I’m looking forward to seeing how quickly rounds resolve. I find another part of keeping attention on the game is having interesting things to see & chances to contribute on a consistent order.
There actually kinda is, but it's not a casual thing that you can just hop into. If you complete the Learn from a Master project, you can learn one Signature Ability from another class, but that is your character spending a pretty significant amount of time learning from an NPC to get a tiny bit of flavor from another class. Plus, there is the Theoretical Warrior Title that gives you one heroic ability from another class, but it requires a Learn From a Master project, and the Master Librarian Title (which in turn requires the Ancient Loremaster Title). Ultimately, if you wanted to (for example) play a Green Elementalist that wants to learn more of how to channel a Fury's Ferocity, they could (probably also aiming for the Armed and Dangerous Title to gain the ability to use kits), but it would take significant in-game effort and undoubtably be an in-character goal.Plus NO multiclassing! Yay!
Nah. They just need to not fight in empty featureless spaces. The terrain just needs to include stock features like walls or trees, or even a dockside, camp fire, or latrine. Things appropriate for the environment sprinkled around. Making use of them is up to the PCs. Just so long as there's something to push people of/on/over/intoAnd now they have to have the "perfect" distribution of terrain
Most failed in Paragon tier. Some were better than others and yes they were very much not achieving a 100% success rate (I don't think I ever saw an Essentials Cleric in play). But seem were goodI'd buy that more if I thought the late-period simplified classes were actually as functional as the earlier engaged classes; often they weren't, sometimes in attempts to do so they were too much so.
This doesn't mean you shouldn't broaden things as far as practical.And, to be blunt, not all games are for all people.
I've yet to see one of those things. But any class based RPG should have options for casual players.That doesn't mean if you're trying for a one-size-fits-all game
From past examples, most of even WotC's official 4e modules are slogs of interesting combats. Paizo uses tiny maps inappropriate for tactical combat (consider Abomination Vaults' rooms that can't even house the monsters supposedly encountered in them.)Nah. They just need to not fight in empty featureless spaces. The terrain just needs to include stock features like walls or trees, or even a dockside, camp fire, or latrine. Things appropriate for the environment sprinkled around. Making use of them is up to the PCs. Just so long as there's something to push people of/on/over/into
consider Abomination Vaults' rooms that can't even house the monsters supposedly encountered in them.
Nah. They just need to not fight in empty featureless spaces. The terrain just needs to include stock features like walls or trees, or even a dockside, camp fire, or latrine. Things appropriate for the environment sprinkled around. Making use of them is up to the PCs. Just so long as there's something to push people of/on/over/into
Most failed in Paragon tier. Some were better than others and yes they were very much not achieving a 100% success rate (I don't think I ever saw an Essentials Cleric in play). But seem were good
This doesn't mean you shouldn't broaden things as far as practical.
I've yet to see one of those things. But any class based RPG should have options for casual players.