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Crystal Ball: A year in, how do you think 5E will unfold going forward?
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<blockquote data-quote="Celtavian" data-source="post: 6624419" data-attributes="member: 5834"><p><em>Pathfinder</em> was hard to modify. The amount of material was overwhelming. If you were to write house rules, it would require a large document. I reached a point where I was tired of modifying over-powered combinations and just quit DMing. I don't want to play a game where players can mechanically defeat everything with some combination the designers didn't exercise any balance control over. Things like Come and Get Me and spells like <em>Prediction of Failure</em> were ridiculous. You had to design very specific encounters to defeat those abilities and use a level of metagame knowledge I didn't find enjoyable. If you tried to get rid of or limit any of these abilities, the players would argue with you. Then they would start bringing up other over-powered combinations that they thought should be removed like the invisible, flying wizard that cannot be touched. The amount of time and rules proficiency required of a DM to make the game somewhat challenging at high level burned even me out. I ran one game to level 21, a few to 14 to 17. At the end I couldn't stand it any longer. 5Es ease of running trumped <em>Pathfinder</em>'s vast array of options.</p><p></p><p>I do like the creativity in <em>Pathfinder</em>. I still think their adventures are way better than the ones we've seen from WotC. <em>Kingmaker</em> will always be fondly remembered by our group. Right now we're running classic modules like <em>Keep on the Borderlands</em> and <em>Against the Giants</em> for 5E. These modules like <em>Princes of the Apocalypse</em> are pale in comparison to <em>Pathfinder</em> modules. I read them and find it strange when people claim they are "good" or on par. I used to read <em>Pathfinder</em> modules for entertainment, that's how strong the story material and extra features are in <em>Pathfinder[</em> APs. </p><p></p><p>I liked having a god or world entry, a small bestiary, an opening letter from the editor discussing design and inspiration, and a high quality adventure all in one book. That was worth your money. Even if you didn't love the adventure, you usually found something you could add to your campaign in a <em>Pathfinder</em> AP. </p><p></p><p>If the <em>Pathfinder</em> system hadn't become so unwieldy and imbalanced, our group would still be playing. I'd love to have the simplicity of 5E, with the vast array of options of <em>Pathfinder</em>/3E, with the <em>Pathfinder</em> AP model. I can't put the time in designing adventures for <em>Pathfinder</em> any longer. I can't have players pulling some combination out that shouldn't even exist requiring me to modify it or allow them to run over everything I spent hours designing. <em>Pathfinder</em> was fine with the Core and most of the splats. It became too much after a while. I'm still not feeling 5E adventures. They are boring. I hope <em>Rage of Demons</em> is a much better offering.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6624419, member: 5834"] [I]Pathfinder[/I] was hard to modify. The amount of material was overwhelming. If you were to write house rules, it would require a large document. I reached a point where I was tired of modifying over-powered combinations and just quit DMing. I don't want to play a game where players can mechanically defeat everything with some combination the designers didn't exercise any balance control over. Things like Come and Get Me and spells like [I]Prediction of Failure[/I] were ridiculous. You had to design very specific encounters to defeat those abilities and use a level of metagame knowledge I didn't find enjoyable. If you tried to get rid of or limit any of these abilities, the players would argue with you. Then they would start bringing up other over-powered combinations that they thought should be removed like the invisible, flying wizard that cannot be touched. The amount of time and rules proficiency required of a DM to make the game somewhat challenging at high level burned even me out. I ran one game to level 21, a few to 14 to 17. At the end I couldn't stand it any longer. 5Es ease of running trumped [I]Pathfinder[/I]'s vast array of options. I do like the creativity in [I]Pathfinder[/I]. I still think their adventures are way better than the ones we've seen from WotC. [I]Kingmaker[/I] will always be fondly remembered by our group. Right now we're running classic modules like [I]Keep on the Borderlands[/I] and [I]Against the Giants[/I] for 5E. These modules like [I]Princes of the Apocalypse[/I] are pale in comparison to [I]Pathfinder[/I] modules. I read them and find it strange when people claim they are "good" or on par. I used to read [I]Pathfinder[/I] modules for entertainment, that's how strong the story material and extra features are in [I]Pathfinder[[/I] APs. I liked having a god or world entry, a small bestiary, an opening letter from the editor discussing design and inspiration, and a high quality adventure all in one book. That was worth your money. Even if you didn't love the adventure, you usually found something you could add to your campaign in a [I]Pathfinder[/I] AP. If the [I]Pathfinder[/I] system hadn't become so unwieldy and imbalanced, our group would still be playing. I'd love to have the simplicity of 5E, with the vast array of options of [I]Pathfinder[/I]/3E, with the [I]Pathfinder[/I] AP model. I can't put the time in designing adventures for [I]Pathfinder[/I] any longer. I can't have players pulling some combination out that shouldn't even exist requiring me to modify it or allow them to run over everything I spent hours designing. [I]Pathfinder[/I] was fine with the Core and most of the splats. It became too much after a while. I'm still not feeling 5E adventures. They are boring. I hope [I]Rage of Demons[/I] is a much better offering. [/QUOTE]
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