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*Pathfinder & Starfinder
First Impressions?
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<blockquote data-quote="Novem5er" data-source="post: 5920569" data-attributes="member: 57859"><p>It's been a long while since I've posted on EnWorld... probably since my group stopped playing 4e about 18 months ago. We actually liked 4e a lot, but got burned out with it due to the general complaints (combat taking forever, power bloat, etc).</p><p></p><p>I'm eager to see what 5e has to offer, so I've downloaded and spent the last few hours picking through it. I've got a couple of comments that I hadn't quite seen yet.</p><p></p><p>1. Monster HP - Gone are the uber-Kobolds of 4e. It looks like low level monsters can again be killed with a single hit by most classes. I'm happy about that because it should speed up combat as they promised.</p><p></p><p>2. Monsters also seem to have fewer "powers", which will also speed up the game... but I'm also a little concerned that some of the monsters are a little boring. It's a hard balance to strike, and only after playing will I know which side to come down on. I like that they gave most of the monsters at least something interesting (kobolds getting advantage if outnumbering, goblins get a basic sneak attack). But will it be enough?</p><p></p><p>3. The whole system seems a little "rules lite"... which I thought I was going to be positive about. After reading, and re-reading the How to Play manual... I can't help feeling "this is it?" I was expecting to be pooring over the crunch for a few hours... not learning the system in 20 minutes and then searching for more complexity.</p><p></p><p>On that last note, I think that what IS there is quality. I like the advantage/disadvantage. I like the background/theme mix and believe that it will open up a lot of great character ideas. I think the characters have some interesting actions available to them without suffering under power-bloat or the idea that everyone is equal at everything mechanically.</p><p></p><p>However, I still have to hold my tongue and believe that there IS more to the game design than what we are seeing in this limited play test manual. The "math" of the system might be a great change (see Monster HP above) and handing the DM more creative power can be a great thing for experienced DM's.</p><p></p><p>I can't help feeling that this more akin to 2.5 edition.... which is a bare-bones combat and RP system with some newer, forward thinking included to make it more modern. That not bad... I think?</p></blockquote><p></p>
[QUOTE="Novem5er, post: 5920569, member: 57859"] It's been a long while since I've posted on EnWorld... probably since my group stopped playing 4e about 18 months ago. We actually liked 4e a lot, but got burned out with it due to the general complaints (combat taking forever, power bloat, etc). I'm eager to see what 5e has to offer, so I've downloaded and spent the last few hours picking through it. I've got a couple of comments that I hadn't quite seen yet. 1. Monster HP - Gone are the uber-Kobolds of 4e. It looks like low level monsters can again be killed with a single hit by most classes. I'm happy about that because it should speed up combat as they promised. 2. Monsters also seem to have fewer "powers", which will also speed up the game... but I'm also a little concerned that some of the monsters are a little boring. It's a hard balance to strike, and only after playing will I know which side to come down on. I like that they gave most of the monsters at least something interesting (kobolds getting advantage if outnumbering, goblins get a basic sneak attack). But will it be enough? 3. The whole system seems a little "rules lite"... which I thought I was going to be positive about. After reading, and re-reading the How to Play manual... I can't help feeling "this is it?" I was expecting to be pooring over the crunch for a few hours... not learning the system in 20 minutes and then searching for more complexity. On that last note, I think that what IS there is quality. I like the advantage/disadvantage. I like the background/theme mix and believe that it will open up a lot of great character ideas. I think the characters have some interesting actions available to them without suffering under power-bloat or the idea that everyone is equal at everything mechanically. However, I still have to hold my tongue and believe that there IS more to the game design than what we are seeing in this limited play test manual. The "math" of the system might be a great change (see Monster HP above) and handing the DM more creative power can be a great thing for experienced DM's. I can't help feeling that this more akin to 2.5 edition.... which is a bare-bones combat and RP system with some newer, forward thinking included to make it more modern. That not bad... I think? [/QUOTE]
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