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What Would You Want from PF2?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7593887" data-attributes="member: 6704184"><p>Yeah, and an even more accelerated math treadmill, IIRC, compared to 4e. And the treadmill was one of the things about 4e that bothered me. Mostly because the math ended up being wrong, and they had the gall to introduce feats to fix it, instead of just fixing it, but the steady inflation of all the numbers is just...lame? </p><p></p><p>I wouldn’t go back to playing a dnd that has different BaB tracks, or a hundred different types of bonuses that all stack, etc. I just was a game with simple math, and a lot of abilities. If I had the time and it was OGL so I could share my work with a wider audience, I’d gut the 4e math and replace it with something like 5e’s, replace most bonuses with “reroll but take the second result no matter what” and “reroll and take the better”, with the occasional “reroll any result lower than X until the die is X or higher”, and these benefits would never stack with themselves. The two flat rerolls wouldn’t stack(two sources of the lesser benefit would just give you the greater benefit instead), but the die result floor mechanic would. That would be the entire system of situation bonuses. Any penalty would just be 5e disadvantage. Maybe a “reroll natural 20s, taking the second result” you can impose with some powers. </p><p></p><p>The goal would be math that is quick and easy to check, with no loss in depth of character building choices. Then I’d see about making powers work more like 5e spell slots, except you can use X Heroic Powers, Y Paragon Powers, and Z Epic powers, in a given encounter or day. </p><p></p><p>There are other tweaks, but that describes the basic shape of a dnd I want to see. I’m tired of complexity of distinct options and tactical choices always being paired with unecessarily intrusive math.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7593887, member: 6704184"] Yeah, and an even more accelerated math treadmill, IIRC, compared to 4e. And the treadmill was one of the things about 4e that bothered me. Mostly because the math ended up being wrong, and they had the gall to introduce feats to fix it, instead of just fixing it, but the steady inflation of all the numbers is just...lame? I wouldn’t go back to playing a dnd that has different BaB tracks, or a hundred different types of bonuses that all stack, etc. I just was a game with simple math, and a lot of abilities. If I had the time and it was OGL so I could share my work with a wider audience, I’d gut the 4e math and replace it with something like 5e’s, replace most bonuses with “reroll but take the second result no matter what” and “reroll and take the better”, with the occasional “reroll any result lower than X until the die is X or higher”, and these benefits would never stack with themselves. The two flat rerolls wouldn’t stack(two sources of the lesser benefit would just give you the greater benefit instead), but the die result floor mechanic would. That would be the entire system of situation bonuses. Any penalty would just be 5e disadvantage. Maybe a “reroll natural 20s, taking the second result” you can impose with some powers. The goal would be math that is quick and easy to check, with no loss in depth of character building choices. Then I’d see about making powers work more like 5e spell slots, except you can use X Heroic Powers, Y Paragon Powers, and Z Epic powers, in a given encounter or day. There are other tweaks, but that describes the basic shape of a dnd I want to see. I’m tired of complexity of distinct options and tactical choices always being paired with unecessarily intrusive math. [/QUOTE]
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