This here is precisely my main irritation with people who blindly criticize 4E as a 'bad game'. Thanks.
My main irritation was that someone else got to decide if your reasons for disliking something was somehow valid or not.
This here is precisely my main irritation with people who blindly criticize 4E as a 'bad game'. Thanks.
There's no need to go offering an explanation for why you don't like something, in the first place. There's no accounting for taste and it's OK to just like or dislike something on a purely subjective level. When you do offer a 'reason' though, you're not just expressing the feeling, you're offering a justification and, in effect, an argument that others shouldn't like it, either.I've had so many conversations with people that will describe how they don't like this or that "gamey" mechanic of 4E but when asked what they prefer in 3.5 or 5 mostly just describe the same thing but with a higher word count, more steps and/or less clarity.
It did sell a bit better than D&D a few times, and it's fans made a lot out if that, those particular fans could react badly if PF2 doesn't do well enough (whatever 'enough' might be for them). I doubt they're a huge number or that they'd war against a new/different PF the way they did a new/different D&D.
One other factor is development costs, if, like 5e, PF2 keeps it's staff and costs down, it won't need as high sales to be profitable, that could be a reason to adopt some 5e-isms, like slow pace of release, or re-cycling older mechanics.
The difference between 5e & PF isn't simplicity, D&D has never been simple, it's varied a little here and there in the nature of its complexity. PF has more content than any single edition of D&D, for instance. While, 5e has drawn together traditional elements of multiple past editions to make it familiar or at least acceptable to fans of the TSR era and 3.5, both, making it easily as complex, mechanically, as any single other edition.
The main difference is in 5e's glacial pace of release vs PF's huge library, it'd take decades for 5e to offer the same sheer volume of options.
Whether PH2 can sustain the same rapid output, or has a different strategy this time around is a question I suspect Paizo already has an answer for...
Nope, I've run 1e & 2e extensively back in the day, 3.0 some, 3.5 very little, PF not at all, 4e & 5e weekly. I've run & played plenty of other systems, too, particularly Storyteller in the second half of the 90s, and Hero System. I've been at this a long time. I find running 5e to be fun, easy & even exciting, because my skills from running AD&D back in the day port over very effectively, but a little wearing after a while, because it is kinda old hat that way. Similarly, 4e is fun & easy to run, because it's just easy to run - it's neither as exciting nor as wearing as 5e, though. 3.5, OTOH, while not vastly more complex than the other two, I'd rather not run again.You come across as one who hasn't actually run 5E.
D&D is simply(npi) a complex - and often very complicated - game. It was often needlessly so in the TSR era - 'baroque' would not be an unfair way of characterizing AD&D. The WotC era brought consolidation of base mechanics around d20 resolution, which is a simplification, of sorts, but, really, that's the lion's share of the simplification from baroque AD&D to 5e (the other major simplification was related: going from matrixes to proficiency). AD&D had fewer class & race choices than 5e, fewer methods of spellcasting, and no skill system (which didn't /exactly/ make it simpler, just less complete), for instance - it was still more complicated than 5e, less coherent would be a fair way of putting it, too. But they're both very complex, the differences aren't as major as all that, except for AD&D being needlessly complicated and self-contradictory on top of complexity.It's considerably simpler than PF or 4E mechanically
The d20 core mechanic makes modifiers pretty simple, it's only ever adding or subtracting mostly on the character sheet outside of actual play. Yes, 3.5 did have myriad named bonus/penalties which could get a little crazy when someone went fishing for as many of them as possible, and could overwhelm the d20, losing some of the advantages of consolidating on the d20. Adv/Dis is a neat little mechanic that consolidates many bonuses the way Combat Advantage consolidated many bonuses & various 'loss of DEX bonus' rules in 3.x for 4e. But, 5e doesn't take full advantage of it: there are still numeric bonuses & penalties, and even, now, added-dice bonuses. So, where the simplicity of the core d20+bonus vs DC is compromised in 3.x/PF/4e/E by contested rolls, re-rolls, named bonuses, and unnecessary penalties (they could just add to DCs consistently, but don't), in 5e there are also Adv/Dis procedures, re-rolls, contested rolls, bonuses, penalties, and added dice so "d20+bonus vs DC" potentially becomes "(2)d20(take the highest or lowest, depending) + bonuses - penalties + (0, 1, or more) bonus dice vs DC or vs a contested check."especially in play, as modifiers are rare, almost entirely replaced by advantage/disadvantage.
When have skills ever not been pass/fail in D&D? I can think of only a few examples of degrees of success like failing to pick a pocket but not actually being caught at it in AD&D, or failing to climb any further in 3e/4e/5e but not actually falling. I suspect there are other, essentially dual-DC checks, but not a lot.Every skill is boolean. Those two factors alone are a HUGE simplification of the mechanics.
And saving throws. Some attacks are resolved with saving throws by the defender, some with attack rolls by the attacker - same level of complexity as 3e/PF (which, in turn, by not using Matrixes or THAC0 was simpler in that regard than AD&D), more complex than 4e's use of attacker-rolls vs a defense DC for all attacks.Simplifying everything to either attack rolls or ability checks, and those differing only in how Nat 1 and Nat 20 are handled.
I haven't run PF, and only played it a little. It has some positive innovations that actually are arguably simplifications from 3.5, like CMB/CMD instead of various opposed skill checks for maneuvers in combat. But, yeah, obviously as a 3.x clone, not to mention having more material published for it than any single edition of D&D, very complicated, decidedly bloated.5E, compared to PF1, is simpler
Even the basic sets were merely shorter. There was less there, but it was still just a sub-set of a very complex system.5E compared to any edition of D&D prior is also largely simpler; this excepts the basic sets (Holmes, Moldvay, Mentzer, Denning), but those were ne'er intended to be editions of their own. (Holmes was supposed to be the basic for AD&D, but ... Gygax.)
One shared with 3.x/PF & 4e/E, so meaningful only relative to AD&D, which, yeah, was a nightmare.Just by making all the rolls go the same direction as good was a simplification.
They are both complex (IDK if they're 'equally' so - they're different in where the complexity is concentrated, and the form it takes), but each can feel simpler than they actually are for very different reasons. 4e felt simpler, especially to new players, because the rules were clearer, more consistent, and better-balanced, so there wasn't the impetus for deep system mastery and players who didn't want to cope with complexity simply did't engage as much of it. 5e feels simpler, especially to long-time & returning players, because it calls back substantial aspects of each prior edition, making it familiar - that familiarity makes the game's complexity more palatable and easier to master, so it feels simpler.4E rivals 5E for simplicity, but loses out with the numeric modifiers and treasure packages.
You come across as one who hasn't actually run 5E. It's considerably simpler than PF or 4E mechanically, especially in play, as modifiers are rare, almost entirely replaced by advantage/disadvantage. Every skill is boolean. Those two factors alone are a HUGE simplification of the mechanics. Simplifying everything to either attack rolls or ability checks, and those differing only in how Nat 1 and Nat 20 are handled.
5E, compared to PF1, is simpler; 5E compared to any edition of D&D prior is also largely simpler; this excepts the basic sets (Holmes, Moldvay, Mentzer, Denning), but those were ne'er intended to be editions of their own. (Holmes was supposed to be the basic for AD&D, but ... Gygax.) Just by making all the rolls go the same direction as good was a simplification.
4E rivals 5E for simplicity, but loses out with the numeric modifiers and treasure packages.