Jester David
Hero
That AP felt like they were afraid to push the envelop and do something very different.However, I'm assuming that PF fans could more or less agree on the type of game they'd want to play, that is why they're playing PF. Even in the Strange Aeons AP (or was it Horror Adventures?), the writers flat-out said, that despite the horror/Lovecraftian angle, it is still PF, with all its assumed stuff and distinct playstyle.
Okay, it shouldn't be Call of Cthulhu but Paizo's adventures are curiously predictable with their mandatory dungeon crawls in every part. Really, I imagine the default playstyle has as much to do with their inability to vary the game that much.
PF is literally a retooled 3e retroclone... People are generally playing it, because they like to play a 3e style game.
That's how it started. That's what the people buying the original print run (and the rapid second print run) wanted. But what about the people who bought the third print run, a year or so after? Or the fourth? Or the fifth? Each print run getting larger and larger.Again, it's literally a D&D 3.75 for those who didn't want to play 4e... Why should we pretend that it is a totally independent thing from D&D?
When the game started it was a bunch of people who didn't want to upgrade to 4e. But now it has an audience of its own. Arguably a larger audience.
Even if it's not and the vast majority of Pathfinder fans are former 3e fans... that's not a sustainable audience. It's not like they're making more 3e fans. Invariably some will die or leave gaming or switch to other games. That's not a long term audience. It has to strike a balance between appealing to that original core audience and the (probably larger) percentage of newcomers.
Minor tweaks aren't a whole edition. They're a fanbrew PDF of house rules and revisions.Why bother? Because some cleaning up and minor tweaking could make the game better in what it does, without changing it profoundly, and that is enough of a goal.
If Pathfinder Revised is just going to be minor tweaks... then, yeah, why bother?
After all, this ignores a lot of the underlying flaws of the system. Like how high level monsters have ridiculous numbers of feats and their saves are ridiculous. Or how play just breaks down for a full third of the levels. Or how characters get five attacks, one of which can only miss on a 1 and the last can only hit on a "20".
There's a lot of just plain bad math in the game. Almost as if it's based on rulebooks being written by different people at the same time who were only half-coordinating.
The designers of Pathfinder have talked about legacy mechanics they wish they hadn't included. Jason Bulhman discussed how swift action just slowed down the game and probably weren't necessary. There was a lot of stuff that was included just because they promised Pathfinder would be largely backwards compatible. Ditto Starfinder, which is ridiculously conservative in its design. I've seen numerous 3PP that went farther with the system (such as Star Wars Saga, which predates Pathfinder by a couple years).
That sounds like one of the dozens of "D&D with a twist" campaign setting/ RPG hybrids that was released during the 2000s. (My favourite was Midnight. Great setting.)Maybe, but maybe that's not the point. The point might be making a specific game, or rather, a specific version of D&D, to a specific audience who like that game's style and its bells and whistles.
Have you ever made a CR 8 monster following all the rules? It's a pain in the ass. And there's inevitably a mistake in the math. Have you ever looked at the errata documents Paizo APs? Pretty much every other statblock has a major math error in it. And those are done by professionals and heavily edited.But you're aware that some people, even in this thread, like things like PCs and monsters/NPCS working the same, or the more minutae simulation and such?
There benefits are outweighed by the costs.
Even Paizo seems to think so, since they went with the Unchained simple monsters for Starfinder. Pretty much the only rule from that book to make it into SF...
So... you're saying there's a market for such a product? A niche to be filled?Besides, 5e promised that famous modularity and didn't deliver to this day.

It kinda is. To a lot of people it is. Other than the gods, find one bit of Golarion lore in, oh, say the first six hardcover books.PF isn't a generic system, like GURPS, or Savage Worlds.
Which begs the question: should it drop the pretence of being generic and double down on being the Golarion RPG?
So don't use them.I just don't like directly scene and story-altering narrative elements in general, thus I wouldn't want to see them in PF.
It's always easier to ignore a secondary mechanic than it is for a non-designer to create one and work it into the game. Those mechanics should be there for people who like them but not so baked in (i.e. included in feats and class features) that it's tricky to play without.
There's a lot of great ideas in modern games. Like the non-binary success of Genysis/ FFG Star Wars. Or that same game system's back-and-forth Force Point system that allows you to boost a dice and/or manipulate the story. Or Star Trek Adventures' Momentum system, where you pool points from extraordinary successes that can be used to boost future rolls or, again, alter the narrative.Ah, yes, the false presumption of roleplaying evolution... Honestly as I see it, that "evolution" didn't make games better, objectively. It made different kinds of games possible and that's a good thing, but that doesn't mean they are better and in no way I think those "modern design elements" (ie: narrative systems) have to or even should be incorporated into every game today. They are not an upgrade, in my eyes, but a sidegrade. Some people like them, some don't.
Shadowrun, for example, went more-or-less with the same system since its inception. It got improved, tweaked, at some parts simplified, but in essence, it remained the same and that is good, IMO. That it has a more rules-light, narrative version, Anarchy is a good thing too. Different people, different tastes.
I'm not sure I agree with the argument "games haven't evolved. Look at this one example of a game with 30 years of history and how it hasn't changed."
Yeah, of course Shadowrun is similar. It has a legacy. It has six-and-a-half editions. Pathfinder doesn't have that. It doesn't have the burden of three or four very similar editions.
Except that it's second by a wiiiiiiiiiide margin. Really, it's fourth behind Homebrew D&D, FR D&D, and Critical Role D&D.The fact that PF is still the secondbiggest game, after 8 years and that 3.5 is pactically the third biggest, despite not being supported shows that a significant ammount of people like that kind of game, including me. So no, I don't want it to change profoundly, under the false pretense of "making it more modern", but I want it to be better in what it does.
Given how D&D is an order of magnitude bigger... isn't it a good idea to target some of those fans? Try to appeal to the ones tired of PF1 but unhappy with 5e?
After all, some percentage of fans left PF for 5e. And not all fans will convert from a PF1 to a PF2, as a 100% conversion rate is crazy implausible. So, by default, PF2 will be less popular than PF1 unless it can reach new fans and grow its audience. It has to get new fans from somewhere...