Steel_Wind
Legend
Let me throw a hat into the ring here on the 5E discussion:
1 - 4E Good: More movement on the battlefield. Anything which creates a more dynamic battle with more movement and less "stand and swing with full attack" is good. This was a weakness in 3.xx and it continues to be the primary weakness of Pathfinder. It's a strength of 4E. KEEP IT.
2- 4E Bad: Pull-back on the "all-in" gameist design. D&D in all of its forms since 1974 had always walked a razor's edge on the gameist/simulationist divide. Sure, when it got right down to it, gameist designs won out in every edition. But in prior editions, there was at least a PRETENSION of simulaitonism in the game rules and its settings. With 4E, the balance shifted greatly in favor of an all-in gameist design, at the expense of simulationist pretensions throughout all aspects of the game rules and its setting. And it went too far.
The gamesist designs ethic pervades 4E with respect to balance, the powers/day system and healing surges, and even the game world.
You can go too far with this, and sales indicate that there are a large number of people who prefer more of a nod to a pretension of simulationism in their game. Sure, when the rubber meets the road, you need to go with what makes a better game. But you need not be so obvious about it.
So that's it: Complex rules for movement and dynamic combat is good. Keep that. It's fun and it makes for a better game. Even the people who dis 4E recognize it. Too much gameist design, however, is bad. Pull back on those aspects and revert to more balance between gameist/simulationist design ethos.
Revise. Reset, Resell.
Last Point: Use DDI and 5E to sell and distribute a large and sweeping number of interlocking adventures of high quality published over a successive number of months. Pay designers top dollar to do this and illustrate them lavishly. Six months each in duration for each AP ought to do it. Yes, yes, we all know that Adventures Paths don't sell, right?
Except when Paizo sells them to their own subscribers, that is.
1 - 4E Good: More movement on the battlefield. Anything which creates a more dynamic battle with more movement and less "stand and swing with full attack" is good. This was a weakness in 3.xx and it continues to be the primary weakness of Pathfinder. It's a strength of 4E. KEEP IT.
2- 4E Bad: Pull-back on the "all-in" gameist design. D&D in all of its forms since 1974 had always walked a razor's edge on the gameist/simulationist divide. Sure, when it got right down to it, gameist designs won out in every edition. But in prior editions, there was at least a PRETENSION of simulaitonism in the game rules and its settings. With 4E, the balance shifted greatly in favor of an all-in gameist design, at the expense of simulationist pretensions throughout all aspects of the game rules and its setting. And it went too far.
The gamesist designs ethic pervades 4E with respect to balance, the powers/day system and healing surges, and even the game world.
You can go too far with this, and sales indicate that there are a large number of people who prefer more of a nod to a pretension of simulationism in their game. Sure, when the rubber meets the road, you need to go with what makes a better game. But you need not be so obvious about it.
So that's it: Complex rules for movement and dynamic combat is good. Keep that. It's fun and it makes for a better game. Even the people who dis 4E recognize it. Too much gameist design, however, is bad. Pull back on those aspects and revert to more balance between gameist/simulationist design ethos.
Revise. Reset, Resell.
Last Point: Use DDI and 5E to sell and distribute a large and sweeping number of interlocking adventures of high quality published over a successive number of months. Pay designers top dollar to do this and illustrate them lavishly. Six months each in duration for each AP ought to do it. Yes, yes, we all know that Adventures Paths don't sell, right?
Except when Paizo sells them to their own subscribers, that is.