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Pathfinder and 4e's love child, what I want in 5e
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<blockquote data-quote="Dausuul" data-source="post: 5687964" data-attributes="member: 58197"><p>I'm not sure I agree with this. Here are the big design elements that set 4E apart from 3E/Pathfinder in my mind:</p><p></p><ul> <li data-xf-list-type="ul">Healing surges and full hit point recovery with extended rest.</li> <li data-xf-list-type="ul">All classes use a modified Vancian power system.</li> <li data-xf-list-type="ul">Extremely position-dependent combat effects requiring a battlemat to adjudicate.</li> </ul><p>There's lots of little stuff, but those are the biggies, the things that make a player of earlier editions go "Whoa. What happened there?" And these are major points of contention for 3E/Pathfinder fans. But consider the design <em>goals</em> underlying them:</p><p></p><ul> <li data-xf-list-type="ul">Reduce the need for somebody to play a cleric.</li> <li data-xf-list-type="ul">Provide a baseline of per-encounter resources, so a party that has exhausted its daily resources isn't totally drained.</li> <li data-xf-list-type="ul">Make sure everyone has interesting mechanical options other than "roll to hit."</li> <li data-xf-list-type="ul">Balance the classes across the level range.</li> </ul><p>While not everyone agrees that these are good things, I don't think you'd find nearly as much objection to them. As a 4E fan, I want a game that solves these problems. As a 4E critic (yes, I'm both), I don't like 4E's particular solutions. Both halves of me could be satisfied by a game that used 4E's design insights and experience to tackle the problems in a different way. Essentials made a good start by moving away from the single universal Vancian mechanic.</p><p></p><p>I will add that for me, the biggest knock on 4E is not so much any one design element as the overall design priority; the sense that verisimilitude and flavor go on the chopping block the instant there's a small mechanical concern, and the focus on nitpicky "crunch" elements where the flavor is painted on as an afterthought. (Feats and magic items, I'm looking at you.) But that's a separate issue, and it's an issue I have with 3E as well.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5687964, member: 58197"] I'm not sure I agree with this. Here are the big design elements that set 4E apart from 3E/Pathfinder in my mind: [LIST] [*]Healing surges and full hit point recovery with extended rest. [*]All classes use a modified Vancian power system. [*]Extremely position-dependent combat effects requiring a battlemat to adjudicate. [/LIST] There's lots of little stuff, but those are the biggies, the things that make a player of earlier editions go "Whoa. What happened there?" And these are major points of contention for 3E/Pathfinder fans. But consider the design [I]goals[/I] underlying them: [LIST] [*]Reduce the need for somebody to play a cleric. [*]Provide a baseline of per-encounter resources, so a party that has exhausted its daily resources isn't totally drained. [*]Make sure everyone has interesting mechanical options other than "roll to hit." [*]Balance the classes across the level range. [/LIST] While not everyone agrees that these are good things, I don't think you'd find nearly as much objection to them. As a 4E fan, I want a game that solves these problems. As a 4E critic (yes, I'm both), I don't like 4E's particular solutions. Both halves of me could be satisfied by a game that used 4E's design insights and experience to tackle the problems in a different way. Essentials made a good start by moving away from the single universal Vancian mechanic. I will add that for me, the biggest knock on 4E is not so much any one design element as the overall design priority; the sense that verisimilitude and flavor go on the chopping block the instant there's a small mechanical concern, and the focus on nitpicky "crunch" elements where the flavor is painted on as an afterthought. (Feats and magic items, I'm looking at you.) But that's a separate issue, and it's an issue I have with 3E as well. [/QUOTE]
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