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D&D 5e Post-Mortem
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<blockquote data-quote="payn" data-source="post: 9100991" data-attributes="member: 90374"><p>I have been thinking a lot about 5E and PF2 in comparison. Im kind of bugged by PF2 in a way that maybe you are about 5E. I think it rolls into my love of 3E/PF1 and perhaps your enjoyment of 4E too. I believe BA lowers the ceiling of possible encounter challenges allowing the players to punch up. I believe PF2 instead lowers the floor so that there always remains a challenge ahead of you. </p><p></p><p>There is also the tactical puzzle piece of the conundrum. Many editions have been built around the idea of PCs working in tandem to synergize their abilities and solve the tactical challenge before them. In 5E its always an option, but entirely unnecessary. A group wont last in PF2 unless they engage the tactical piece in most encounters; certainly any at the severe/extreme level. </p><p></p><p>I think the default challenge of 5E is easy/normal were in other games, like PF2, its normal/hard. I tier the difficulty because I think there are some things a GM can do to make a games default difficulty edge upwards. Speaking again to the above, I think BA pushes favor in the players direction, but PF2 leveling system pushes it away. </p><p></p><p>This is an area I find is up to perspective and taste. I dont think anything about 5E stops it from being interesting long term, and narrative games certainly can be designed for the long haul. I could, for instance, play a 3E E6 game for years as long as the GM keeps the narrative engaging, the stakes interesting, and the challenges appropriate. I also love Traveller a game thats progression is much much flatter than D&D, but can keep me engaged for the long haul. </p><p></p><p>On this we are in agreement. The 6-8 encounters a day expectation is bananas. I think this is a byproduct of mixing long and short rest mechanics. More likely due to the mix of classes who rely heavily on one or the other. I have long believed the game should either be focused on the adventuring day and resource attrition (long rest), or focused on being encounter based (short rest). Mixing the two has not yielded good result, IME. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9100991, member: 90374"] I have been thinking a lot about 5E and PF2 in comparison. Im kind of bugged by PF2 in a way that maybe you are about 5E. I think it rolls into my love of 3E/PF1 and perhaps your enjoyment of 4E too. I believe BA lowers the ceiling of possible encounter challenges allowing the players to punch up. I believe PF2 instead lowers the floor so that there always remains a challenge ahead of you. There is also the tactical puzzle piece of the conundrum. Many editions have been built around the idea of PCs working in tandem to synergize their abilities and solve the tactical challenge before them. In 5E its always an option, but entirely unnecessary. A group wont last in PF2 unless they engage the tactical piece in most encounters; certainly any at the severe/extreme level. I think the default challenge of 5E is easy/normal were in other games, like PF2, its normal/hard. I tier the difficulty because I think there are some things a GM can do to make a games default difficulty edge upwards. Speaking again to the above, I think BA pushes favor in the players direction, but PF2 leveling system pushes it away. This is an area I find is up to perspective and taste. I dont think anything about 5E stops it from being interesting long term, and narrative games certainly can be designed for the long haul. I could, for instance, play a 3E E6 game for years as long as the GM keeps the narrative engaging, the stakes interesting, and the challenges appropriate. I also love Traveller a game thats progression is much much flatter than D&D, but can keep me engaged for the long haul. On this we are in agreement. The 6-8 encounters a day expectation is bananas. I think this is a byproduct of mixing long and short rest mechanics. More likely due to the mix of classes who rely heavily on one or the other. I have long believed the game should either be focused on the adventuring day and resource attrition (long rest), or focused on being encounter based (short rest). Mixing the two has not yielded good result, IME. YMMV. [/QUOTE]
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