4E to Pathfinder - what is it like? What do you miss? Pleasant surprises?

My observations from starting Pathfinder a few weeks ago after two years of 4E.

1. Character creation takes longer but is more fun. You really feel like you're customising your character in PF.

2. Damn, I missed spells. I love them!

3. 15-minute workday more prevalent in PF due to wizards.

4. Combats definitely seem less mobile, but I can't figure out why.

5. Stuff people do makes sense. No random "I hit this guy and that guy over there becomes immobile for no apparent reason".

6. Clerics are more forced to be healer-bots than in 4E. I think this is due to the action/round structure where the cleric is forced to use his standard action healing.

7. Following from (6) it feels like you can do less each round. Not sure why. You get a standard, move, swift (as opposed to 4E's standard, move, minor). I think it's because the minor is more prevalent in 4E than the swift in PF. You occasionally use a swift, but you always use a minor.

8. The magic item Xmas tree issue creeps in quite quickly.

9. The most important thing - I think I prefer the 3.5 era atmosphere of a game to the 4E era. But I can't pinpoint what than means, exactly.

Overall, I'm enjoying it immensely. I haven't tried higher levels yet, and I remember them being a bear in 3.5.
 

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If there was one thing I'd love to see more of in Pathfinder, it would be more opportunities for the cleric to be able to do an offensive action AND heal in a turn. Not saying to retcon the cure wounds spells necessarily, but maybe some lesser healing spells or penalty-removing spells that could be cast as swift actions so that the cleric didn't feel like he was "wasting" his action by healing. I know it's a bone of contention though.

That's probably the biggest thing from 4E I 'miss' when playing PF. Any other complains are fairly minor.
 

I don't have much if any 4th experience, but I do know Pathfinder, so I'll throw my 2 bits in.

It takes me longer to build my charcters in Pathfinder. This may have to do with my familiarity and rules mastery of 4e however. But some of this stems from my next observation.

The biggest time factor I've seen is the "planning for the future" element. Many feats have prerequisites, so to prevent any long delays in getting some feats, you have to plan ahead.


Character stats are 'harder' to dump. Well not really. In PF you can drop more than one stat below 10 if you choose in order to pump up other stats using the point buy system.
But it hurts more to do so because each stat is fairly important in its own right to every character. In 4e its a no brainer for a fighter to dump INT as it only affects skills that the fighter has no business being good at in any case (religion, history, arcana). No sacrifice at all. But in PF skill points, which are very important (no scaling level bonus like 4e) are generated based on INT. So if you dump INT your fighter will gain very very few skill poinnts to distrinute each level, which really hurts. Same for Strength. Your cleric if planning to be involved in melee whatsoever can't dump strength and build a purely wisdom based character. For a start they won't be able to carry the weight of the armor due to encumberance issues. Second all attacks are based off strength for all characters. No using wisdom for your attacks. Even a rogue has to think twice about dumping strength. Even with weapon finesse feat to use DEX to attack, dmg remains based on STR.

All true and by design. However, Handy Haversacks/Bags of Holding/Muleback Cords come early and cheaply, so dumping strength isn't a lifelong mistake.

Battles are far less tactical. At least in the games I have played in here on EnWorld (pbp) I have seen no use of interesting terrain whatsoever for example.

<snip>

As a melee character you just attack. There are combat manuevers like trip, but you draw an OAtk to use them.

This I disagree with. Perhaps play-by-post isn't the best forum to make a judgement on this, but I have seen lots of tactical environments and maneuvering. Without training (i.e. feats) yes, you do draw attacks of opportunity for trying most of them, but that only limits you if you choose to let it. True, grappling monsters are very good at it, but they should be. Likewise, it is hard to push around a 2-ton behemoth, but shouldn't it be hard? In PF, you can push, drag, slide, sunder, steal from, disarm, trip, grapple, overrun and even inflict temporary status conditions (with the Dirty Trick maneuver) on your foes, so there are a lot of options. Yes it's opposed by Combat Maneuver check, but that's a good thing imo. As for tactical environments, I've seen tons in both APs and organized play scenarios. In one of the last sessions I ran, the dwarven ranger shield-bashed an ogre over the side of a dam to the rocks 200+ feet below, for example.


As a spell caster you have far more limited resources and so you have to be careful with them, however cantrips and orisons are at will so you should always have something to do. You are not forced to fall back on drawing a crossbow. Spells are far more powerful, many of them can end a battle instantly.

Unlimited cantrips and channel positive energy healing (freeing up spell slots for clerics) both give you more effective spells and a power boost at low levels, but IMO spells are only really limiting at lower levels. At higher levels, you'll have so many spell slots that you'll be limited more by the actions you have than spells to cast.

I'm not sure how I feel about skills. Each style has its charm. PF, more rigid but more extensive, 4e, simple but more free. In PF there are things you simply can't do if you don't have training. Your dumb orc fighter can't remember an old legend that his mother use to tell him unless he has invested a skill point. In 4e anyone can have a shot at something like that even with 8 intelligence. Who knows, you could roll a 20. In PF, you can't roll. Which makes having knowledge of History more important/special in a way ... but ... I'm not sure which I prefer.

Only partially true. Anyone can make an untrained knowledge check if the DC is only 10. Some classes can always make untrained skill checks. Everyone can choose an extra skill point as a favored class bonus. But yes, your all-thumbs cleric isn't going to pick a lock just because he's 15th level.

On the other hand, multiclassing really lets you make a character than can do most anything you want to do, so if no one class lets you make the character you want, you can come close with feat selection and multiclassing.

Regarding prepwork: this can be a factor most definately. It becomes less of a factor with time and mastery of the system, but two things really take the sting out of this: using prepublished adventures and HeroLab. Some people think HeroLab is of the devil, but with it you can advance monsters with templates or character levels (easing preptime), and in play add buffs/debuffs/conditions with a couple of mouse clicks (speeding in-play time). You get two licenses with the base program, and can buy a 3rd for $10. You don't need all of the add-ons unless you want something specifically from one of them, and even then, they bundle them at a discount. It's made a huge difference, and you can export the Herolab files into d20 Pro for VTT use.
 

My 3.5E campaign finished up just about two years ago now. Afterwards, we played a few "test" sessions of both Pathfinder and 4E to see what the group would like/dislike about both. Nobody had strong feelings either way and said they'd play whatever I chose to run...

In looking back at my 3.5E campaign, once the game got beyond level 9/10 or so, it became almost like a second full-time job for me to design and build challenging encounters for my large group of players. Because they were going against clerics of an evil deity of slavery & tyranny, I was constantly building high level clerics. And, since I'm kind of anal, I tried to give each cleric a different flavor, while maintaining ties to this evil god. (i.e., one was a mystic theurge, one preferred domain 1 spells, the other preferred domain 2 spells, one had another PrC, another had a template, etc)

So, I was picking out 60, 70, 80 spells for each of these high level clerics. Then, each cleric had to have an entourage (lower level clerics, a mage or two, plus tough guy bodyguards, and the 3.5E equivalent of minions)... so, it was another 30-50 spells for each sub-cleric or wizard, not to mention feats, skills, magic items, etc. Then, if they had any planar allies or could summon allies, etc, I'd have to prepare those as well (i.e., one summoned a fiendish beholder, another a pyroclastic dragon, another a balor)

While I got to be pretty good at it and came up with some very memorable and unique encounters, I was also spending 20-40 hours/session in preparation just to build an encounter. So, with work and fatherhood also taking time, things like story development and infusing NPCs with more personality sometimes fell by the wayside due to a lack of time

While I saw that PF made some improvements in terms of DM prep time, I could still see it being a problem at higher levels.

With 4E, I can spend 20-30 minutes and build encounters for 3-4 sessions. With my spare time, I can focus more on plot and story development, creating more role-playing opportunities, and also making some of my NPCs a bit more colorful than they have been in the past.

So, it was a pretty easy decision for me as a DM to move to 4E.

I don't love 4E - the magic items seem to be flavorless most of the time - but, it's done me a lot of good in terms of becoming a more well rounded DM.
 


If there was one thing I'd love to see more of in Pathfinder, it would be more opportunities for the cleric to be able to do an offensive action AND heal in a turn. Not saying to retcon the cure wounds spells necessarily, but maybe some lesser healing spells or penalty-removing spells that could be cast as swift actions so that the cleric didn't feel like he was "wasting" his action by healing. I know it's a bone of contention though.

That's probably the biggest thing from 4E I 'miss' when playing PF. Any other complains are fairly minor.
One of the players in my teens game is running a game in my off week - he added a feat that allows the cleric to use his Channeling to both heal PCs and harm undead at the same time - I don't know what the prerequisites are, but I think it kicks in about seventh level or so.

The bad guys get one that heals undead and harms the living at about the same time.

I don't know how balanced it is, but I have heard war stories.... :)

The Auld Grump
 

Primarily PF gets away from the heavy WOW influences on 4E. For example:
- Roles such as striker/controller are removed. Fighters can do more than hitting things and rogues can do more than DPS/backstabbing.
- PF wizards get lots of cool spells like Fly and Invisibility.
- WOW-style rituals are removed.
- To tone down the WOW influence PCs can not play WOW races such as Dragonborn in PF.
- PF gets away from the hack-n-slash nature of 4E/WOW and returns to the more familiar RP-oriented traditional D&D format of classics such as Keep on the Borderlands and Against the Giants.
- Unlike in 4E/WOW where players get daily powers PF characters get spells they can cast once per day.
- Unlike 4E PF does not use "gamist" terms to simplify combat ever. PF features a very simulation-oriented implementation of magic such as necromancy. The PF rules for how one would create a Sphere of Annihilation closely follow how I would go about creating such a magic item in real-life should the situation present itself.
- Raiding a dungeon in PF does not require 25 players like in WOW/4E.
- PF does not require buying miniatures/a grid like WOW.
- The PF rulebook does not explicitly prohibit roleplaying like 4E/WOW.

At least that's what I've concluded after carefully studying civil and well-informed comparisons of the two editions on internet forums.

Mod Note: Folks, read further down. He was trying to be funny, not serious. ~Umbran

Edit: I guess sarcasm doesn't translate well on the internet. Both games are cool. Don't listen to anyone that says the above about 4E. Did people think I was serious?
 
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Primarily PF gets away from the heavy WOW influences on 4E. For example:
- Roles such as striker/controller are removed. Fighters can do more than hitting things and rogues can do more than DPS/backstabbing.
- PF wizards get lots of cool spells like Fly and Invisibility.
- WOW-style rituals are removed.
- To tone down the WOW influence PCs can not play WOW races such as Dragonborn in PF.
- PF gets away from the hack-n-slash nature of 4E/WOW and returns to the more familiar RP-oriented traditional D&D format of classics such as Keep on the Borderlands and Against the Giants.
- Unlike in 4E/WOW where players get daily powers PF characters get spells they can cast once per day.
- Unlike 4E PF does not use "gamist" terms to simplify combat ever. PF features a very simulation-oriented implementation of magic such as necromancy. The PF rules for how one would create a Sphere of Annihilation closely follow how I would go about creating such a magic item in real-life should the situation present itself.
- Raiding a dungeon in PF does not require 25 players like in WOW/4E.
- PF does not require buying miniatures/a grid like WOW.
- The PF rulebook does not explicitly prohibit roleplaying like 4E/WOW.

At least that's what I've concluded after carefully studying civil and well-informed comparisons of the two editions on internet forums.
Now now, play nice.

There are substantial differences, but I am pretty sure that Mercurius has already seen enough edition warring. So, keep it cool, m'kay?

I cannot approach this from the 4e side - I never ran the game, and had no interest in doing so. I was bored out of my skull during the two games of 4e where I was a player. (I blame the scenario - it took forever to kill just a few orcs.)

That said....

By all accounts prep time is much longer for 3.P than I have heard of 4e.

Combat, at low and mid levels, goes much faster than in 4e.

Wizards are a lot more flexible, get a good grasp on what surprises the wizard can throw at you.

Monsters are also more flexible - I run with six PCs rather than the typical four, I often up the CR by adding a class level or three to the critters. Templates are also fun, and many have been simplified in 3.P when compared to 3.5.

Do not forget that every even diagonal move costs 2 not 1 square of movement.

The book is much heavier, you won't be able to throw it as far, but it does a lot more damage when it hits a player.

The Auld Grump, pretty sure that I have never compared 4e to WoW.
 

Now now, play nice.

There are substantial differences, but I am pretty sure that Mercurius has already seen enough edition warring. So, keep it cool, m'kay?

That was more a commentary on the edition wars than on PF/4E... It's sort of terrible and hilarious that it's gotten to the point where these kinds of statements could pass for a serious argument...

- PF wizards get lots of cool spells like Fly and Invisibility.
- Unlike in 4E/WOW where players get daily powers PF characters get spells they can cast once per day.
- Unlike 4E PF does not use "gamist" terms to simplify combat ever. PF features a very simulation-oriented implementation of magic such as necromancy. The PF rules for how one would create a Sphere of Annihilation closely follow how I would go about creating such a magic item in real-life should the situation present itself.
- Raiding a dungeon in PF does not require 25 players like in WOW/4E.

Both games are groovy. I used to play a lot of 4E before I switched to PF, and it bugged the crap out of me when people would say I was playing tabletop WOW
 

That was more a commentary on the edition wars than on PF/4E... It's sort of terrible and hilarious that it's gotten to the point where these kinds of statements could pass for a serious argument...



Both games are groovy. I used to play a lot of 4E before I switched to PF, and it bugged the crap out of me when people would say I was playing tabletop WOW
If I were to compare it to any CRPG it would be Final Fantasy Tactics - which I enjoyed a good deal more than the little that I played of WoW, let me assure you. :)

And given that I am currently running (and thoroughly enjoying) a tabletop game based on Fallout 3, I would be more than a bit of a hypocrite to complain about similarities to computer games, eh?

The Auld Grump
 

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