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PF2E like D&D 4e?
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<blockquote data-quote="Celtavian" data-source="post: 8002194" data-attributes="member: 5834"><p>I don't play 5E, though I don't hate it. I don't agree that 5E has the same powers. They are more on demand abilities with an often long recharge. I can use the 5E paradigm to tell a story. There is more variability and powers can be used by players in a naturalistic way. The base attack is a strike, not an at will power. There are no encounter powers you have to use every encounter or they will wasted regardless of whether the story calls for it. Daily powers were fine and have been in every version of the D&D game.</p><p></p><p>Short rests also feel fine. For me the time frames given in RPG games are just a tracker for rounds to provide some semblance of a time frame to improve verisimilitude. I don't view every round as exactly six seconds. Every spell as occurring in exactly 1 minute. Every short rest as lasting exactly 1 hour. They are rough time frames that a DM can ballpark depending on what type of tension he is trying to build into the story.</p><p></p><p>But encounter powers and at will powers were artificial powers thought up to give the players something more to do. It didn't feel real at all. Someone with a sword just swings a sword most of the time. No need to get fancy with it every round. And an encounter with a kobold doesn't require the same power as an encounter with a giants, so why is the encounter power keying off the encounter rather than the threat level as D&D has been doing for time immemorial. That was just a bad idea.</p><p></p><p>Way back when we hashed this out and came to the conclusion that some people view D&D in a very gamist way and were ok with 4Es gamist mechanics. Some of us view the game as a means of story-telling and want the game to at least try to provide mechanics that fit well within a story paradigm which more often requires to be on demand when the story calls for them rather than an all the time thing. It's a different idea of what we want to be able to do with the mechanics when telling the story.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8002194, member: 5834"] I don't play 5E, though I don't hate it. I don't agree that 5E has the same powers. They are more on demand abilities with an often long recharge. I can use the 5E paradigm to tell a story. There is more variability and powers can be used by players in a naturalistic way. The base attack is a strike, not an at will power. There are no encounter powers you have to use every encounter or they will wasted regardless of whether the story calls for it. Daily powers were fine and have been in every version of the D&D game. Short rests also feel fine. For me the time frames given in RPG games are just a tracker for rounds to provide some semblance of a time frame to improve verisimilitude. I don't view every round as exactly six seconds. Every spell as occurring in exactly 1 minute. Every short rest as lasting exactly 1 hour. They are rough time frames that a DM can ballpark depending on what type of tension he is trying to build into the story. But encounter powers and at will powers were artificial powers thought up to give the players something more to do. It didn't feel real at all. Someone with a sword just swings a sword most of the time. No need to get fancy with it every round. And an encounter with a kobold doesn't require the same power as an encounter with a giants, so why is the encounter power keying off the encounter rather than the threat level as D&D has been doing for time immemorial. That was just a bad idea. Way back when we hashed this out and came to the conclusion that some people view D&D in a very gamist way and were ok with 4Es gamist mechanics. Some of us view the game as a means of story-telling and want the game to at least try to provide mechanics that fit well within a story paradigm which more often requires to be on demand when the story calls for them rather than an all the time thing. It's a different idea of what we want to be able to do with the mechanics when telling the story. [/QUOTE]
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