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Design issues with 5e
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<blockquote data-quote="500 Toads" data-source="post: 9873169" data-attributes="member: 7056434"><p><em>gestures in the direction of Pathfinder 2E</em></p><p></p><p>You could actually preserve certain D&D 5E-ish notions like bounded accuracy if you used PF2e w/ the optional "Proficiency Without Level" rules; keep the focus on heroic adventuring by dropping the fluffier less-adventuring-focused archetypes and skill feats; drop the rune progression via the optional "Automatic Bonus Progression" rules; if you don't mind the balance implications, use D&D 5E's prepared casting / spontaneous casting systems as well as treating everything as signature spells (heightening at will) etc rather than using PF2e's closer-to-Vancian system.... and, of course, ignore the "wounded" rules if you have no problem with "yo-yo healing", and disallow/limit Treat Wounds resource-less healing if you still want hit point attrition to be a significant problem when not pressed for time.</p><p></p><p></p><p>That said, if you're going to pick <em>one</em> major, compatibility-breaking thing from it... given how often people complain about character customization options while others complain of balancing issues from multiclassing shenanigans -- it'd be using a class feat / skill feat system rather than hardlocking class features to specific choices at specific levels. This, in turn, would enable PF2e-style archetype-based multiclassing, which (1) allows a great deal of customization, (2) still lets you keep full progression in your class for base features (e.g. spell slot progression), (3) forces a choice between taking class feats or archetype feats, and (4) makes it easier to restrict or delay class features for those who didn't take it as their <em>actual</em> class -- i.e. a class feature may be only available at a higher level or potentially not at all for somebody who only gained access via archetype.</p></blockquote><p></p>
[QUOTE="500 Toads, post: 9873169, member: 7056434"] [I]gestures in the direction of Pathfinder 2E[/I] You could actually preserve certain D&D 5E-ish notions like bounded accuracy if you used PF2e w/ the optional "Proficiency Without Level" rules; keep the focus on heroic adventuring by dropping the fluffier less-adventuring-focused archetypes and skill feats; drop the rune progression via the optional "Automatic Bonus Progression" rules; if you don't mind the balance implications, use D&D 5E's prepared casting / spontaneous casting systems as well as treating everything as signature spells (heightening at will) etc rather than using PF2e's closer-to-Vancian system.... and, of course, ignore the "wounded" rules if you have no problem with "yo-yo healing", and disallow/limit Treat Wounds resource-less healing if you still want hit point attrition to be a significant problem when not pressed for time. That said, if you're going to pick [I]one[/I] major, compatibility-breaking thing from it... given how often people complain about character customization options while others complain of balancing issues from multiclassing shenanigans -- it'd be using a class feat / skill feat system rather than hardlocking class features to specific choices at specific levels. This, in turn, would enable PF2e-style archetype-based multiclassing, which (1) allows a great deal of customization, (2) still lets you keep full progression in your class for base features (e.g. spell slot progression), (3) forces a choice between taking class feats or archetype feats, and (4) makes it easier to restrict or delay class features for those who didn't take it as their [I]actual[/I] class -- i.e. a class feature may be only available at a higher level or potentially not at all for somebody who only gained access via archetype. [/QUOTE]
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