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<blockquote data-quote="Jester David" data-source="post: 7359412" data-attributes="member: 37579"><p>This reductively assumes there is a single audience that wants a single thing, which by the sheer diversity of campaign types and optional rules is demonstratively not true. </p><p>3e is an almost twenty-year-old game. Pathfinder Revised has to be designed as a modern game or why bother? If we want a slightly retooled 3e retroclone there’s a bazillion 3PP on the market already...</p><p></p><p>D&D is tied to the past because it has a forty year legacy. Pathfinder has no such obligation to retain the sacred cows of 1974 and can do its own thing. If they can’t move forward and break away from legacy mevhamivcs they should just move to making 5e 3PP... They’ll sell waaaaay more copies if they shift to 5e Golarion books.</p><p></p><p>Pathfinder Revised should move forward with more flexibility, enabling GMs to more easily make the game their own. One game; many different paths. </p><p>But one of those paths should be adding minis and tactical combat. Replicating the feel of default PF1 gameplay but faster and more balanced should be a major design goal. </p><p>There’s a lot of people who want a much more balanced game than Pathfinder, like 5e, but more robust in builds and options than is doable in 5e. Pathfinder could fill that middle ground nicely, taking a step back from the complexity and number porn but not going as far as 5e. </p><p>(For example, they could halve the attack bonus & AC increases between level 1 and 20 reducing the gains but still having waaaay more bonuses than 5e.)</p><p></p><p>As far as being a narrative game that’s not what I said. It should still be strategic/ tactical, but it can add some narrative elements and roleplaying mechanics, going a step beyond 5e. <em>13th Age</em> shows you can strike an a balance between fun narrative plots tweaking mechanics and strategic play. </p><p>After all... it’s not 1999 anymore and Pathfinder doesn’t have to be designed like the last two decades of game evolution hasn’t happened.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7359412, member: 37579"] This reductively assumes there is a single audience that wants a single thing, which by the sheer diversity of campaign types and optional rules is demonstratively not true. 3e is an almost twenty-year-old game. Pathfinder Revised has to be designed as a modern game or why bother? If we want a slightly retooled 3e retroclone there’s a bazillion 3PP on the market already... D&D is tied to the past because it has a forty year legacy. Pathfinder has no such obligation to retain the sacred cows of 1974 and can do its own thing. If they can’t move forward and break away from legacy mevhamivcs they should just move to making 5e 3PP... They’ll sell waaaaay more copies if they shift to 5e Golarion books. Pathfinder Revised should move forward with more flexibility, enabling GMs to more easily make the game their own. One game; many different paths. But one of those paths should be adding minis and tactical combat. Replicating the feel of default PF1 gameplay but faster and more balanced should be a major design goal. There’s a lot of people who want a much more balanced game than Pathfinder, like 5e, but more robust in builds and options than is doable in 5e. Pathfinder could fill that middle ground nicely, taking a step back from the complexity and number porn but not going as far as 5e. (For example, they could halve the attack bonus & AC increases between level 1 and 20 reducing the gains but still having waaaay more bonuses than 5e.) As far as being a narrative game that’s not what I said. It should still be strategic/ tactical, but it can add some narrative elements and roleplaying mechanics, going a step beyond 5e. [I]13th Age[/I] shows you can strike an a balance between fun narrative plots tweaking mechanics and strategic play. After all... it’s not 1999 anymore and Pathfinder doesn’t have to be designed like the last two decades of game evolution hasn’t happened. [/QUOTE]
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