push 1
Grant +1 to next allys attack
Grant -1 to enemies next attack
The choice of which to take isn't meaningful or interesting at that point.
Such an example rarely occurred in actual play
Nearly all forced movement in 4e gave an enemy the ability to not go into such a harmful location.
Sure - and how about the million times when those abilities had no impact and made no difference?
It's easy to cherry pick a few example when they worked as intended. It's more realistic to put them into their proper context where the choice of a particular power over another made no difference 95% of the time.
Weird how I don't see hardly any forced movement in 5e - even though nearly every class can push. Pushing is just not interesting tactically most of the time.
It can, sometimes. Particularly if there are a lot of interesting terrain obstacles that you need to worry about, or if the battlefield is crowded.
But something that matters all the time is damage. If you have a power that's 2W + push three squares, then you might want to take advantage of that push effect, if it would be circumstantially advantageous to do so. Or, regardless of whether or not pushing would be relevant, there's going to be a time when dealing 2W is better than dealing 1W.
Unless the DM is going out of their way to contrive huge set-piece fight scenes - which, I gather, long-term 4E DMs eventually did - a lot of Encounter and Daily powers ended up being "deal more damage, and nobody cares about the rider effect".
Given a choice between damage (or accuracy), and other effects, damage is important and other effects are not. The only time those other things generally make a difference is when the math end is otherwise suspiciously balanced, and you need any edge you can get, no matter how small.
Well, 4e also had ways to pump damage, so it wan never an either/or choice. And while damage is always good, my friend's wizard was very happy when we could lump the enemies together for a big AoE spell.It can, sometimes. Particularly if there are a lot of interesting terrain obstacles that you need to worry about, or if the battlefield is crowded.
But something that matters all the time is damage. If you have a power that's 2W + push three squares, then you might want to take advantage of that push effect, if it would be circumstantially advantageous to do so. Or, regardless of whether or not pushing would be relevant, there's going to be a time when dealing 2W is better than dealing 1W.
Unless the DM is going out of their way to contrive huge set-piece fight scenes - which, I gather, long-term 4E DMs eventually did - a lot of Encounter and Daily powers ended up being "deal more damage, and nobody cares about the rider effect".
Likewise, if you remember back to the 5E playtest, an early version of the Battle Master could sacrifice damage in order to apply maneuver effects. The version which made it to print instead gives you bonus damage, in addition to maneuver effects; and the maneuver considered to be the most valuable is the one which increases accuracy.
Given a choice between damage (or accuracy), and other effects, damage is important and other effects are not. The only time those other things generally make a difference is when the math end is otherwise suspiciously balanced, and you need any edge you can get, no matter how small.
Agreed. Heinsoo went on to design 13thAge with Hickman and that games asks players to trust the GM a LOT.However, I also don't think that 4e was designed out of a distrust of the GM, as per 3e-PF1, but, rather, out of a desire for GMing to be easy for newcomers. By a lot of accounts, even from detractors of the edition, 4e was actually one of the easiest editions of D&D to run as a GM.
Great for you. Your anecdote is noted, but this isn't personal.It’s absurd to me that you consider anything besides attack bonus, saves, and damage “the superficial things.” I believe quite the opposite, those are just numbers, and by far the least interesting way to differentiate characters. What actually matters is the tangible effects they can cause outside of plain damage. I see a much bigger difference between Tide of Iron and Grappling Strike than I do between a fighter with the great weapon fighting style attacking with a greatsword and a fighter with the duelist fighting style attacking with a rapier. The only difference between the latter is boring numbers, the former actually affect the encounter in different ways than each other.
Great for you. Your anecdote is noted, but this isn't personal.
The way you look at it makes me believe 4E was attractive to you. Unfortunately, your views weren't shared by nearly enough gamers to stop 4E from failing, and I fear PF2 too.
My entire point here is exactly that people like choices that matter, meaning numbers, actual probabilities, and I came here to discuss why it might be that Paizo didn't learn this lesson from the fate of 4E.