Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fanaelialae" data-source="post: 7931064" data-attributes="member: 53980"><p>4e and PF2 share the same genetics. They're both reactions (at least to an extent) to 3.x and the issues inherent to that edition. So it isn't terribly surprising that they ended up with somewhat similar solutions when they were solving the same 'problems'.</p><p></p><p>As for why the game isn't more like 5e, I think they wanted to make their own thing rather than chasing after WotC. Which is perhaps a bit ambitious but commendable in it's own way. I realize that some people really just wanted a more rules heavy variant of 5e, but my impression is that that's not the direction that the designers wanted to go. </p><p></p><p>Is it better to design the game you envision or the game that is successful? (I mean, in an ideal world you probably want both, but this is assuming you can only have one or the other.) The answer is obviously subjective. I think that they went with the game that they wanted to design and hoped it would be successful (rather than trying to design a game for success but not having it be a game they wanted to create). </p><p></p><p>Given that we don't know what their sales goals were for the game, and we have only limited data on how well the game is doing, all we can really do is speculate as to whether or not the game has been successful. Heck, the Gamemastery Guide is just coming out now, so I think it's a bit premature to make that determination. Is it a 5e killer? Definitely not. But I don't think they ever set out to do that, so unless I'm wrong, that was never a metric for the success of PF2. Ultimately, only Paizo really knows whether or not the game met their expectations.</p><p></p><p></p><p>In fairness though, 4e did have fairly strong niche protection in its roles. A striker couldn't really do a defender's job, and neither of them could replace the leader. There were also more specialized applications by class. The cleric and bard were both leaders, but the cleric was far more capable of granting their support from the front line, whereas a bard would need to hang back more. </p><p></p><p>I get that it wasn't to everyone's taste, and that's fine. </p><p></p><p>However, when I see "if everyone is special then no one is" it really seems to smack a bit of "if everyone gets to do cool stuff then no one does". Which is something I just can't wrap my head around. Bob the fighter getting awesome moves that he can use doesn't diminish my wizard in the least, IMO. Niche protection is important in class based games, but no one's niche should ever be 'all the cool stuff'.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7931064, member: 53980"] 4e and PF2 share the same genetics. They're both reactions (at least to an extent) to 3.x and the issues inherent to that edition. So it isn't terribly surprising that they ended up with somewhat similar solutions when they were solving the same 'problems'. As for why the game isn't more like 5e, I think they wanted to make their own thing rather than chasing after WotC. Which is perhaps a bit ambitious but commendable in it's own way. I realize that some people really just wanted a more rules heavy variant of 5e, but my impression is that that's not the direction that the designers wanted to go. Is it better to design the game you envision or the game that is successful? (I mean, in an ideal world you probably want both, but this is assuming you can only have one or the other.) The answer is obviously subjective. I think that they went with the game that they wanted to design and hoped it would be successful (rather than trying to design a game for success but not having it be a game they wanted to create). Given that we don't know what their sales goals were for the game, and we have only limited data on how well the game is doing, all we can really do is speculate as to whether or not the game has been successful. Heck, the Gamemastery Guide is just coming out now, so I think it's a bit premature to make that determination. Is it a 5e killer? Definitely not. But I don't think they ever set out to do that, so unless I'm wrong, that was never a metric for the success of PF2. Ultimately, only Paizo really knows whether or not the game met their expectations. In fairness though, 4e did have fairly strong niche protection in its roles. A striker couldn't really do a defender's job, and neither of them could replace the leader. There were also more specialized applications by class. The cleric and bard were both leaders, but the cleric was far more capable of granting their support from the front line, whereas a bard would need to hang back more. I get that it wasn't to everyone's taste, and that's fine. However, when I see "if everyone is special then no one is" it really seems to smack a bit of "if everyone gets to do cool stuff then no one does". Which is something I just can't wrap my head around. Bob the fighter getting awesome moves that he can use doesn't diminish my wizard in the least, IMO. Niche protection is important in class based games, but no one's niche should ever be 'all the cool stuff'. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
Top