Remathilis
Legend
That's was a bit of my fear when I looked at the playtest; each class was a skeleton of proficiencies and some locked-in class functions, then just a long list of options that you slot in at various levels. It even picked up the oddity of locking certain playstyles into certain classes (such as paladins missing abilities if not in heavy armor). Granted, they kept a form of vancian magic and different cooldown mechanics rather than ADEU, but I did see more than a passing note of "well what if we tried that idea but didn't make it suck?"This is interesting.
I cannot fathom why and how Paizo seems to go in the direction of 4E with lots of measured (=bland) "samey-feeling" powers, when that is what made 4E bomb.
Especially since they have 5E to look at, where people aren't complaining (about player abilities; defanged monsters is another thing).
It boggles the mind why Paizo would end up with something that draws comparisons to the failed edition while trying to avoid comparisons to the wildly successful and well-regarded one... [emoji46]
Of course, as I've said before, Paizo is trying to fix the same problem WotC was a decade earlier; how to make classes flexible to hold a variety of class features without resorting to hundreds of prestige classes, alternate class features, substitution levels, themes, archetypes, and variant classes. How do you keep all those options balanced? How do you slow the roll of new classes nearly every book? The answers they found matched WotC: broader classes with much of its power locked into bite sized chunks, and those chunks being roughly even in power to allow real choice and keep things balanced. Ergo, classes devolve into menus of carefully curated abilities (feats or powers).