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I agree, but since I am prone to injecting 4e where it is not really appropriate, let us leave it at that and move on.
It's a good natured laugh. Its been a week.
I agree, but since I am prone to injecting 4e where it is not really appropriate, let us leave it at that and move on.
Honestly, after experimenting a bit, you can basically just summarize the adjustment as changing the encounter modifier to 0.75 if the party outnumbers the monsters by 1 or 2.
0.5 if the party outnumbers them 3 or more.
Not as precise, but more simplified
4E and 5E are massively different. 4E was designed to have uniformity to a ridiculous extent - to the point where people commented that a wizard, fighter, rogue and cleric all felt very similar in play. 5E restored differences, and in doing so made it harder to balance.
Elites, solos, and minions are the things from 4e I miss the most in Pathfinder 2 (the second most are healing surges, and the Stamina variant kinda fixes that).For real.
1 level X monster is a match for 1 level X PC. Elites are a match for 2, solos 5. 4 minions are equal to 1.
I'm thinking these are related in 4e, and maybe should be inverted.
- Hit Points. 4e solos was standard monster x4 HP which was to much for many. Many complained 4e solos were a grind because of this + issue #4. 5e "solos" have significantly less HP. A true challenging solo in 4e was level +4-5 which also meant a solo monster had a bit more HP than the whole party. In 5e a true solo is a legendary monster with a CR equal to lvl +8-10 and will have HP typically a but less, some times a lot less, then the whole party.
- Damage. 4e solos didn't do enough damage (particularly at high levels). The had 4x the HP of a standard monster, by only 2x the actions (typically) and used the same damage by level tables as the standard monsters. So they didn't necessarily do any more damage than a standard monster. 5e improved on this somewhat by pushing solos further out from the PC level (and this higher up the damage tables), but didn't really tackle this problem, particularly at high levels.
That's why they call her LOLth.Solos have never really worked in my experience. In my home game, I threw Lollth, a CR 35 solo brute, at a group of 6 level 21 PCs. The spider queen never stood a chance. So they may have worked for you, in my experience they did not.
Naw: 5e's daily damage budget is surprisingly uniform.4E and 5E are massively different. 4E was designed to have uniformity to a ridiculous extent - to the point where people commented that a wizard, fighter, rogue and cleric all felt very similar in play. 5E restored differences, and in doing so made it harder to balance.
People who never played it, sure.people commented that a wizard, fighter, rogue and cleric all felt very similar in play.
I played it a lot. So many of the abilities were "damage appropriate for the level of ability plus a minor benefit like push, pull, prone, etc..." That edition was a good game system - but it wasn't the same feel as other editions of D&D, and it was not the best design for a fantasy setting. YMMV - but you'd be wrong.People who never played it, sure.
They're meant to provide more balance than we saw in 3E, but they are far less restrictive than the cookie cutter construction of classes in 4E.I thought bounded accuracy and cantrips reduced vast differences between PC?
Wow. Dozens of complaints for a game with millions of players.Edit: alternativily, I could have went, "they did make classes different via operating on long or short rest and there are dozens of complaints about that here."
Absolutely! When PF2 came out I immediately started think about adding "elite" and "solo" monsters. I haven't looked at it in a long time, but I can't remember a reason why it would work.Elites, solos, and minions are the things from 4e I miss the most in Pathfinder 2 (the second most are healing surges, and the Stamina variant kinda fixes that).
PF2 only measure creature power on one axis: level. A "solo" is just a higher-level creature. The devs have defended this choice, because they want PCs to be able to fight a level 3 ogre warrior at level 1 and go "Dang, that was tough" and then at level 5 have a fight with four of them that's the same overall difficulty but having each ogre go down like a chump. But I think this is unfortunate, because that means "bosses" hit like a truck, can hardly be damaged, and are near-impervious to any cool things the PCs want to do. I think there's room for monsters that are "wide" – having the same basic numbers as a normal monster, but with enough hp and action economy (either directly or indirectly, such as having AOEs) to pose the same threat as two or more normal monsters.