Dragonblade
Adventurer
So with the news that Monte Cook is coming back to WotC R&D, I've been thinking about what I'd like to see in 5e. I have played both Pathfinder and 4e extensively and there are elements of both games that I'd like to see in a Fifth Edition.
Starting off, here is what I LOVE from each game:
4e
Saves as defenses
Implements that add magical attak/damage bonuses instead of having charges
Static HPs
Point Buy
Self-contained monster stat blocks
Saving every round vs. spells/conditions
Healing Surges
Inherent bonuses to remove magic item dependency
Consolidated skill system
Heroic/Paragon/Epic tier support
DMG chart of expected monster bonuses/damage output per level
Codification of status effects
Combat Advantage mechanic
No cascading buffs
Rituals
Immediate/Standard/Move/Minor action system
Action Points
1/2 level bonus to defenses/attacks/skills
Skill training rules
Pathfinder
Distinctive and unique classes
Distinctive and flavorful magic items
Rule books that are fun and enjoyable to read
Wide variety of flexible spells
Multi-classing
Equally easy to run both narrative and mini based combat
CMB/CMD based maneuver system
And here is what I HATE about each:
4e
Minis are required
Powers are too limiting/fiddly
Rituals are cool, but need some that can be combat applicable
Powers and classes are cookie cutter/feel the same
Magic items are too fiddly/limited
Horribly limited multi-classing/hybrid rules
Rule books that are boring to read
No mid-combat encounter power refresh mechanic
Pathfinder
Random HP and hit dice
Too many fiddly combat rules that serve little purpose other than to annoy: (Crit confirmation rolls, can only charge in a straight line, double counting diagonal movement, etc.)
Save or Lose mechanics
Magic item dependency
15 minute adventuring day
Wizards with crossbows
As you can see there is a lot I like about 4e, but the mini's are mandatory, cookie cutter classes and fiddly powers really really kills it. This is where the "4e feels like a boardgame" meme really comes from.
Pathfinder really excels with fun, flavorful, and unique classes. My only complaint is that too many classes powers rely on a daily refresh mechanic as opposed to something a bit more encounter based.
My idealized 5e would probably use the base 4e combat and monster rules as its core engine, but would bring in the more flavorful and unique Pathfinder style classes and multi-classing rules.
So drop the power system and the cookie cutter builds, but keep healing surges, static HPs, and retool the refresh mechanics of the powers so that not everything is tied to a once per day refresh. Create some at-will style base attacks so that wizards never need to resort to crossbows. Also strip out the movement tied powers and all the references to squares to bring back the flexibility to shift between narrative and tactical combat that Pathfinder does well. Keep the diversity of spells and magic that Pathfinder offers but rebalance for a system that allows the 4e style of saving every round.
Make inherent bonuses a core rule, and make magic items both rare and powerful with enhancement bonuses that overlap but don't stack with inherent bonuses.
I'll also give a shout out to M&M 3e which actually offers the flexibility of Fort/Ref/Will saves that act as defenses or as rolls depending on the situation. Thats also something I'd like to see in 5e.
Starting off, here is what I LOVE from each game:
4e
Saves as defenses
Implements that add magical attak/damage bonuses instead of having charges
Static HPs
Point Buy
Self-contained monster stat blocks
Saving every round vs. spells/conditions
Healing Surges
Inherent bonuses to remove magic item dependency
Consolidated skill system
Heroic/Paragon/Epic tier support
DMG chart of expected monster bonuses/damage output per level
Codification of status effects
Combat Advantage mechanic
No cascading buffs
Rituals
Immediate/Standard/Move/Minor action system
Action Points
1/2 level bonus to defenses/attacks/skills
Skill training rules
Pathfinder
Distinctive and unique classes
Distinctive and flavorful magic items
Rule books that are fun and enjoyable to read
Wide variety of flexible spells
Multi-classing
Equally easy to run both narrative and mini based combat
CMB/CMD based maneuver system
And here is what I HATE about each:
4e
Minis are required
Powers are too limiting/fiddly
Rituals are cool, but need some that can be combat applicable
Powers and classes are cookie cutter/feel the same
Magic items are too fiddly/limited
Horribly limited multi-classing/hybrid rules
Rule books that are boring to read
No mid-combat encounter power refresh mechanic
Pathfinder
Random HP and hit dice
Too many fiddly combat rules that serve little purpose other than to annoy: (Crit confirmation rolls, can only charge in a straight line, double counting diagonal movement, etc.)
Save or Lose mechanics
Magic item dependency
15 minute adventuring day
Wizards with crossbows
As you can see there is a lot I like about 4e, but the mini's are mandatory, cookie cutter classes and fiddly powers really really kills it. This is where the "4e feels like a boardgame" meme really comes from.
Pathfinder really excels with fun, flavorful, and unique classes. My only complaint is that too many classes powers rely on a daily refresh mechanic as opposed to something a bit more encounter based.
My idealized 5e would probably use the base 4e combat and monster rules as its core engine, but would bring in the more flavorful and unique Pathfinder style classes and multi-classing rules.
So drop the power system and the cookie cutter builds, but keep healing surges, static HPs, and retool the refresh mechanics of the powers so that not everything is tied to a once per day refresh. Create some at-will style base attacks so that wizards never need to resort to crossbows. Also strip out the movement tied powers and all the references to squares to bring back the flexibility to shift between narrative and tactical combat that Pathfinder does well. Keep the diversity of spells and magic that Pathfinder offers but rebalance for a system that allows the 4e style of saving every round.
Make inherent bonuses a core rule, and make magic items both rare and powerful with enhancement bonuses that overlap but don't stack with inherent bonuses.
I'll also give a shout out to M&M 3e which actually offers the flexibility of Fort/Ref/Will saves that act as defenses or as rolls depending on the situation. Thats also something I'd like to see in 5e.
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