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D&D 4E Presentation vs design... vs philosophy

Chaosmancer

Legend
Thank you too.

Yes, I find that far too many posters defend Paizo reflexively, maybe not even having looked at the system. It's as if you're not allowed to criticize a system, even if you provide well-reasoned arguments... :rolleyes:

This feat "car-crash" is a good example of the design philosophy I detested in 4E and which completely blindsided me when I found it Pathfinder 2.

Again my question is the same as in the OP:

How could we end up with a situation where Paizo ended up with some of the worst elements of 4th edition while the game exhibits so little of 5th edition.

I mean, it's almost as if the fact one was a huge disaster and the other a mega smash passed by Paizo completely...!

But, it isn't a philosophy limited to 4e. It was in 3.5 too. There was a feat for running, one for dodging, and neither looks to me like they give large benefits. Plus tons of feats that give +2 bonuses, in a game where bonuses could get up to +40, which seems like a very minor benefit.

So, while I agree that the "car crash intimidation" is bad design, I don't think it is a bad design rooted in 4e.
 

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FrogReaver

As long as i get to be the frog
...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.

Yes, but some believe a blind man at midnight 1 mile down in a coal mine with no flashlight could have predicted what appears to be the relative unpopularity of PF2.

There's bits and pieces I like about PF2. The 3 action system is great for example. The critical success feature is a neat idea - but possibly poorly implemented.

But then there's the feats which are basically make some slightly altered special attack that will net you a little more DPR than regularly attacking.
 

FrogReaver

As long as i get to be the frog
1 sq is kind of minor effect but if its augmented by a feat like the ones where instead of shift 1 my ranger can now shift 3 it becomes a lot more interesting. The complaint about lots of little things well they compound.

Also the distinction of If I can slide an enemy that is usually better at saving an ally or putting the enemy in a more dangerous position with regards to things other than me.

I find that some of it valuable for character expression too. There is a motivation and personality in how you move them though often it might be role determined.

I don't find much I disagree with here.

Again, I liked 4e. Doesn't mean the design doesn't feel samey and the endless minor differentiations in powers feel meaningless.

I'm not even against a powers based system - just 4e's implementation of that was lacking IMO - though interesting and new for it's time.
 

FrogReaver

As long as i get to be the frog
Congratulations. You just described a tank's main gun firing armour piercing ammunition as irrelevant. Because there are very few guns out there. Indeed most of what a tank is going to do is maneuver - actually getting into combat is a rare situation.

Comparison is wrong on soo many levels.
 

FrogReaver

As long as i get to be the frog
Thank you too.

Yes, I find that far too many posters defend Paizo reflexively, maybe not even having looked at the system. It's as if you're not allowed to criticize a system, even if you provide well-reasoned arguments... :rolleyes:

This feat "car-crash" is a good example of the design philosophy I detested in 4E and which completely blindsided me when I found it Pathfinder 2.

Again my question is the same as in the OP:

How could we end up with a situation where Paizo ended up with some of the worst elements of 4th edition while the game exhibits so little of 5th edition.

I mean, it's almost as if the fact one was a huge disaster and the other a mega smash passed by Paizo completely...!

There's a simple explanation of this. Weren't some of the 4e designers involved?

Theory: Instead of giving up on a 4e style game, they decided to double down on it due to personal feelings that style of system was better but just poorly implemented in 4e. Basically using PF2 as a second attempt at reincarnating their ideal system - thus producing something something similar in many respects to 4e with some of the most vocal complaints about it resolved (or at least dressed up nicely).

Maybe that's the most sensible answer.
 

FrogReaver

As long as i get to be the frog
I absolutely agree! I think going for a smaller number of higher impact Feats in 5e was a very good move on WotC’s part.

Strangely I disagree. I don't like major character defining abilities suddenly sprung upon me.

Example: Actor. Observant. Ritual Caster.

Some of the feats can work themselves out to being a progression of what you already are doing

Example: Mobile, Great Weapon Master, Inspiring Leader, etc.

Actually, I think 4e and PF2 have a pretty good number of decision points, they just have too many options with too little weight behind them at each of those decision points.

So when I say 4e powers had little differentiating them and you say 4e decision points carry little weight - isn't that kind of the same thing? If so why did you spend multiple posts arguing with me about 4e powers?
 

Charlaquin

Goblin Queen (She/Her/Hers)
So when I say 4e powers had little differentiating them and you say 4e decision points carry little weight - isn't that kind of the same thing? If so why did you spend multiple posts arguing with me about 4e powers?
I had a feeling someone would make this argument. No, I don’t think a single choice of Power has a huge impact on a character. You take two 4e characters who are identical except for one different Power, and of course they’re going to play pretty much the same. However I still think the bonus effects that half the people in this thread keep trying to write off as basically not mattering make a much more meaningful difference between two powers than a couple points of damage from like a Fighting style or whatever. As well, I think that due to those small differences, in aggregate, two characters of the same class can play much more differently from each other than two characters of the same class in 5e can, and two characters of different Roles in 4e can play much more differently from each other than to characters of different classes in 5e can.
 
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In 1e both the attack matrices and saving throws are usually DM-side only anyway, so no need to memorize them. :)

One of my friends has DM'd enough that she has. But this is somewhere I fundamentally disagree with oD&D at a philosophical level. The player knowing their defence values just makes things running a whole lot smoother and feel more fair.

That said, if I rolled up a character on the bus to the game I'd be fully expecting the DM to toss it once I got there anyway, as standing policy has forever been here that characters are rolled up with others present. :)

It was 4e - no actual dice rolling. So not an issue. (No dice rolling at 1st level in 3.X or 5e normally IME - but hit point rolling at other levels.)

I kinda lumped tablets in with laptops.

It may be a personal thing, but I find tablets a lot friendlier than laptops as a reference tool - they don't create a DM screen style barrier. On the other hand if taking extensive notes it's a laptop every time.

The other rule here is that character sheets stay with the DM between sessions.

And that I find just weird. I like to know what my character can do, and absolutely hate stalling the game out to look something up in the rulebook.

But using the Cleave/Great Cleave example: it's obvious that in order to Great Cleave you first need to be able to Cleave. But while GC is too powerful for low-level types, ordinary Cleave isn't; and so they were separated out.

Great Cleave I agree is an upgraded version of Cleave, which is slightly different to my objection to prerequisites here. It's Power Attack -> Cleave I'm objecting to. Upgrades are different.

That said I very much disagree that Great Cleave is too powerful. Cleave is something that regularly triggers and is therefore one of the best melee feats in the game. Triggering the extra attacks from Great Cleave (beyond the Cleave one) is much harder and in practice it's a pretty weak feat.

One of my long-term 3e characters had Alertness as a feat, and I forgot it at every opportunity.

The first time I forgot it I'd have kicked myself. The second time I forgot it I would have rewritten my character sheet so that there was no third time. But of course I'm used to control of my character sheet - it's my tool, not the DM's. And if it's leading me astray it should be re-written.

Though it's only default for that one weapon; for any other weapon you have to knock off the Focus bonus.
I always made the base calculation the lowest common denominator with no bonuses of any kind, as so many different bonuses applied to different things and, sometimes, in different situations.

Why not both? I'd have the most common use and the default case on the sheet.

Depends on the player. Someone reqriting my character sheet would probably get yelled at, as now nothing would be where I'd put it and thus expect to find it. :)

I'm not surprised. But when I'm summoning monsters I need their statblocks handy. And when one of my feats actually changes their statblock I'm going to want my own version so there's no calculating on the fly - instead I calculated it between sessions. The 33 pages by the way doesn't count the size of the monsters I'd levelled out of summoning and so deleted off the sheet. And when I complain about crunch that sort of thing is what I mean.
 

FrogReaver

As long as i get to be the frog
I had a feeling someone would make this argument.

I think it was a point worth an explanation.

No, I don’t think a single choice of Power has a huge impact on a character.

Agreed. That would have been nice to hear prior to now

You take two 4e characters who are identical except for one different Power, and of course they’re going to play pretty much the same.

Couldn't agree more

I still think the bonus effects that half the people in this thread keep trying to write off as basically not mattering make a much more meaningful difference between two powers than a couple points of damage from like a Fighting style or whatever.

For better or worse - most people identify a fighter by his martial fighting style. It's done in MMA, Boxing and for fictional Fighters as well. I think the choice between Defensive or Particular Weapon Category is a meaningful difference in conceptualization to most people. Also, while not really the main point it will also cause said fighters to feel differently in combat even if they don't actively play very differently - psychological effect is my guess.

As well, I think that due to those small differences, in aggregate, two characters of the same class can play much more differently from each other than two characters of the same class in 5e can

I'll challenge this one. Take a 4e Fighter. What's he doing that meaningfully differentiates himself from another 4e fighter? Whereas in 5e that differentiation happens at the subclass level and it's effects are huge! Casting spells vs Defender Mechanics vs Superiority Dice vs Champion. Nothing in 4e got close to that level of differentiation for a fighter.

Some classes fared better than others in this regard but I'd give 5e the edge in terms of aggregate differences.

two characters of different Roles in 4e can play much more differently from each other than to characters of different classes in 5e can.

There's nothing 4e has in terms of roles on the same level as the divide between a 5e Champion Fighter and a 5e Wizard
 

For better or worse - most people identify a fighter by his martial fighting style. It's done in MMA, Boxing and for fictional Fighters as well. I think the choice between Defensive or Particular Weapon Category is a meaningful difference in conceptualization to most people.

On this point the way someone moves is far more indicative of their martial fighting style than which specific weapons they pick up, let alone a number or two you do not actually see. With the honourable exception of the 5e rogue and monk 5e characters march up to the enemy and beat them down mano-a-mano with limited movement. And this is a fine way of doing things; some 4e fighters, barbarians, and warlords do the same. But others drive forward and push the enemy back, rope-a-dope, or even invite the enemy to attack them to take them off balance.

But you create these fighting styles yourself when you create the character, visualise how they move, and pick powers that fit the character. You don't get them from a tiny list, you get a collection of building blocks to make them with.

I'll challenge this one. Take a 4e Fighter. What's he doing that meaningfully differentiates himself from another 4e fighter?

Moving differently. Tide of Iron as your default attack is very different from Reaping Strike - and it's not only very different it is different in a way that is visible to external observers - it's not a statistical difference of one character critting a lot more while the other burns dice to hit more but all disguised by the randomness of the dice rolls.

Different signature approaches. A first level fighter whose encounter power is Spinning Serpent Strike, knocking foes prone is clearly different from one whose encounter power is Passing Attack, allowing them to hit one foe, move, and then hit a second. They move differently and reach for different approaches as their favourites. This is genuinely different fighting styles.

Different responses when the chips are down. A first level fighter whose daily power is Villain's Menace, giving them huge bonusses in trying to eviscerate the main enemy boss is very different from one whose daily power is Comeback Strike, allowing them to attack and spend a healing surge as they dig deep and are able to fight longer.

And this is just first level 4e fighters using only the PHB. They are moving differently, they specialise in dealing with different numbers of foes in different ways, and when the chips are down they do very different things. The fighting styles are genuinely very different.

Whereas in 5e that differentiation happens at the subclass level and it's effects are huge! Casting spells vs Defender Mechanics vs Superiority Dice vs Champion. Nothing in 4e got close to that level of differentiation for a fighter.

And here I am going to say that you have the main meaningful difference in 5e covered there. Spellcaster vs non-spellcaster.

As for the rest? Superiority Dice vs Champion simply isn't that different. One gets higher numbers to hit occasionally whereas the other gets higher numbers because they crit more often. And the half-assed Defender mechanics are very slightly different, but only very slightly. They don't move differently, they don't attack differently, and they don't respond that differently under pressure.

And the fundamental flaw in the Battlemaster design is that because the Superiority Dice are fungible there is almost always an optimal pick (from memory generally agreed to be Precision Attack). They only use other maneuvers under very limited circumstances - and when they gain extra maneuvers at 7th, 10th, and 15th level they are picking from the list of maneuvers that were not good enough for them to take at 3rd level.

No one 4e fighter power covers everything. Instead they add up to representations of very different fighting styles that move differently, pressure the enemy differently, have very visibly different signature moves, and mechanically reach for different approaches when the chips are down. This is vastly more differentiation, even at first level, than slightly different numbers higher in one place than another.

And all this despite the fact that fighter is a strong archetype in 4e and a weak archetype in 5e. Fighters are meaningfully different from barbarians for other reasons than that the barbarians rage in 4e - 4e fighters specialise hard into lockdown with the equivalent of , from memory, six 3.5 feats even before you've started choosing powers. (To be fair this is about two 5e feats, one of which is Sentinel).

Some classes fared better than others in this regard but I'd give 5e the edge in terms of aggregate differences.

Whereas I'd say that within any given class 4e only ever looks behind 5e when 4e is coming back round to lap 5e.

There's nothing 4e has in terms of roles on the same level as the divide between a 5e Champion Fighter and a 5e Wizard

Indeed. 4e ditched the BMX Bandit vs Angel Summoner dichotomy. A 5e champion fighter at first level can swing a sharpened piece of metal hard and fast against someone within 5ft of them and at 20th level can swing a sharpened piece of metal exceptionally hard and fast against someone within 5ft of them. Meanwhile at first level a 5e wizard can burning hands occasionally - while at 20th level they can turn into a dragon. Something is wrong with this conception of "level".

And the problem with the 5e wizard is that your spells are an equipment list and are fundamentally interchangeable with any other wizard if you swap spellbooks. You are better at one school, and that's the main difference. Meanwhile in 4e you focus on very different approaches, which frequently synergise with feats. Yes being different because of the equipment you choose to carry is a meaningful difference, but that's the main way 3.X and 5e wizards are differentiated.

But yes, there is a difference in 5e between casters and non-casters, with warlocks blurring the line.
 

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