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<blockquote data-quote="Amphimir Míriel" data-source="post: 4845384" data-attributes="member: 55933"><p>ggroy, let me give you a small list of what we 4E fans are into, which may be absent from previous editions:</p><p></p><p><strong>1.-</strong> <strong>Class and Race balance</strong> (the Wizard does not overpower the Fighter, at any level)</p><p></p><p><strong>2.-</strong> The <strong>At-Will/Encounter/Daily power mechanics</strong> allow everybody to have interesting things to do on each round, not just the spellcasters.</p><p></p><p><strong>3.-</strong> DMs can make <strong>NPCs and Monsters with any abilities demanded by the story</strong>, not with those demanded by the character creation rules.</p><p></p><p><strong>4.-</strong> <strong>Class and Race balance</strong> (the Bard is a useful character to have, not the comic relief)</p><p></p><p><strong>5.-</strong> <strong>Healing Surge mechanics</strong> model the "action movie" paradigm and eliminate the need for someone to play a "healbot" character or for the party to carry tons of potions or wands</p><p></p><p><strong>6.-</strong> Level based <strong>encounter creation rules</strong> allow DMs to create interesting combat encounters quickly (useful for those times when the players go somewhere not originally intended)</p><p></p><p><strong>7.-</strong> <strong>Class and Race balance</strong> (no CoDzilla and the Paladin is still interesting at level 10)</p><p></p><p><strong>8.-</strong> DMG Page 42 allows DMs to <strong>"say yes" to stunts and manoeuvres</strong>, above and beyond what's on the players list of powers</p><p></p><p><strong>9.-</strong> <strong>Movement</strong> is a much bigger part of combat now and shifting, running, pushing, pulling and sliding are all more interesting than just standing there and stabbing the bad guy.</p><p></p><p><strong>10.-</strong> Did I mention <strong>Class and Race balance?</strong> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>These are some of the reasons why some of us find the idea of "Pathfinder as 5E" as a very bad step backwards.</p></blockquote><p></p>
[QUOTE="Amphimir Míriel, post: 4845384, member: 55933"] ggroy, let me give you a small list of what we 4E fans are into, which may be absent from previous editions: [B]1.-[/B] [B]Class and Race balance[/B] (the Wizard does not overpower the Fighter, at any level) [B]2.-[/B] The [B]At-Will/Encounter/Daily power mechanics[/B] allow everybody to have interesting things to do on each round, not just the spellcasters. [B]3.-[/B] DMs can make [B]NPCs and Monsters with any abilities demanded by the story[/B], not with those demanded by the character creation rules. [B]4.-[/B] [B]Class and Race balance[/B] (the Bard is a useful character to have, not the comic relief) [B]5.-[/B] [B]Healing Surge mechanics[/B] model the "action movie" paradigm and eliminate the need for someone to play a "healbot" character or for the party to carry tons of potions or wands [B]6.-[/B] Level based [B]encounter creation rules[/B] allow DMs to create interesting combat encounters quickly (useful for those times when the players go somewhere not originally intended) [B]7.-[/B] [B]Class and Race balance[/B] (no CoDzilla and the Paladin is still interesting at level 10) [B]8.-[/B] DMG Page 42 allows DMs to [B]"say yes" to stunts and manoeuvres[/B], above and beyond what's on the players list of powers [B]9.-[/B] [B]Movement[/B] is a much bigger part of combat now and shifting, running, pushing, pulling and sliding are all more interesting than just standing there and stabbing the bad guy. [B]10.-[/B] Did I mention [B]Class and Race balance?[/B] ;) These are some of the reasons why some of us find the idea of "Pathfinder as 5E" as a very bad step backwards. [/QUOTE]
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