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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
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<blockquote data-quote="Neonchameleon" data-source="post: 7935477" data-attributes="member: 87792"><p>And as you're still trying to nail that parrot of yours to the perch I thought I'd point out that the 5e feats were direct descendents of 4e feats and Pathfinder 2e took them in the opposite direction.</p><p></p><p>In specific a 5e feat is worth roughly two good 4e feats - or a 5e feat that also gives you +1 to a stat is worth a 4e feat. A 4e feat is normally bigger than all but the biggest 3.5 feats and frequently worth at least two of them. And a Pathfinder 2e feat is smaller than a 3.5 feat.</p><p></p><p>To show this we're going to look at Alertness and Improved Initiative.</p><ul> <li data-xf-list-type="ul">3.5 had Improved Initiative as one of its stand-out evocative feats for +4 to Initiative. Powerful and meaningful - and one of the most taken feats in the game because it was right on top of the power curve.</li> <li data-xf-list-type="ul">3.5 had Alertness as one of its most boring feats (+2 to Spot and Listen)</li> <li data-xf-list-type="ul">4e decided that Improved Initiative was one of the <em>very few</em> 3.5 feats that was powerful and evocative enough to keep.</li> <li data-xf-list-type="ul">4e had Alertness - +2 to perception checks and you can not be surprised. Far cooler and more evocative than the 3.5 feat.</li> <li data-xf-list-type="ul">5e decided to merge them into one feat - Alert. +5 to Initiative, can not be surprised, and other creatures don't gain advantage on attack rolls as a result of being hidden from you. Or roughly the two 4e feats combined.</li> <li data-xf-list-type="ul">Pathfinder 2e took things in the literal opposite direction to 4e. Improved Initiative is +2 to Initiative.</li> <li data-xf-list-type="ul">I think the closest to the 3.5 Alertness feat Pathfinder 2e has is Canny Acumen, allowing you to become an expert in Perception. IMO less inspiring than even 3.5.</li> </ul><p>Unfair? Let's try another:</p><ul> <li data-xf-list-type="ul">Ritual Caster - a well known 5e feat and fairly evocative. It allows non-casters to cast rituals.</li> <li data-xf-list-type="ul">It was of course a 4e feat; ritual spells of this sort were introduced to D&D by 4e.</li> <li data-xf-list-type="ul">But that's the silly way to do it in 4e; if you want to do it you take a <em>multiclass feat</em> - dipping your toes in the water of another class (you can only pick one other class for multiclass feats). This will not only give you ritual caster, but will give you a free skill training.</li> </ul><p>And another:</p><ul> <li data-xf-list-type="ul">Great Fortitude in 3.5 gave +2 to Fortitude saves - boring</li> <li data-xf-list-type="ul">In 4e this became first Great Fortitude for +2/3/4 to fortitude (increasing by tier) - slightly better but only slightly</li> <li data-xf-list-type="ul">Then you had Superior Fortitude for characters with high Str/Con which had the same bonus to Fortitude <em>and</em> gave resist 3 to ongoing damage - much cooler and more evocative. There were equivalents for Ref and Will.</li> <li data-xf-list-type="ul">5e went for Resilient - +1 to a stat and proficiency in saving throws in that stat [yawn]. This is about the 4e level complete with some scaling.</li> <li data-xf-list-type="ul">Pathfinder 2e rolled this into Canny Acumen - proficiency granting and thus not terribly evocative.</li> </ul><p>And another of the evocative and popular 5e feats:</p><ul> <li data-xf-list-type="ul">Polearm Master comes in two parts; one part makes the polearm into a double weapon with a d4 off-hand attack. And the other allows you to make an attack of opportunity when an enemy comes close.</li> <li data-xf-list-type="ul">In 4e the first half of that doesn't fit; the second half is a feat called Polearm Gamble (where you also grant combat advantage to the enemy until the end of their turn). The evocative part was a lift from 4e.</li> <li data-xf-list-type="ul">Polearm Gamble was one part of a really nasty combination in 4e with spear push, polearm momentum, and IIRC Heavy Blade Opportunity. Heavy Blade Opportunity let you push on an opportunity attack Spear Push Increased the push by 1. Polearm momentum meant that when you pushed the enemy two squares you knocked them over. But this meant that there was one phrase to describe a polearm build: "Batter up!"</li> <li data-xf-list-type="ul">5e of course has no feat combinations remotely that evocative and synergistic although Battlemaster Fighters with polearms can at least do something. 3.5 has trippy spiked chain spam that requires a nest of feats but doesn't send anyone flying.</li> </ul><p>I'm also amused by how many of the Xanathar's Guide racial feats are neither more nor less than 4e racial features.</p><p></p><p>But with any luck this should put a final stake through any credibility the OP posting has and bury it under a crossroads.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7935477, member: 87792"] And as you're still trying to nail that parrot of yours to the perch I thought I'd point out that the 5e feats were direct descendents of 4e feats and Pathfinder 2e took them in the opposite direction. In specific a 5e feat is worth roughly two good 4e feats - or a 5e feat that also gives you +1 to a stat is worth a 4e feat. A 4e feat is normally bigger than all but the biggest 3.5 feats and frequently worth at least two of them. And a Pathfinder 2e feat is smaller than a 3.5 feat. To show this we're going to look at Alertness and Improved Initiative. [LIST] [*]3.5 had Improved Initiative as one of its stand-out evocative feats for +4 to Initiative. Powerful and meaningful - and one of the most taken feats in the game because it was right on top of the power curve. [*]3.5 had Alertness as one of its most boring feats (+2 to Spot and Listen) [*]4e decided that Improved Initiative was one of the [I]very few[/I] 3.5 feats that was powerful and evocative enough to keep. [*]4e had Alertness - +2 to perception checks and you can not be surprised. Far cooler and more evocative than the 3.5 feat. [*]5e decided to merge them into one feat - Alert. +5 to Initiative, can not be surprised, and other creatures don't gain advantage on attack rolls as a result of being hidden from you. Or roughly the two 4e feats combined. [*]Pathfinder 2e took things in the literal opposite direction to 4e. Improved Initiative is +2 to Initiative. [*]I think the closest to the 3.5 Alertness feat Pathfinder 2e has is Canny Acumen, allowing you to become an expert in Perception. IMO less inspiring than even 3.5. [/LIST] Unfair? Let's try another: [LIST] [*]Ritual Caster - a well known 5e feat and fairly evocative. It allows non-casters to cast rituals. [*]It was of course a 4e feat; ritual spells of this sort were introduced to D&D by 4e. [*]But that's the silly way to do it in 4e; if you want to do it you take a [I]multiclass feat[/I] - dipping your toes in the water of another class (you can only pick one other class for multiclass feats). This will not only give you ritual caster, but will give you a free skill training. [/LIST] And another: [LIST] [*]Great Fortitude in 3.5 gave +2 to Fortitude saves - boring [*]In 4e this became first Great Fortitude for +2/3/4 to fortitude (increasing by tier) - slightly better but only slightly [*]Then you had Superior Fortitude for characters with high Str/Con which had the same bonus to Fortitude [I]and[/I] gave resist 3 to ongoing damage - much cooler and more evocative. There were equivalents for Ref and Will. [*]5e went for Resilient - +1 to a stat and proficiency in saving throws in that stat [yawn]. This is about the 4e level complete with some scaling. [*]Pathfinder 2e rolled this into Canny Acumen - proficiency granting and thus not terribly evocative. [/LIST] And another of the evocative and popular 5e feats: [LIST] [*]Polearm Master comes in two parts; one part makes the polearm into a double weapon with a d4 off-hand attack. And the other allows you to make an attack of opportunity when an enemy comes close. [*]In 4e the first half of that doesn't fit; the second half is a feat called Polearm Gamble (where you also grant combat advantage to the enemy until the end of their turn). The evocative part was a lift from 4e. [*]Polearm Gamble was one part of a really nasty combination in 4e with spear push, polearm momentum, and IIRC Heavy Blade Opportunity. Heavy Blade Opportunity let you push on an opportunity attack Spear Push Increased the push by 1. Polearm momentum meant that when you pushed the enemy two squares you knocked them over. But this meant that there was one phrase to describe a polearm build: "Batter up!" [*]5e of course has no feat combinations remotely that evocative and synergistic although Battlemaster Fighters with polearms can at least do something. 3.5 has trippy spiked chain spam that requires a nest of feats but doesn't send anyone flying. [/LIST] I'm also amused by how many of the Xanathar's Guide racial feats are neither more nor less than 4e racial features. But with any luck this should put a final stake through any credibility the OP posting has and bury it under a crossroads. [/QUOTE]
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