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Pathfinder and 4e's love child, what I want in 5e
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<blockquote data-quote="Dragonblade" data-source="post: 5687548" data-attributes="member: 2804"><p>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.</p><p></p><p>Starting off, here is what I LOVE from each game:</p><p></p><p><strong><u>4e</u></strong></p><p></p><p>Saves as defenses</p><p>Implements that add magical attak/damage bonuses instead of having charges</p><p>Static HPs</p><p>Point Buy</p><p>Self-contained monster stat blocks</p><p>Saving every round vs. spells/conditions</p><p>Healing Surges</p><p>Inherent bonuses to remove magic item dependency</p><p>Consolidated skill system</p><p>Heroic/Paragon/Epic tier support</p><p>DMG chart of expected monster bonuses/damage output per level</p><p>Codification of status effects</p><p>Combat Advantage mechanic</p><p>No cascading buffs</p><p>Rituals</p><p>Immediate/Standard/Move/Minor action system</p><p>Action Points</p><p>1/2 level bonus to defenses/attacks/skills</p><p>Skill training rules</p><p></p><p><strong><u>Pathfinder</u></strong></p><p></p><p>Distinctive and unique classes</p><p>Distinctive and flavorful magic items</p><p>Rule books that are fun and enjoyable to read</p><p>Wide variety of flexible spells</p><p>Multi-classing</p><p>Equally easy to run both narrative and mini based combat</p><p>CMB/CMD based maneuver system</p><p></p><p>And here is what I HATE about each:</p><p></p><p><strong><u>4e</u></strong></p><p></p><p>Minis are required</p><p>Powers are too limiting/fiddly</p><p>Rituals are cool, but need some that can be combat applicable</p><p>Powers and classes are cookie cutter/feel the same</p><p>Magic items are too fiddly/limited</p><p>Horribly limited multi-classing/hybrid rules</p><p>Rule books that are boring to read</p><p>No mid-combat encounter power refresh mechanic</p><p></p><p><strong><u>Pathfinder</u></strong></p><p></p><p>Random HP and hit dice</p><p>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.)</p><p>Save or Lose mechanics</p><p>Magic item dependency</p><p>15 minute adventuring day</p><p>Wizards with crossbows</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5687548, member: 2804"] 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: [B][U]4e[/U][/B] 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 [B][U]Pathfinder[/U][/B] 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: [B][U]4e[/U][/B] 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 [B][U]Pathfinder[/U][/B] 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. [/QUOTE]
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