Maxperson
Morkus from Orkus
...and that's my opinion. They had to take a chance, and I'm not sure there were a lot of good options. Hindsight is 20/20.
...and that's my opinion. They had to take a chance, and I'm not sure there were a lot of good options. Hindsight is 20/20.
I think we must differentiate between interesting tactically and interesting conceptually.
The sole difference in many powers were akin to whether you could slide an enemy 1 or whether you could slide yourself 1. Powers like that aren't interesting conceptually or tactically.
Actually, now that I think about it, there might be a case for presentation making a difference, after all. 4E martial powers were formatted pretty much like 4E arcane or divine spells, with keywords, action required, attack vs defence, targets, and so on.Eh, I get that. 4e powers “feel like magical effects” to many people because they come in discrete packages just like spells do. You can call it a “maneuver” or whatever, but after so many years, it’s been ingrained into many D&D players’ heads that a little packet of effects that you “use” to produce a specific outcome according to a self-contained set of instructions is what spells are. In my experience, you show a 4e detractor Tide of Iron and Hammer Hands, and they’ll find Hammer Hands more palatable, because modifying a basic attack doesn’t “feel like a spell” the same way that a special attack with a bonus effect does.
Instead: Both games focus on the encounter. Both games are obsessed with balance. Neither game really trusts the GM.
The difference between 3E, PF1 and 5E on one hand, and 4E and PF2 on the other,
Besides, it's not that character imbalance is the crippling issue the design of 4E and PF2 think it is. Most games on the market couldn't care less about making sure that all character options are equal.
And having feats and options and magic items that really make a difference is mostly fun and cool and evocative. Not something that must be repressed and controlled, like in both 4E and PF2.
tl;dr: I think the downfall of 4E was its overbearing controlling nature,
I always felt like 4E was half-baked and pushed out before it was quite done.
Even social and free-form exploration encounters became skill challenges, which sound great on paper but tended to change free form play to a series of mechanical checks with some extraneous narration.
The difference between an agile character that moves yourself around and a forceful character that pushes other people around is pretty interesting. That's the conceptual difference which your powers represent - and it also makes most characters in other editions feel very same-y because in practice they all move almost exactly the same way with few meaningful differences other than the number of squares they move. (There's an honourable exception here for 5e rogues and monks).
And as for tactically are you fighting one on one in a featureless room other than walls to stop you escaping? Then yes I'll agree it's not interesting tactically because you are in a dead boring tactical situation. It's also not that useful in the middle of a line fight.
But in a more normal situation the ability to move yourself before an attack (without taking an AoO) is wonderful for setting up flanking which gives you a bonus to hit - or the party rogue sneak attack.
he ability to move yourself after an attack allows you to rush up to the enemy, shank them with a dagger, and then retreat behind the fighter or away from the enemy, allowing the fighter to keep them on lockdown.
(Or on one occasion rush up to the enemy, retreat off the edge of the ten foot wall, and use my acrobatics skill to land safely).
The ability to push an enemy can push them away from a wizard, to a more isolated position for flanking with your rogue, away from a downed ally to prevent a coup de grace, away from a downed ally so another PC could feed them a potion without eating an opportunity attack,
backwards to allow you to get at someone into their own pit trap, into their own summoning portal (oops), off a bridge, off a walkway, off a winding mountain path, off the Lightning Rail in Eberron, into the camp fire, through a blade barrier, into a burning oil spill, close enough to the furnace to take fire damage, or into a latrine.
And that's just the variations I can remember off the top of my head.
If you think that forcing your enemy to move where you want is not interesting tactically then either all your combats take place in very boring environments or we have a very different idea of what is interesting tactically.
Actually, now that I think about it, there might be a case for presentation making a difference, after all. 4E martial powers were formatted pretty much like 4E arcane or divine spells, with keywords, action required, attack vs defence, targets, and so on.
On the other hand, 5E battlemaster maneuvers are pretty much mostly add superiority die to the damage roll plus effect, and I don't hear many complaints that they feel the same, or that they are like spells.
Interest is subjective. Personally, I’d agree that the difference between slide yourself 1 and slide your opponent 1 isn’t conceptually that interesting to me, but I disagree strongly that it isn’t tactically interesting. If it doesn’t interest you tactically, fair enough, but it does have a lot of potential to affect the encounter in very different ways.
It's an argument from bad faith.... when they want to diss it for that association it is a miniatures game ... but when they want to pretend things are all the same hey ignore positioning and pretend its not significant.
My experience differed.Sure it could - but it so rarely didn't...