What parts of 5E do you like, and how would you like them to show up in PF2e?


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5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.


I play 5E over PF now and mostly its easier to run.

If you took 5E ripped out the classes, plugged in PF type classes and added in microfeats and a tweaked fort/ref/will saves you could have a great variant of D&D.

5E did flub a few things that were conceptually great.

1. Bounded accuracy. Smaller numbers is great but ACs are a bit to low, and AC could perhaps top out at 30 instead of 35.

2. Multiple attacks at no penalty. They killed iterative attacks which are basically exclusive to 3.x systems.

3. Advantage/disadvantage

4. Scaling spells requiring higher level slots (damage spells could scale IMHO).

5. 6 saves good idea, execution was off and you more or less have 3 saves anyway as 75% of them are con/dex/will.

6. Removing a few spells.

7. Magic item system (can't buy them).


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DrJill wrote:
I'm seeing a lot of objections to the "bounded accuracy" of 5e. As I understand it, that was implemented to curb the powergaming/minmaxing that is common in Pathfinder. Do you guys not see the minmaxing as a problem, or is bounded accuracy just not your preferred way to fix it?

For many powergaming/minmaxing is a feature not a problem, and if 5E is already covering that niche Pathfinder should not do the same.

Sovereign Court

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kyrt-ryder wrote:

5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.

Well that's the best part. Things were so ridiculously out of hand usually that there is a ton of room to tone down and still feel different.


kyrt-ryder wrote:

5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.

Totally agree


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Morgen wrote:
kyrt-ryder wrote:

5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.

Well that's the best part. Things were so ridiculously out of hand usually that there is a ton of room to tone down and still feel different.

One GM's 'out of hand' is another GM's 'crazy awesome'

Saves need a bit of rejiggering to obtain a better balance at high levels, but I love the crazy epic of high levels and fully embrace it.


master_marshmallow wrote:
bookrat wrote:
master_marshmallow wrote:
blahpers wrote:
master_marshmallow wrote:
Mark just happened to come up with a system that works just like 5e for spellcasting
This is tongue-in-cheek, right?
Not according to Logan, apparently.

Well.. yes and no.

They did say they developed their spell system before 5e came out. They have not said their spell system is similar to 5e. Commenters have speculated and claimed that the spell system is like 5e without any evidence and an extremely limited view of the PF2 spell system.

They pretty much confirmed the similarities, by saying it's one of the things they found out on their own Erik went on quite the rant about it.

Do you happen to have a link? I went through all of Erik's posts in the past few weeks and didn't see anything. Perhaps it's on another site?

The podcasts haven't suggested such a thing either.

The closest we have is Mark's thought experiment, which describes a system very similar to Starfinder's casting system, but not 5e's.

I haven't seen anything which confirms, much less even suggests, that PF2 will have a spell system similar to 5e.

Sovereign Court

kyrt-ryder wrote:

One GM's 'out of hand' is another GM's 'crazy awesome'

Saves need a bit of rejiggering to obtain a better balance at high levels, but I love the crazy epic of high levels and fully embrace it.

I'd say it makes them pointless or trivial. It makes finding like interesting armor or something similar pointless because things just hit you anyway on 2's.

You're not epic because numbers are high, especially when it's all the numbers. Divide everything by 10 and it's exactly the same game.


Morgen wrote:
kyrt-ryder wrote:

One GM's 'out of hand' is another GM's 'crazy awesome'

Saves need a bit of rejiggering to obtain a better balance at high levels, but I love the crazy epic of high levels and fully embrace it.

I'd say it makes them pointless or trivial. It makes finding like interesting armor or something similar pointless because things just hit you anyway on 2's.

You're not epic because numbers are high, especially when it's all the numbers. Divide everything by 10 and it's exactly the same game.

Against 'CR appropriate foes' yes.

But divide everything by 10 and you aren't surpassing those low level foes by much, which is the same consequence you get in 5E.

Granted while numbers play a role I am actually more interested in the feats of high level. Basically Fantasy Supers [the game 3P becomes at high levels... that Martials in PF1 kind of sort of almost get to play if they have perfect gear and siphon resources off of their allies]

Silver Crusade

graystone wrote:
As a player, I keep my power curve around the level of the others in the group.

I guess my main problem is I have people in my group who will always min max, meaning that if I want to make a non-optimal character for fun/roleplay reasons, then I'll probably have less fun because my character seems less heroic than others, and my DM has a hard time making encounters that are an appropriate challenge for everyone.

And I'm not even really making *weak* characters...just not minmaxed.


kyrt-ryder wrote:
blahpers wrote:
DrJill wrote:
I'm seeing a lot of objections to the "bounded accuracy" of 5e. As I understand it, that was implemented to curb the powergaming/minmaxing that is common in Pathfinder. Do you guys not see the minmaxing as a problem, or is bounded accuracy just not your preferred way to fix it?
I've never found it to be a problem.

'Minmaxing' only became a problem for me when I had inexperienced players trying to play the weaker classes that require minmaxing to be viable.

Hand them a druid or wizard or cleric or sorcerer or witch or summoner or alchemist or bard with a few basic guidelines of how to build and play one and it's all good.

Barbarians and Paladins are sort of a middle ground.

Fighters and Monks and Rogues and Rangers? Forget it. Advanced System Mastery required to try to drag these classes up from the dregs and become viable party members.

Have always found this statement a bit weird. If you have newbie players starting at level 1, then that Beginner Box premade Valeros is the fricken' king of the battlefield. Has Improved Init, Weapon Focus and Power Attack... If you hold the longsword with 2 hands you are already oneshotting all the threats for like the next 2-3 levels and hitting very reliably.

From my experience, the martials are so straightforward and effective at the earlier levels that he won't feel "useless" for a pretty long time. If the mages themselves are newbies and non-optimized, it'll take even longer.

Balance issues start when you begin min-maxing. So that's the price you pay. Your superpowers only hurt the weaker PCs in the group and are irrelevant to a decent GM.


DrJill wrote:
graystone wrote:
As a player, I keep my power curve around the level of the others in the group.

I guess my main problem is I have people in my group who will always min max, meaning that if I want to make a non-optimal character for fun/roleplay reasons, then I'll probably have less fun because my character seems less heroic than others, and my DM has a hard time making encounters that are an appropriate challenge for everyone.

And I'm not even really making *weak* characters...just not minmaxed.

That's more a group dynamic issue than a min/max one. If you know that others enjoy making characters higher on the curve, you can either #1 keep up or #2 make a character you know is going to be sub-optimal in comparison.

So IMO, if you're making a 'fun' character that you know will be "less fun because" they are "less heroic" then they aren't really fun are they? Not every concept fits every game, no matter how interesting they may look on paper.

Lastly, from my experience, the "bounded accuracy" of 5e 'fixed' the issue you have by making EVERYONE "probably have less fun because [every] character seems less heroic".


ChibiNyan wrote:
kyrt-ryder wrote:
blahpers wrote:
DrJill wrote:
I'm seeing a lot of objections to the "bounded accuracy" of 5e. As I understand it, that was implemented to curb the powergaming/minmaxing that is common in Pathfinder. Do you guys not see the minmaxing as a problem, or is bounded accuracy just not your preferred way to fix it?
I've never found it to be a problem.

'Minmaxing' only became a problem for me when I had inexperienced players trying to play the weaker classes that require minmaxing to be viable.

Hand them a druid or wizard or cleric or sorcerer or witch or summoner or alchemist or bard with a few basic guidelines of how to build and play one and it's all good.

Barbarians and Paladins are sort of a middle ground.

Fighters and Monks and Rogues and Rangers? Forget it. Advanced System Mastery required to try to drag these classes up from the dregs and become viable party members.

Have always found this statement a bit weird. If you have newbie players starting at level 1, then that Beginner Box premade Valeros is the fricken' king of the battlefield. Has Improved Init, Weapon Focus and Power Attack... If you hold the longsword with 2 hands you are already oneshotting all the threats for like the next 2-3 levels and hitting very reliably.

From my experience, the martials are so straightforward and effective at the earlier levels that he won't feel "useless" for a pretty long time. If the mages themselves are newbies and non-optimized, it'll take even longer.

Balance issues start when you begin min-maxing. So that's the price you pay. Your superpowers only hurt the weaker PCs in the group and are irrelevant to a decent GM.

I can't speak to the beginner box, as I have never used it.

I will also note that I am not a big fan of low level play in general. It's a great game for what it is [and it's the most heavily playtested part of the game] but for me the game starts to get interesting around level 5, thus I tend to GM starting around level 5 minimum, often much higher depending on the group.

At level one everyone is roughly equal. Valeros can end an enemy in one swing with a two handed longsword, the wizard can end an enemy with a single casting of Color Spray, the Druid can end an enemy with one attack from each of himself and his animal companion combined.

Every odd level thereafter, the balance slowly begins to crumble. It's definitely visible at level 5, but not a big problem so long as martial players know the rough basics. By level 13 though, unoptimized martials without any houserules [I use MANY to bring martials up to par in my own games, with the target of Tier 2 for those who are familiar with the Tier list] tend to wind up basically baggage carriers unless propped up by the casters in the party.

EDIT: I have to note- this is using creatures straight out of the Bestiaries with intelligent tactics making full use of their abilities and intellect [and lack thereof now and then, but the higher the level the less relevant dumb brutes become.] I'm not talking about adapting my GMing outside the CRB guidelines to 'account for the minmaxers'

EDIT 2: apologies if I seem to be derailing this into MvC Disparity, it's just clarification of the minmax subtopic atm.


bookrat wrote:
master_marshmallow wrote:
bookrat wrote:
master_marshmallow wrote:
blahpers wrote:
master_marshmallow wrote:
Mark just happened to come up with a system that works just like 5e for spellcasting
This is tongue-in-cheek, right?
Not according to Logan, apparently.

Well.. yes and no.

They did say they developed their spell system before 5e came out. They have not said their spell system is similar to 5e. Commenters have speculated and claimed that the spell system is like 5e without any evidence and an extremely limited view of the PF2 spell system.

They pretty much confirmed the similarities, by saying it's one of the things they found out on their own Erik went on quite the rant about it.

Do you happen to have a link? I went through all of Erik's posts in the past few weeks and didn't see anything. Perhaps it's on another site?

The podcasts haven't suggested such a thing either.

The closest we have is Mark's thought experiment, which describes a system very similar to Starfinder's casting system, but not 5e's.

I haven't seen anything which confirms, much less even suggests, that PF2 will have a spell system similar to 5e.

here


master_marshmallow wrote:
bookrat wrote:
master_marshmallow wrote:
bookrat wrote:
master_marshmallow wrote:
blahpers wrote:
master_marshmallow wrote:
Mark just happened to come up with a system that works just like 5e for spellcasting
This is tongue-in-cheek, right?
Not according to Logan, apparently.

Well.. yes and no.

They did say they developed their spell system before 5e came out. They have not said their spell system is similar to 5e. Commenters have speculated and claimed that the spell system is like 5e without any evidence and an extremely limited view of the PF2 spell system.

They pretty much confirmed the similarities, by saying it's one of the things they found out on their own Erik went on quite the rant about it.

Do you happen to have a link? I went through all of Erik's posts in the past few weeks and didn't see anything. Perhaps it's on another site?

The podcasts haven't suggested such a thing either.

The closest we have is Mark's thought experiment, which describes a system very similar to Starfinder's casting system, but not 5e's.

I haven't seen anything which confirms, much less even suggests, that PF2 will have a spell system similar to 5e.

here

Thanks! I haven't had the chance to listen to that yet. It's on my weekend playlist.


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The 5E Gamemaster's Guide has a wealth of random tables for villains, NPCs, towns, dungeons, etc., etc., which can generate wonderful storytelling moments in a homebrew campaign when you're stuck for what to do.


cantrips, class auras actually benefiting every one evenly and not person who owns aura get x while everyone else gets x-y, and barbarians getting con to ac while unarmored, they also condensed skills a little more which was good but got rid of skill points which was bad


1. Proficiency. Characters are just better with it. I can see PF2 Classes giving maybe a specialized Proficiency.

2. Inspiration. Running a 5e group now and they love it, plus it seems to inspire RP and creativity from players. PF has Action Points, but they need to be core. A reroll mechanic is crucial.

3. Move-Action-Move. PF2 will have that with the 3 actions.

4. Archetypes. PF2 will edge 5e here.

5. Death Saves. Wow is this dramatic for a group! They really get into it and I've seen it lead to great RP with characters helping each other at their own risk.

6. Feats. 5e feats are Macro-Feats containing elements of 2-3 normal ones. PF2 could steal that to streamline and still have a stronger selection than 5e.

Adding these while streamlining optimization and combat could be the prize.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

the one thing that 5e has that PF2 will not is the end of Vancian (Prepared "Fire and forget") Casting. Using the superior Spontaneous Casting mechanic as the undercarriage for spell casting should have been the norm in 3.0, but we instead got two Mages called Sorcerer and Wizard that were basically the same class.

Now instead of (or on top of) getting higher level spells/spell slots at later levels, Sorcerers have another delaying balance act to account for the mechanical advantage of their mechanic. This was or is unnecessary and will serve to confuse and frustrate new players.

Dark Archive

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Planpanther wrote:
I like vancian and limited casting so I didnt like the idea of unlimited cantrips in 5E.

Um.....does anyone else want to tell him, or should I?

Dark Archive

GreyWolfLord wrote:

The way 5e did it though, it makes it so that you never feel like you really are high level when you are high level.

In Pathfinder...when you are level 9 and go up against Goblins...you'll be killing them left and right.

In 5e...if you face 5 of them you could be dead!

When you are level 20 you should FEEL like one of the most powerful characters in the world. In Pathfinder, you normally do. Some Moreso then others...which some have a problem with (casters being super powerful compared to the martials).

In 5e...nope...you can still be taken down by a group of low level 1HD goblins. No real heroes here...

I'm not sure what's so heroic about every combat you enter being an assured thing. That's actually the opposite of heroic, in my book, instead sounding rather cowardly.

Dark Archive

Volkard Abendroth wrote:
I found 5e to be a very bland attempt at simplifying D&D for new players and those unable to handle complex rules systems.

That kind of sounds like you go in with the assumption that more complexity = better. Complexity for it's own sake is NOT better...it's worse.


1. Inspiration. PF2 needs a reroll rule. Use Action points but all the modern games have a reroll rule and my 5e groups love it. It frees players from the d20.

2. Feats. PF2 should be better here. 5e feats are macro, taking in 2-3 normal feats. PF2 can do this easy by streamlining and still have more choices.

3. Action economy. 3 actions is imo an improvement on 5e.

4. No Xmas Trees. PF2 will drop slots and make questing for magic the norm, rather than shopping.

5. Proficiency. Just makes low-level FUN.

Dark Archive

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Planpanther wrote:
Whats the working definition of hero here? Guy who can slaughter a million goblins without breaking a sweat? That sounds more like supers than heroes. If i fought iron mike tyson he'd whip my ass. If iron mike fought me and 9 of my buddies he'd get beat. I think Mark mentioned this same line of thought earlier. You are either cool with being super or you are not. Paizo is cool with it so there is no worry about BA in PF2.

I seem to be in a pretty small club with my workding definition of "heroic". Maybe it's influenced by the fact that I played Call of Cthulhu for a long time before I ever touched one of the d20-spawned editions of D&D. For me, true heroism is when the character throws themselves at the forces of evil, knowing they are outmatched and almost certain to die, but that they might save others with their sacrifice. A band of near-demigod 20th level heroes slaughtering a band of goblins....not all that heroic.

Dark Archive

kyrt-ryder wrote:

5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.

Well, it'd be hard to take it much further in the "turn it up to 11" direction without turning it into Exalted.


Shadow Kosh wrote:
kyrt-ryder wrote:

5E is already the game of 'toned down.'

Therefore I would hate to see PF2 take the same path.

Well, it'd be hard to take it much further in the "turn it up to 11" direction without turning it into Exalted.

Haven't actually played Exalted, but from what I've heard about it that's a direction I would definitely be interested in taking high level play.


Marketing. D&D has so many channels preaching the doctrine it's unlike anything I've seen since TSR had D&D commercials on TV.

Paizo has to get a very strong online marketing machine. I'm thinking WotC's hire if Welch was part of a grand online marketing thing tied into D&D Beyond.

And a face.

Market or no?


Plus, PF2 emulating the Powered by the Apocalypse games like D&D 5e. Inspiration, Backgrounds, specialized classes that couch bounded accuracy, skill checks vs. opposed skill instead of GM fiat.


Most players don't have the gaming pedigree to see how the hobby changes.

*shrug*


Running 5e groups now and Inspiration, Advantage/Disadvantage, and Proficiency rock. PF2 needs to steal these. Work the bonuses into Classes. Use Action points for Inspiration since Paizo had it. Adv/Disadv can be worked into class features.

Paizo needs to steal and get the market share. Just that. Or you lose players to GURPS Fantasy.


Seeing as how the rest of my group adores 5e, I am unfortunately very well-acquainted with its ruleset. I don't think it's the worst thing ever, but overall it is a provably weaker system to PF. That said, I do like a few things about it.

Along with some other people in this thread, I liked short rest healing and useful cantrips. I disliked that cantrips eventually became more powerful than 1st-level spells due to lack of CL scaling, but I liked that damaging cantrips deal non-negligible damage at most levels of play instead of dealing negligible damage at all levels of play.

I also liked that prepared casters don't have to double-prepare a spell to cast it twice - That's always struck me as one of the dumbest ideas of Vancian magic, and no matter how the rulebook tries to explain it in-universe it always sounds like "because a wizard did it." It's a completely arbitrary restriction, just like race-restricted classes, or different classes requiring different amounts of XP to level, or some classes capping out at lower levels than others, or some races having a lower level cap than others and like all of those mechanics it should have been left to rot with AD&D. I have never made my players double-prepare a spell.

I liked the background system. I'm not a fan of the background feature system, but I like how you can mechanically quantify your character's background. PF1e could implement this by letting you add a skill or two to your class skill list, or giving you a small bonus to your skills, but that's basically how traits work anyways and those seem less prone to abuse than the 5e background system.

I like how in 5e, moving is just something you do, no action required. I disagree with other posters that this makes 5e combat more mobile, but only because 5e lacks an equivalent of a 5-ft step and moving really doesn't do anything except let you attack something else (not usually something worth eating an AOO for).

I like how lower-level characters are less squishy, but this gets absurd past level 3 or 4.

I like that everyone is autogranted Weapon Finesse, but the DEX->Damage portion unfortunately necessitates the hard cap of 20 on stats.

I think the 5e subclass system is an improvement over 3.x prestige classes, but a downgrade from PF's archetypes.

I like the option of doing starting gear by class, but 3e had this too IIRC. I don't remember how the 3e version was, but the 5e version is hilariously exploitable. You get 2 martial weapons as a fighter? Get two hand crossbows, sell them for a total of 75 gold, then buy your actual weapon/s out of that and pocket the rest.

Honestly, I think that's about it. I could squee about a few class features, but almost every other mechanical difference from 3.x in 5e I am either neutral towards or hate with a burning passion. The proficiency system removed a lot of RP potential from focusing on one skill at the expense of others (yes, there's bard/rogue Expertise, but only bards and rogues get that). The attempt at making all 6 abilities relevant to saving throws was clumsy at best. The removal of touch AC and the related adjustment of how spellcasters make attack rolls makes high-AC characters way too effective until high levels. Concentration is an utter travesty. Blaster casters feel way too weak at mid levels - Only their highest spell slots are effective at damaging at-level monsters, and they get so few of those due to lack of bonus spell slots you feel really weak. Metamagics locked to Sorc is retarded. Getting 2 ASIs is a great fix to the "odd problem" in 3.x, but making you give them up to get a feat is dumb, as is tying them to class level instead of character level. Lack of racial penalties doesn't make you feel like there's any kind of real trade-off going on - Though I do think it was a mistake to make all races in PF +2 instead of +0. I hate the bizarre multiclass rules in 5e. And a million and two other minor gripes, like the confusion resulting from renaming "standard action" to "action", the horrible crafting rules, and how the 5e action economy effectively negates the mere possibility of houseruling in a feat like Combat Reflexes. Not to mention that, not only does the system have almost no splat to speak of 4 years in, but the system is so limited by design that it can't even support splat. All in all, the more PF2e is like 5e, the less I will probably like it.


oh I would also like to add 5e paladins to the list aside from their lay on hands they are great


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So much good stuff - a lot of which our group ported across into PF anyway.

**NO BRAINERS**

Short rests - wow, these speed play up so much and make clerics less of a must have.

Inspiration - simple and rewards role playing

Legendary Monsters - the most awesome way to make end bosses feel strong without needed to have a horde of minions. Maybe create a legendary template.

Death saves - prevent point of death being a mathematical calculation and throw in some jeapardy.

**DEFINATELY SHOULD BE CONSIDERED**

Spells known - makes wizards flexible but not too flexible. They become manageable at all levels without having a degree in accounting

Scaling magic - magic that uses spell slot to scale rather than doing it automatically.

Cantrips - scaling base attacks so wizards don’t need to fire crossbows!

Stat based saving thrones - makes working out saves so much more intuitive and adds a new dimension to matching spells against defenses.

More hp for monsters - 1 hit kills are much less of a thing.

Remove feat chains - it means reducing the power of some feats but so much more elegant.

**CONTROVERSIAL BUT AWESOME**

Bounded accuracy - AC now means something rather than being a waste of time, auto fail and auto success are less of a thing (in 5e you just don’t roll for trivial difficulties) encounter balance is much much much easier, and everyone in the party can contribute. Fighters feel good because they get multiple attacks not because they’re better than a rogue with a dagger.

Concentration - the single most elegant way of speeding up combat, preventing one encounter days and curbing the nonsense of some wizards over level 5. But I accept that it is anethama to the proponents of the god-wizard.

Magic Items - they feel special, they add choices, rather than increasing the stats of existing choices. Love the reduced book keeping.

Fitnesse weapons - they make all PCs awesome in combat and the fighter is differentiated in other ways. The fighter is now awesome by the way and one of our most popular classes.

Tie stat increases to class - allow but discourage excessive multiclassjng by making stat increases a class ability at key levels. Flex these levels to balance classes.

*******

In summary a lot of people are saying 5e is dumbed down, which it isnt. To any outsider it is still a game with complexity, with hundreds of choices, hundreds of spells, dozens of feats etc etc. in comparison to Pathfinder with 10 years bloat there are less options but not when you compare it to 3.0 when it came out.

In 5e when you want to be a specialist in Varisian artifacts you take proficiency history and write it in your background, you tell your GM and when Varisian artifacts are in the game he gives you advantage.. In Pathfinder 1e you want a trait that gives you +1 on history checks dealing with varisian artifacts. A feat that allows you to decipher the uses with a DC 25 know(arcana) check and gives +1 to spell level when using the spells cast from varies Ian artifacts etc etc etc. The problem is the mechanical differences for Pathfinder in most games are either trivial or incredibly good depending on the campaign. Whereas the potential for RP and fun is still there in 5e there just isn’t a specific feat or trait for that choice.

5e is simpler but it isn’t simple. Instead it’s more intuitive and arguably more powerful because you can do more with the rule set as a player and DM because the space to invent has been built into the system. Rather than requiring specific permissions and exemptions to do anything.

Paizo should make intuitive and clear rules a key part of its design structure.


one thing that was in 5e that I hope stays in 5e is the stupid ability score caps


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Nothing unfortunately, i really hated 5e.


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bookrat wrote:
master_marshmallow wrote:
blahpers wrote:
master_marshmallow wrote:
Mark just happened to come up with a system that works just like 5e for spellcasting
This is tongue-in-cheek, right?
Not according to Logan, apparently.

Well.. yes and no.

They did say they developed their spell system before 5e came out. They have not said their spell system is similar to 5e. Commenters have speculated and claimed that the spell system is like 5e without any evidence and an extremely limited view of the PF2 spell system.

Wait, WotC came up with this spell system in 2012 and 2013. That's 5-6 years ago.

Paizo said that they started this stuff around 2014 at the earliest. (Normally they say it was around 2 years ago though, which would put it in 2016).

So...maybe technically...maybe???

And it just HAPPENS to run just like 5e's spell system???

Is it really like 5e's spell system? Or is that just what we are drawing to because if it is...that's actually pretty suspicious to tell the truth.

Could be that happened, but it sounds AWFULLY coincidental...

That's saying, of course, that it really does work like 5e spell system. (I do admit though, from what I'm hearing, it DOES sound an awful lot like it).


Shadow Kosh wrote:
GreyWolfLord wrote:

The way 5e did it though, it makes it so that you never feel like you really are high level when you are high level.

In Pathfinder...when you are level 9 and go up against Goblins...you'll be killing them left and right.

In 5e...if you face 5 of them you could be dead!

When you are level 20 you should FEEL like one of the most powerful characters in the world. In Pathfinder, you normally do. Some Moreso then others...which some have a problem with (casters being super powerful compared to the martials).

In 5e...nope...you can still be taken down by a group of low level 1HD goblins. No real heroes here...

I'm not sure what's so heroic about every combat you enter being an assured thing. That's actually the opposite of heroic, in my book, instead sounding rather cowardly.

Not every combat is an assured thing, but you don't have to think no-name nobody goblins are going to kill you on a random encounter.

If you die, it's going to be against an ARMY of them...OR against something that is equally dangerous and can wipe out an army themselves...and you die against THAT...not the 1hd goblin tribe.

Heroic is Charlemagne, his Bishop, and his 12 Paladins holding the pass against an entire army of enemies.

Heroic is the Aragorn fighting through entire troops of Orcss and Gandalf on the Wall fighting in holding off the immeasurable armies of Sauron.

Heroic is Japanese Anime when the Hero smashes through the entire forces of the enemy arrayed around him.

Heroic is Neo wiping out a hundred Agent Smiths piling on him.

Unheroic is Lancelot riding into Camelot to rescue Guenivierre and being challenged by 3 squires and dying instead of rescuing her because he's that weak.

Unheroic is Han Solo dying in the attack on Maz Kanata's from two stormtroopers before he even has a chance to heroically face his son.

Unheroic is Darth Vader being killed outright in Rogue One because he cannot march right through and slaughter all the rebels in his path...

This is the difference between 5e and PF


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doomman47 wrote:
one thing that was in 5e that I hope stays in 5e is the stupid ability score caps

THats one of the best parts of 5E.

AD&D capped at 25, B/X at 18, uncapped is one of the big problems of 3E and 4E.


Zardnaar wrote:
doomman47 wrote:
one thing that was in 5e that I hope stays in 5e is the stupid ability score caps

THats one of the best parts of 5E.

AD&D capped at 25, B/X at 18, uncapped is one of the big problems of 3E and 4E.

Not exactly...that's a 5ism the creators of it used to try to justify Bounded Accuracy, but that's no more true than stating that -10 was the lowest AC (it wasn't...there was at least ONE monster that had a lower AC and showed that it could be lower).

In addition, it wasn't about all AD&D, it was about 2e. In 2e, the Deities were not stated, but if asked, they were said to have ability scores FAR higher than a mere mortal could dream of and could not be engaged in combat.

The reason some assume 25 was the highest was because there were no tables that extended beyond this. It is like the assumption that the highest level you could get was level 20 in 2e (which also was untrue...it was unlimited, unless you abided by the rules found in a LATER handbook that came out called High Level Campaigns which stated the Highest level was 30....which also was contradicted by a book in the Forgotten realms 2e series which allowed levels to go up to 40...and so on and so forth).

Someone could get a 26 STR...but there were no rules that would tell you what bonuses or what you could do with 26 STR.

The same applied for spelltables in AD&D 1e...you could extrapolate them out and figure out what you probably would be able to cast at high levels, but the tables did not go infinitely up. However, there were those who played 100th level (and higher) characters.

For fun, in AD&D, you can play the extremely broken module...Throne of Bloodstone.


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GreyWolfLord wrote:

Not every combat is an assured thing, but you don't have to think no-name nobody goblins are going to kill you on a random encounter.

...

Unheroic is Lancelot riding into Camelot to rescue Guenivierre and being challenged by 3 squires and dying instead of rescuing her because he's that weak.

Unheroic is Han Solo dying in the attack on Maz Kanata's from two stormtroopers before he even has a chance to heroically face his son.

Unheroic is Darth Vader being killed outright in Rogue One because he cannot march right through and slaughter all...

Yeah it doesn't sound like you've played much 5e if this is how you describe the encounters. The goblin has a +4 to hit and deals 1d6+1 damage and has maybe 7 hp with AC 15.

The 11th level fighter PC has about 90 hp, can heal mid combat, attack three or four times at +8 or so, with AC 20 ish.

The squires/goblins/rebel troopers don't kill the PC but they may knock a couple of hit points off.

I don't think you understand the principal of bounded accuracy. It is about preventing auto success and auto fail. Preventing combat becoming trivial unless DMs are locked into combats with a narrow range of CRs. It prevents AC being meaningless because all monsters hit on +20 or more.

In 5e the low level PCs can take on the Red Dragon becasue it is physically possible for them to hit it but they need to do it in several stages with a cunning plan and a way to heal up otherwise they will get roasted. In existing pathfinder this is impossible, the lower level PCs can't scratch the thing.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I like quite a bit about 5e too, though I’d be fine with P2 doing things differently.

My favorite thing about 5e is how much faster combat is.

My second favorite thing about 5e was the removal of the huge pre-buff routine.

Playing Wrath of the Righteous really highlighted these advantages — combats in the sixth book of WotR would take more than one session to complete, and the party ran around with well over a dozen buffs up.


GreyWolfLord wrote:
bookrat wrote:
master_marshmallow wrote:
blahpers wrote:
master_marshmallow wrote:
Mark just happened to come up with a system that works just like 5e for spellcasting
This is tongue-in-cheek, right?
Not according to Logan, apparently.

Well.. yes and no.

They did say they developed their spell system before 5e came out. They have not said their spell system is similar to 5e. Commenters have speculated and claimed that the spell system is like 5e without any evidence and an extremely limited view of the PF2 spell system.

Wait, WotC came up with this spell system in 2012 and 2013. That's 5-6 years ago.

Paizo said that they started this stuff around 2014 at the earliest. (Normally they say it was around 2 years ago though, which would put it in 2016).

So...maybe technically...maybe???

And it just HAPPENS to run just like 5e's spell system???

Is it really like 5e's spell system? Or is that just what we are drawing to because if it is...that's actually pretty suspicious to tell the truth.

Could be that happened, but it sounds AWFULLY coincidental...

That's saying, of course, that it really does work like 5e spell system. (I do admit though, from what I'm hearing, it DOES sound an awful lot like it).

You've got both your timeline wrong and your statement that "it runs just like the 5e spell system" wrong.

5e came out in late 2014. That's all the bench mark Paizo needs to claim they developed this "before 5e came out." It doesn't matter when WotC was working on it. Paizo couldn't see WotC's draft work on their own product. The two companies are competing, they don't share their work with each other. Additionally, the developers have flat out stated that they've either never played 5e or only played it minimally. They prefer their own system. And if you don't think a company can be working on a project for 5-6+ years, then you've got a lot to learn about how companies operate. Successful companies are those who can look forward and have continuous development and improvement.

As for how similar they are, the only thing they have that's similar is scaling spells with higher spell slots, but even that does work the same in the two editions.

In 5e, you have a pool of spells you prepare, and then during the day you choose which spell slots to use when you cast. So you prepare fireball, and then can choose to cast it as a 3rd level spell or maybe a 5th level spell when the time comes.

In PF2, you have to prepare your spell slots with assigned spells per slot, just like in PF1. So if you want a 3rd level fireball, you prepare it in a 3rd level slot. If you want a 5th level fireball, you prepare it in a 5th level slot.

Those are not the same system.


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The only things that I like about 5th edition are backgrounds & inspiration and the art. The rest, including the spellcasting system, should stay as far away from Pathfinder 2nd edition as possible IMHO.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Personally, I'd like to see the arcanist style casting as the default for prepared casters like wizards and clerics, where you choose what spells you prepare each day but you don't decide what slots are used for them until you actually cast them (so you can on the fly upcast a fireball in a higher level slot, for example). That seems unlikely though based on what I've heard about prepared casters so far.

Other than that, my favorite thing in 5e is cantrips that remain useful all through the game. I don't want a wizard to have to pull out a crossbow, let ray of frost actually be useful instead!


Zardnaar wrote:
doomman47 wrote:
one thing that was in 5e that I hope stays in 5e is the stupid ability score caps

THats one of the best parts of 5E.

AD&D capped at 25, B/X at 18, uncapped is one of the big problems of 3E and 4E.

I agree capping is good. However, magic items in 5e contribute to uncapping it.

A player cannot naturally increase a stat over 20. This means that there is a peak which someone's body can reach, and to me, applies realism. It also prevents munchkin min-maxing at early levels for game-breaking ammounts of damage.

A belt/potion of X giant's strength though, still flat sets your ability score above a certain point. Most above 20, up as high as 26 (if I recall, at least that's the one I remember)? And it's a flat set, not a +2 or 3. An 8 str char attunes to the belt and it gives him the strength of Heracles.


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You are correct. However the belts of giant strength are pretty rare items and I guess you just wouldn’t add one to the party treasure unless it made sense. Legends are filled with stories of people getting immense strength or speed so i can see why they are in there. However they are far removed from the existing big six.


Specialized Wizards not having prohibited schools that is something I will like to see in PF2


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I want to thank all the community members who have experience with 5E and who are posting in this thread. I've been playing Pathfinder for years but stopped playing D&D when they moved to 4th edition. I'm intrigued with what has been posted about 5E. It seems like it is a significant commercial hit and based on the comments in this thread I can see why. I think this thread could be really valuable to Paizo. They have an "Apple" moment here. By that I mean they can iterate on existing products and make a superior product (i.e. blackberry to iPhone). If they can take the strengths of D&D 5e (sounds like most of them are built around player accessibility, easier to use rules, and easier NPC/monster creation) and the strengths of Pathfinder 1E (Player customization through many class and race options, archetypes, a rich campaign world with tons of existing support, etc.) and combine them to make a superior product, this could really be great. I am slowly becoming more excited about Pathfinder 2E.


edduardco wrote:
Specialized Wizards not having prohibited schools that is something I will like to see in PF2

I'm on the fence with this.

On the one hand, I do like it. Less restrictions.

On the other hand, I like as a player, needing to make different choices. I gave up Transmutation and Conjuration and it basically said most spells were inaccessible. It made me need to make a unique wizard since I couldn't even take Mage Armor.

Oherall though, I'm generally for less restrictions. Maybe a sidebar option? So a DM could allow either option in their campaign.

Then again, a player could always choose to not take spells of certain schools of their own volition. So hmm... Pickle.


With Return of Runelords beign a future AP, and Golarion infusing NPF, I doubt specialization goes away anytime soon.

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