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The Systems Agnostic |
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![Hand of the Inheritor](http://cdn.paizo.com/image/avatar/Herald-of-Iomedae2.jpg)
*I have several threads for all of my thoughts, but they are also collected--with a statement of the aims of my analysis--here in this Google Doc.*
*Skills:*
- Acrobatics v Athletics is ill-defined.
Addressed! Both can be used to a great degree without training, and for very specific things. We have a clearer sense of why one is a DEX-based skill and the other STR-based. There is still a real utility disparity (Acrobatics being broken down into chunks that seem like variations on the same activity, while Athletics allows you do do more distinct actions), but that is a question of granularity in design about which reasonable people can disagree.
- Diplomacy is OP (and the rules are clunky).
Partially addressed! The “attitude” system is still clunky, in that it functions like an NPC stat but is also super nebulous, but the skill itself is simple and clear. The other social skills are plenty useful to balance out the “Diplomancers”.
- Heal (Medicine) is useless for PCs with access to magical healing (ie: all PCs).
Partially addressed! Now there’s a skill feat for Medicine that reads as pretty overpowered, which is a form of balance because it costs something extra, but you get something extra.
- Knowledges range widely in utility.
Partially addressed! None of the “lore” skills/subskills are ever going to be as useful as Arcana or Athletics or Deception, but they’re not so rigidly predefined, so you can work with your GM (if you have that kind of GM) to make them useful for your specific campaign. Arcana and Nature got HUGE buffs, increasing the divergence further.
- Perception is the Daddy of skills. (It’s more useful than SAVING THROWS!)
Partially addressed! It’s a separate “thing”, not well-defined, when it should just be another one of your Saving Throws, which would be imbalanced, except that Will Saves should always have been based on CHA anyway, so swap that in. It is impacted by proficiency, which is fantastic.
- Skill taxes like performance, disable device, pickpocket, craft.
Partially addressed! Okay, mostly addressed. Giving a common crafting skill and making it ever more useful with skill feats, making performance clear and sensible--these are nice touches. Apparently opening a lock and disabling a trap require separate actions, but are down to one skill. But if you want to do much that is cool or unique with skills--regardless of the skill--you often have to pay for it, and pay for it by buying something that any other PC could also buy, so yeah, rogues will probably feel some taxation.
- Skill runts like profession, spellcraft, ride, climb, and swim.
Addressed! All rolled into other skills. Very sensibly done.
*Feats:*
- Feat taxes / “mandatory” feats.
Addressed! In a number of notes elsewhere--long and the short of it; there are some feats that are slightly imbalanced here and there, but nothing wildly egregious, and nothing like the math problems early-stage DnD4e presented.
- Weapon finesse is either useless or mandatory.
Partially addressed! Agile and finesse weapons give DEX-based characters some clear benefits just for picking those weapons up. But the long-sought-after DEX-to-damage is a rogue-only feature, for what reason Aroden only knows.
- Magic Item Creation feats are either useless or broken OP.
Addressed! There’s one magical crafting feat (level 2!), and you tailor your use of it to fit the items you want to make, each of which now have (somewhat) flavorful creation requirements. No more cases where you can craft a rod but not a staff.
*Equipment/Magic Items:*
- The “Christmas tree” effect.
Addressed! Resonance is a thing. It’s another resource to track, which in a sense adds complication, but it ultimately is a huge reduction, as it gives more control to players in how dependent their characters are on magic items (see below) and how and when they use them. It seems to turn “mandatory” or “best in slot” items into choices on a menu, any of which might be more or less useful at a given time.
- Items are not useful to all character classes equally→ wealth disparity issues.
Partially addressed! Mundanes still need good gear to keep up, and casters still can do a ton of cool stuff without gear. But Resonance means that you can make a choice to truly dedicate yourself to using cool magic items, or get more out of them if you want to build towards that, even as a mundane character.
- Weapons and armor use outdated and confusing terminology.
Not addressed! Hope you like armor that only exists in fantasy art or cosplay, and even then the art will probably heavily diverge from the description given in the book! Hope you like shields that absorb damage (even though they are mostly there to deflect) and armor that deflects it (even though it’s mostly there to absorb)! Hope you also like weapons with the same problem, plus they also have features or rules that contradict even the most rudimentary understanding of weapon combat! In the age of increased popularity and understanding of hand to hand fighting with weapons and armor, who would ever want to look something up by name and not be confused, or watch some cool videos of the real thing and want to have that excitement carry over to their fantasy gaming? Not me or any other human being ever. PoundSignKiddingNotKidding, PoundSignNailedIt.
- Exotic/martial/simple/monk weapons are poorly organized and, in a few cases, straight up prejudiced.
Partially addressed! They’re still horribly organized in the largest sense: one cannot scan through the simple/martial/exotic/uncommon lists and get a clear sense of how and why they are balanced into these categories, the way, for example, the DnD4e GAMMA WORLD categorized weapons. But most of the monk/Eastern weapons are no longer explicitly “exotic” (with all the baggage that word entails).
- “Best in class” options at every level of weapons and armor.
Partially addressed! Armor is a mess--heavy armor is terrible specifically for the character classes most likely to want it. But weapons are more diverse, and the traits (though they tax player brain space with keeping track of them) are a large and interesting part of that.
*Spells/Magic:*
- Prepared casting is immersion-breaking, non-intuitive, taxing on the player (without helping anyone else), and potentially OP compared to spontaneous.
Not addressed! There are more prepared casters than spontaneous in the game--despite the sorcerer arguably functioning as a kind of catch-all spontaneous caster--and they are clearly weaker. All but the slightest minority of media (and therefore players) think of magic in this “fire and forget” mode (Paizo’s own novels ignore this for all intents and purposes), and no other rules support it (like, say a heavy emphasis on material components). Vancian casting incentivizes player expertise far over player expertise, further widening the gap between old players and new.
- Spell lists--as a concept--are confusing, fiddly, and--in practice--do not support theme or story. (Example 1: A lightning bolt from a wizard is the same lightning bolt from a cleric of a weather god. Example 2: the arcane spells open to wizards and sorcerers are different without any clear reason.)
Partially addressed! And only by the slimmest of margins. There remains no clear reason why a wizard should be better at lightning spells than a weather druid, but spells are now simply typed and not restricted to class lists. The distinction between “arcane” and “occult” is not fully or usefully articulated (especially given that those words are near-synonyms), but there at least is some attempt to divide spells and spell types across lists, so that there is interdependence without over-dependence.
- Spells have too many variables and their implementation involves much too much math. There are low-level spells that, if cast in a higher-level spell slot, are much more powerful than spells native to that level.
Addressed! Spell Heightening is a decent design choice--and more or less obvious thieving from DnD5e--though it’s also not as broadly implemented as would take some of the mental/tracking burden off of most players of caster PCs. Spell DCs are easier to track, and damage has been more standardized, and save-or-die spells are gone (fanfare!). The power curve is a flatter line, though still not flat.