D&D 5E I'm playing both! - 5e vs Pathfinder 1e, a comparison

Please further expound on the following point:

3) Gold: Simply put, as a player, finding ways to spend your loot is a lot of fun. There is a fun "metagame" where between sessions you dream of what badass items your character is going to buy, its just a good, fun experience. Gold has very little value in 5e, and I have never really cared much about its acquisition.

I'm not very familiar with Pathfinder 1e. How does PF 1e (or PF 3e for that matter) handle finding things to spend your gold on better than DnD 5e?
 

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I'm not very familiar with Pathfinder 1e. How does PF 1e (or PF 3e for that matter) handle finding things to spend your gold on better than DnD 5e?

Because there's something defined (magic items) to spend your money on. In 5e you can barely buy magic items, I think the most expensive thing in the PHB is an elephant at 200 gold, and carousing only goes so far.
 

For me, simply put, Pathfinder is more fun as a player, but 5e is more fun as a DM. The thing that I think makes PF more fun is the ability to customize your character to be whatever you want in terms of multi-classing and feats. I know you said Pathfinder has a lot of feats, and I agree some are crappy ... so for me, I just ignore the crappy ones and choose the ones that fit the character the best. And I do agree about the Skills in PF being more of a nice middle ground, although I also think there should be fewer, but not as few as 5e.

The feats in PF is also what makes it harder to DM. Feats are basically about breaking the system. So as a DM, you learn the rules, but along come your players who choose these awesome feats that screw with your plans to challenge them, and they breeze through a combat a lot easier than you had anticipated. I suspect this was a big reason WotC chose to rein in feats with 5e.
 

I've been running 5E since the beginning and have recently started playing in a PF1 game myself... and my issue with PF is the same issue I had with 3E/3.5 at the time-- trying to fluff every single bit of game mechanics produces nothing but "mongrelfolk" storytelling of who our character is and what they are doing.

As @Flamestrike said... when your PC ends up being a "Ruby Knight Vindicator/ Warblade/ Crusader with Divine metamagic/ Persistent spells, spamming martial manouvers with Wraithstrike"... those words end up meaning nothing. For the fluff of the story to actually work with the mechanics of rolling dice we need to visualize in our mind's eye just how things look and what is happening. When it's as simple as visualizing that this particular d6 I'm rolling is a "handaxe" rather than a "shortsword"... everything is hunky dory. We easily suspend our disbelief. But when our sheet is filled with 37 different class features and feats, all of which give a +1 bonus here, a +1 bonus there... but all of them are fluffed to actually represent something in the game world? It just become a morass of stuff we just ignore.

My PC has a +1 to AC due to the "Dodge" feat. But I have never not once once ever though my character was a agile, "dodging" type of person. Why? Because that point of AC was added to everything else that raised my AC score and it's no longer referenced as a dodge, it's just that my AC is higher. I also have a +1 to weapon damage rolls due to "Arcane Strike". But on my sheet my longsword is written as "1d8+4". So I have to remind myself that my weapon is slightly magical doe to my character infusing some magic into it. Which would be fine... if I didn't have to try and remember the other 35 other things that are all fluffed out in a hodge-podge of "story effects" that when combined as a whole... do absolutely nothing to define who your character is.

And that's why I find I much prefer 5E feats of the "non-half feat" variety. I don't want seven abilities from seven different 3E/PF feats with seven different names and "story", none of which combine together to form any sort of visual cohesion of character. I want seven abilities all under the one fluff heading of "Observant", so that way my character can be known as the observant one of the group and that story fluff becomes an integral part of my character's identity. (And this is also why I see people here on the boards who constantly try and split feats up into half-feats + ability score bonuses as going exactly in the opposite direction of what I think feats should be, and I keep screaming in my head at them "No, no, no! Wrong way! Other way! Go the other way!" :) ).

So yeah... to make a long story short (Too late!)... I am a proponent of 5E's grouping of more abilities under single headings that define who you are than the smorgasboard nitpicking of tiny feature here, tiny feature there. Yes, you might be able to get your mechanical expression in exactly the place you want it... but the stories that define those expressions will have been like mixing all the different-colored paints together at once to create this goopy, ugly, grey color that no one would actually want to paint with.
 

Because there's something defined (magic items) to spend your money on. In 5e you can barely buy magic items, I think the most expensive thing in the PHB is an elephant at 200 gold, and carousing only goes so far.

I guess with core 5e (PHB, DMG, MM) that's true, but Xanathar's gives rules for buying and creating magic items as well as other downtime activities to spend gold on.

That said, in my game I still added third-party material, like Strongholds & Followers by Matt Coleville and some modified faction and leveling rules to give more options for GP. It makes downtime a mini-game that we play between sessions by e-mail.
 

Because there's something defined (magic items) to spend your money on. In 5e you can barely buy magic items, I think the most expensive thing in the PHB is an elephant at 200 gold, and carousing only goes so far.

I had a party buy a village (it came attached to a manor house). Obviously not every party will want to invest in real estate, but there are ways to relieve them of their money--or use the prospect of more money as motivation.
 

So I've been very fortunate that while Covid has created a rough outdoor social life, my remote gaming life has gotten better. For the first time I've gotten to play a 5e campaign and a pathfinder 1e campaign at the same time. Its been a fun and interesting experience playing both, and of course you inevitably want to compare and contrast them to ask...who did it better? So here are a few notes:

Pathfinder Strengths

1) Skills: I think Pathfinder hit a good middle ground between 3.5's sometimes clunky class/cross class system and 5e's "fire and forget" skill design. In Pathfinder skills are pretty straightforward but you still get more of a progression and a sense of evolution compared to 5e. It also helps to make Int less of a dump stat.

I will disagree here. I think that 3.x and PF's skill systems give a false sense of progression and risk pushing bonuses off the die. Having +20 by level 10 is just silly, and while the game tells you that DCs are supposed to be fixed, in reality they just aren't. Knowledge, lock, trap and search DCs increase in modules all the time as level increases, so you do have to keep investing just to keep up. And in the case of opposed skills, it's essential for you to keep investing to keep up. I also think PF has too many skills, and that PF's skill system benefits multiclassing, and I'm not a fan of adding even more benefits to multiclassing. It's been awhile since I played PF, however, so I may be misremembering how the skill system worked. The game still has the problem that untrained skill checks were worthless after about level 5.

I do agree that Int is a dump stat in 5e and that that is a design problem.

2) Monster Design: My notes here also stem from my long dming experience running 3.5 and 5e games. In general, 5e monsters suffer two main issues:

a) Easy Mode: Monsters at base simply do not have enough offense... I routinely have to upgrade my own monsters to be even remotely threatening to a party, or I have to use lots of monsters which slows down the game. But in general, I find most monsters in 5e are hilariously under CRed once your working with level 5 or higher parties.

b) No big "punch" abilities: So I had an interesting direct comparison on this one, as I fought a vampire in each campaign. For the 5e party...it was just another monster. In pathfinder, we were terrified. We planned special tactics, special buffs spells, the works. It wasn't a fight, it was survival. In other words, I miss negative levels. Now, pathfinder improved on 3.5 in this manner, Negative levels for example can for multiple days depending on roles, but are never permanent. This creates the horror factor for the party without the risk of permanently screwing them.
Funny enough the closest equivalent I have seen in 5e is fatigue, and that comes up in monsters very rarely (if at all). 5e ability are short lived, and don't have the same bite. Consequently, while not all fights are the same, the monster design doesn't shake up combats in the same way they do in pathfinder.

I tend to agree. 5e's design is to direct DMs to nickle and dime the PCs with small encounters so that they will be more likely to take short rests. That's necessary because if all your PCs do is long rest, then Fighters, Warlocks and Monks don't get as many ability uses as they ought to. The game chooses to make encounters easy (and therefore boring to some tables) in order to facilitate the inequalities of the rest mechanics. It's not a design without merits, but it's still deeply flawed.

3) Gold: Simply put, as a player, finding ways to spend your loot is a lot of fun. There is a fun "metagame" where between sessions you dream of what badass items your character is going to buy, its just a good, fun experience. Gold has very little value in 5e, and I have never really cared much about its acquisition.

I agree that there's very little to do with gold once you've bought full plate in 5e, but I don't agree that allowing the purchase of magic items is better. I think that makes the players extraordinarily greedy, and while that might be realistic it's not really the kind of emotions I want my game to be based around. I don't think giving the PCs a giant catalog of abilities that are only limited by their access to in-game currency is a good model. I think the 3e/PF model makes it much more fun to build a character, but I don't think it makes it more fun to play a character. I actually think that's a pretty consistent criticism of 3e/PF in general. And 4e, for that matter. 5e is the first edition since 2e where playing the game is more fun that making a character.

4) Spells: Sometimes going on a buff fest of spells is just a lot of fun. I understand 5e's desire to curbtail this, especially at high levels.... but you know it feels so powerful and cool to get 3 or 4 buffs through on your character and feel like superman for a few minutes. I think 5e lost that a bit with an overly restrictive concentration mechanic.

I'm also dissatisfied with concentration. I'm okay with being limited to one buff, but I don't think the 5e designers spent remotely enough time on spell design. They just made everything (virtually everything) that has a duration require concentration without really thinking about it. I think my real problem now is that while I think allowing concentration to be spoiled by damage is a great rule for NPCs, I think it's a terrible rule for PCs. I also think that it's a bad design to create spells that require an attack roll or initial save, and require concentration, and then grant a save every turn. It's so, so easy for 5e casters to use a spell and have it do literally nothing at all. That's such bad feels.

5) Archetypes: Something Pathfinder introduced was the Archetype concept, which basically is almost like a sub sub class. Effectively you trade a few class abilities for a few other abilities, otherwise the core class chassis remains the same. Several of my fellow players have archetypes, and I think its a great way to shake up the core classes in a way that doesn't break the bank.

I think this is coming to 5e in the form of alternate class features. However, on some level I like that 5e doesn't put so much effort into the character building minigame. I think that's a little detrimental to the game.

However, I think the real problem is that the game has moved away from granting abilties as a result of things your character did in game. Instead, you gain new abilties because of external books and system mastery. That's rewarding from a game-lover's perspective, but not everybody playing D&D loves to play games. I think that's why 5e did better; it's a good game and not a good game for gamers.

5e Strengths

1) Feats: My god, does Pathfinder have a lot of crappy feats. So...many....crappy feats. There are feats in there that are so watered down and specific that I wouldn't give them to my most niche one off NPCs, let alone a PC. 5e feats are generally meatier and more interesting.

Agreed, although 5e's feats also have a very wide range of potency. I think feats are essential to keep the Champion Fighter interesting in actual play, but beyond that I actually kind of don't like that they're there at all. I think I much prefer the idea of alternative class features.
I would like to see all subclass selection moved to level 1 so that every subclass could modify a class's proficiencies and skills without being weird in actual play. I think that's a clear, if trivial, design error in 5e.

2) Combat Flow: Its amazing to me how 2 little rules changes can make such a big impact:

a) A player can take their action at some point in their move, and then continue the move.

b) A player can do 1 object interaction for free every round.

5e combats feel like more of a dance than pathfinder's. The players just "do things", and they happen. I have watched so many pathfinder arguments about X square, and this position, and can I open the door and run out and attack, and xyz. Those two little rules changes fixed at least half of the rules arguments I have seen at the pathfinder table. I feel like this is an area where 5e's "rule" removes so many other rules, and really for the improvement of the game.

Agreed, although I think the item interaction rules in even 5e are a little too strict if taken literally. Namely, thrown weapons and multiple attacks is pointlessly nerfed by the item interaction rules. 5e correctly moves away from being a strict minitatures combat game and moves back to "eh, there's a referee at the table how about we let him be a referee?"

3) Magic Items: I do think Pathfinder still suffers the 3.5 legacy of "you get a belt for this, and a hat for that, and shoes for X", that even by 5-6th level you already look like a christmas tree, with a bag full of scrolls along with it. 5e magic items are intentionally rarer and often more interesting, and I think the game is better for it.

I would agree, but in the last few years the official modules have been ridiculously stingy. Exploring a dungeon with only gold and consumable items for loot feels awful when gold has no use. It feels like, "why am I still adventuring here?"

I will never get over the fact that we got to like dungeon level 8 or 9 in Dungeon of the Mad Mage and the only things we had found were: (a) potions, (b) scrolls, (c) a wand of detect secret doors, (d) a wand of fireballs, (e) a sword of sharpness -- which is an awful magic item in 5e, BTW -- that was sentient, stuck in a green dragon's head, and that green dragon was the ally of a druid who lived like 500 ft away who could cast like 8th level spells, and (f) half of a boots of elvenkind. Yes, just one boot.

4) Spells: While I don't like concentration, I do think 5e improved spells in a number of ways over pathfinder. I think removing caster level from range and duration was a good move. Pathfinder is a little more dynamic with this at the beginning (going from a 1 round duration to a 3 round is a big deal)...but in the long run, I like that in 5e, I cast my spell, it lasts 1 minute (aka a combat). Simple, fire and forget, let me return to what I care about. Same with spell DCs and ranges... our poor pathfinder DM keeps having to remind people "now remember that's a second level spell not your third one, so the DC is 1 lower". The mechanics of spellcaster in 5e are just smoother.

Yeah, this is a major improvement. Having spellcasters have 4 or 5 ways they improve was not a good design.

5) Range: The problem with range has traditionally been... it makes half of your party feel weak/useless (unless you have a party of archers). Now when your ranges are in the 150-200 ish level, well then your melee guys can rush in and combats still are dynamic. 5e recognizes this, and attempts to keep most ranges within the 100-150 range (bows are the exception and honestly I really wish they were shorter, 300 would be fine... ask any professional archer, they will tell you that 600 feet hit ranges are just ridiculous).

But in pathfinder you can still get long range spells from 400-500 feet away which creates a lot more weirdness and sometimes boredom in the combat.

I can't say that I ever had this problem on a consistent basis.

Overall

In general, I think 5e is the more polished system, its cleaner and smoother. However, 5e also tossed a bit of baby with its bathwater, and there is a wonderous variety of options in Pathfinder that as a player you do start to miss. From a DM standpoint, I think 5e is the easier system to run, and I think its the harder system to keep it fresh and engaging for veteran players (with pathfinder you can simply find a new monster or item to create a radically different combat or experience).

All in all...they are both good, it just depends on what you are looking for. If I was going for the "perfect version"... I think I would take Pathfinder as the base (with its loads of options already provided)...and then start systematically swapping out components for 5e rules (such as the combat rules I mentioned, those could be easily adapted to the pathfinder chassis). You could probably keep most of what makes Pathfinder fun, but easily remove its biggest blemishes with a few key 5e inspired rules changes.

I wouldn't run Pathfinder anymore because the DM overhead is too great for NPCs. I don't want to play the 3e/PF character building minigame every time I want an NPC. Don't get me wrong, I think that 5e needs more and better and better organized NPC blocks even after Volo's and Mordenkainen's, and I think 5e needs more 4e style NPCs and less "oh and also it's a 5th level spellcaster".
 

Please further expound on the following point:



I'm not very familiar with Pathfinder 1e. How does PF 1e (or PF 3e for that matter) handle finding things to spend your gold on better than DnD 5e?
3E/PF1 magic items are actually intended to increase a character's power and defense. A +1 here and a +1 there to AC, saves, damage effects and so on. In a sense, buying equipment is just another way to enhance your character adding to the chargen mastery that is fore front of 3E/PF1 system.

One problem, of course, is this wasnt clear to many players. I had an old school GM who believed magic items should be super rare. When the players kept getting TPK'd at level 8 with nothing but masterwork gear, he kept blaming their tactics. He refused to read into wealth by level and the intended purpose of magic items in relation to character power. So this could be an issue, particularly with former 1E/2E players.

Magic item necessity also was frowned upon by some well experienced gamers with 3E/PF1. They would refer to the issue as the "x-mas tree" effect. Basically, every character was the sum of their magic item collection instead of being a strong magical bad ass of their own will.

All that aside, many players looked forward to finding a new piece of gear to enhance their character. It was a fun mini-game that gave adventuring a little risk/reward aspect to it. Also, it worked as a downtime activity to create or buy that coveted item to give you a new boost to use in combat and adventuring.

5E approached the issues folks had with 3E/PF1 by reducing greatly the need for magic items. The added buffs were baked into regular chargen, so the need for boosted items was eliminated. So now folks have the opposite problem of they want to earn gold and buy cool items, but 5E doesnt really support that out of the box.
 

As @Flamestrike said... when your PC ends up being a "Ruby Knight Vindicator/ Warblade/ Crusader with Divine metamagic/ Persistent spells, spamming martial manouvers with Wraithstrike"... those words end up meaning nothing. For the fluff of the story to actually work with the mechanics of rolling dice we need to visualize in our mind's eye just how things look and what is happening. When it's as simple as visualizing that this particular d6 I'm rolling is a "handaxe" rather than a "shortsword"... everything is hunky dory. We easily suspend our disbelief. But when our sheet is filled with 37 different class features and feats, all of which give a +1 bonus here, a +1 bonus there... but all of them are fluffed to actually represent something in the game world? It just become a morass of stuff we just ignore.

My PC has a +1 to AC due to the "Dodge" feat. But I have never not once once ever though my character was a agile, "dodging" type of person. Why? Because that point of AC was added to everything else that raised my AC score and it's no longer referenced as a dodge, it's just that my AC is higher. I also have a +1 to weapon damage rolls due to "Arcane Strike". But on my sheet my longsword is written as "1d8+4". So I have to remind myself that my weapon is slightly magical doe to my character infusing some magic into it. Which would be fine... if I didn't have to try and remember the other 35 other things that are all fluffed out in a hodge-podge of "story effects" that when combined as a whole... do absolutely nothing to define who your character is.

A lot of people will direct these criticism at the 3e/PF family of D&D editions, but a lot of it is self-inflicted. Yes, the game allows this sort of mechanical frankensteining of bonuses and powers - but it's a style of play you have to pursue to do it. And it's a style of play not required by the game itself. It just won't stop you or limit you from engaging in it - that's up to the gamer group to decide.
 

A lot of people will direct these criticism at the 3e/PF family of D&D editions, but a lot of it is self-inflicted. Yes, the game allows this sort of mechanical frankensteining of bonuses and powers - but it's a style of play you have to pursue to do it. And it's a style of play not required by the game itself. It just won't stop you or limit you from engaging in it - that's up to the gamer group to decide.

A lot of people will try to shield criticism of the 3e/PF family by overt victim blaming. D&D was designed to be challenge-focused and a team game.

Yes, you can arbitrarily start playing baseball with all the fielders sitting down when the pitcher pitches because you find sitting more convenient. But this doesn't mean that doing so is within the spirit of the game. Meanwhile if you're playing princes of the universe, born to be kings, fighting for survival in a world with the darkest power (which is a big part of the D&D experience) then your assertion is that "you can not fight for survival that hard" - something that inhibits the roleplaying of many of us.

Yes you can use the 3.X family and not look for bonuses. But this changes your experience to one where you are not taking the challenge seriously either in character or out. Which of course hinders roleplaying unless the challenge isn't intended to be taken seriously.
 

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