Pathfinder 2 - Spiritual Successor to D&D 4th Edition


Prerelease Discussion

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And if you do implement rules for social encounters you get the backlash like for Ultimate Intrigue ('why do we have to have rules for roleplaying')


Of course some things were good with 4e. And I acknowledged the fact that 3E is far from being the most roleplay rpg. But I really like the comparaison with Descent. Maybe it was the DM not immersive enough, or myself who was not in the right state of mind for this game. They even have video games mechanics like taunt. And far less utility than in 3E outside of combat. Having classes like Bard or Alchemist encourage roleplay because players got to invent songs or play mad scientist.

My point is that I hope they use some mechanics in PF2 to increase the immersion and possibility outside your class feats.

And as for « discussions » rules it feels always inadequate. What I do when I GM is to give a bonus depending on what the character told me if it fits with the situation on a social skill. Then he make his roll, unless he was so convincing that a roll is not needed. But if he did not said something of value he still got his test without malus or bonus. Because maybe his character is more proficient at talking than the player himself.

So far it worked Well.


Lady Firebird wrote:
SteelGuts wrote:
4e was a boardgame, not a role playing game. Every time I played it I felt like I was raiding on World of Warcraft. That Marking was utterly nonsense roleplay wise. There was no roleplay at all, and the system was very immersion breaking.

Speaking as a non-fan of 4E: This is categorically false. It is indeed a roleplaying game. Heck, it has about as much support for noncombat abilities and stuff as 3E did. Which is to say: not much. That was one of my biggest gripes with it: not enough static powers or at-wills related to out-of-combat stuff, which was a missed opportunity.

The rules don't ever force or rule roleplaying, and it was indeed a roleplaying game. Says so right on it. You had a character who leveled up, adventured, and participated in fantasy stories. It may not be your cup of tea, but the whole "board game" thing was and still is absolute nonsense. It was scarcely more dependent on the map and minis than its predecessor. It has as many rules that had to do with roleplaying as 3E: none.

If you want to argue 4E's flaws, argue the flaws themselves. Don't try repeating the same tired statements proven to be patently false over and over. And again, I say this as someone who didn't care for 4E.

PF2 looks like they're taking some of the concepts from 4E and running with them in a far better execution.

I played only one D&D 4E character, a paladin named Gardain. The system did not feel like a boardgame. However, Gardain felt more like a collection of class abilities than a fictional character until I had done a few actions--"Gardain stands in the fire to get close enough to evil cleric to cast a spell."--that felt in character rather than mechanical. My Pathfinder characters start feeling like fictional people when I pencil in their decisions on their character sheet.

Most of the roleplaying support for Pathfinder is in the modules and the splatbooks such as Pathfinder Player Companion: People of the North. Roleplaying requires NPCs with backgrounds and concerns. I also used the downtime rules out of Ultimate Campaign when party members wanted to set up businesses.

The measure of support for roleplaying is how much the roleplaying can affect the game. A character could love drinking and gambling in a tavern, but if doing so never leads to new contacts or change in wealth from winning or losing, then the system does not support roleplaying in taverns. In Jade Regent my PCs made political deals with powerful evil NPCs rather than defeating those NPCs, because the party's goal was political power. Pathfinder roleplaying allowed that.


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MerlinCross wrote:

I'm just saying that in my experience it wasn't shown, or sold as a role playing game. That with all these little extras that came in the demo box it seemed it be combat first and foremost.

It's a role playing game yes. But from my end it looked like and played like a skirmish game or one of those bored games that plays like a roleplaying game. And I don't think I feel I can shake that built in stigma of it now

And again, it's probably due to first impression and bad demos along with my own head. It is a roleplaying game but to me it's this werid combat game where you can roleplay.

This is all confusing and I probably shouldn't have said anything, I'm going around in circles now.

Well, now, see, that makes a little more sense. In my experience, it was shown as a roleplaying game, but the focus was squarely on combat stuff. Of course, so it was in 3E as well. And I didn't really care for its powers and stuff. So I get that. I guess all I can really say is be careful with loaded terms like "It isn't a roleplaying game" or "4E is an MMO!" Trust me, 4E wasn't my jam, either, but it did have some good concepts, even if the execution was lacking.

The latter amuses me because it misses something obvious. Those MMOs were inspired by D&D in the first place, and it came full circle by taking a few elements from the very games it inspired.


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deuxhero wrote:
This system predates 4E by a year via Star Wars: Roleplaying Game - Saga Edition.

Even earlier, actually, via D20 Modern (2002). The class structure in Star Wars Saga is pretty much exactly the same as in d20 Modern, except with more meaningful class names (Soldier, Jedi, Scoundrel, Noble, Scout) instead of the stat-based names of d20 Modern (Strong Hero, Fast Hero, Tough Hero, Smart Hero, Dedicated Hero, and Charismatic Hero), and that the base classes go to level 20 instead of just level 10 as in d20 Modern.

Quote:
("Healing Surge" is present, but in a much better designed way. It's called "second wind" and once per day by default for heroic characters in a system where the only other source of healing is the medicine skill and rest.)

You're getting two 4e concepts mixed up there. Healing surges were a daily resource, each capable of healing you for 1/4 of your max hit points. Normally, you'd spend these during short rests, which also reset your encounter powers.

There was also an action, Second Wind, which allowed you to spend a healing surge in combat, once per short rest. This was a standard action unless you were a dwarf in which case it was a minor action. Other than that, you generally needed the use of a power in order to spend a healing surge in combat - either other people's powers (like the cleric's healing word) or your own (like the fighter's exploit comeback strike).

Quote:
Sorting the "class feats" by level does concern me though. Saga Edition had no level prerequisites, and any core class ability (with one exception) could be obtained by level 5. It made the (correct) choice of giving higher level characters more varied abilities instead of increasingly powerful ones: Level 1 Noble can throw out a buff and shoot back, Noble 3 can buff and improve some gear, and Noble 3/Soldier 4/Officer 1 can buff even better, debuff, improve gear, while dishing out damage (especially on a ship).

This is Pathfinder, which is descended from D&D. High-level characters are super-human - this has been mentioned as a core conceit multiple times. If the barbarian is going to get abilities at 10th level that are as awesome as the wizard's ability to teleport across a continent, telekinetically lift a fairly big human, or lay waste to a small army with cone of cold, they can't be the same abilities the barbarian could choose at 1st level.

And they're already not. Looking at the rage powers in PF1, there are many of them that have other powers as prerequisites (effectively relegating them to higher level), or flat-out state "You can't take this until 12th level". What is suggested is sorting these higher-level abilities out so they're not interspersed with the other ones, thereby making it much easier and faster to choose your class feat when you get it, because you can look at a list that just has the level-appropriate ones. Look at Starfinder for an example of how they've done things there, I think they're aiming for the same thing in PF2.


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Insight wrote:
So what do you think? Do you think there is a chance that PF2 is the spiritual successor to D&D 4th Edition that 4e fans have been waiting for?

I wouldn't go that far. But, the 3e engine does have its share of problems. Magic item Christmas tree/Big Six, class imbalance across levels, wands of CLW, and so on. So both 4e and PF2 are trying to improve on the same base, and the designers likely identify a lot of the same problems. They will probably not come up with the same solutions in all cases, but they likely will in some.


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Staffan Johansson wrote:
I wouldn't go that far. But, the 3e engine does have its share of problems. Magic item Christmas tree/Big Six, class imbalance across levels, wands of CLW, and so on. So both 4e and PF2 are trying to improve on the same base, and the designers likely identify a lot of the same problems. They will probably not come up with the same solutions in all cases, but they likely will in some.

This is well-put and really cuts to the heart of the issue, I think. The designers aren't necessarily copying 4E or even 5E. What they're doing is identifying and coming up with solutions to a lot of the issues present in 3.x/PF, as Wizards did with 4E, and so there may be some similarities at times. Same goal, different methods.


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Lady Firebird wrote:
SteelGuts wrote:
4e was a boardgame, not a role playing game. Every time I played it I felt like I was raiding on World of Warcraft. That Marking was utterly nonsense roleplay wise. There was no roleplay at all, and the system was very immersion breaking.
Speaking as a non-fan of 4E: This is categorically false. It is indeed a roleplaying game. Heck, it has about as much support for noncombat abilities and stuff as 3E did. Which is to say: not much. That was one of my biggest gripes with it: not enough static powers or at-wills related to out-of-combat stuff, which was a missed opportunity.

This is completely incorrect.

Open the 4e PHB. Count the number of non-combat abilities.

Open the Pathfinder CRB to the Spells section alone. Count the number of non-combat abilities.

Sovereign Court RPG Superstar 2011 Top 32

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Two of the major reasons I abandoned D&D 4e and switched to Pathfinder were automatic no choice skill advancement of everything, and NPC construction being different than PC construction. Based on what we've seen so far, I am at this stage concerned that PF2e is going to be enough like D&D4e that it will be a game I'm not interested in playing.

I will get the playtest document and I will give it a chance, but right now color me concerned.

D&D4e was an attempt to fix all the perceived balance and math problems of D&D3.5, so considering that Pathfinder carried many of theses issues over from 3.5, it makes sense that they would end up in some parallel places when trying to "correct" them. I think one of the issues D&D4e had was that, actually, players didn't want these things "fixed" as much as the loudest voices seemed to clamor for - and also, these fixes went too far in the name of balance at all costs. That's why D&D4e had accusations of classes being essentially "samey," because they had a much tighter mathematical balance. I find that level of balance boring to play, personally. I prefer carefully constructed imbalance so that each class has moments to shine and moments where they are less effective.


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It’s not 5e. You get to make meaningful choices every level. Level is more meaningful, rather than less.
It’s not 4e. There’s Vancian casting and resource pools, as well as passive class features. You can also pick whatever skills you want, and you get more as you level.
PF2 also has some unique stuff. All classes get customization and features. Feats for skills and your ancestry no longer compete with other feats.


Save that skills now have nobody who isn’t great at everything.

Silver Crusade

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Higher level characters will be okay at everything is not the same as everyone is great at everything.


Similarities seem largely superficial and are probably attributable to working from similar bases (PF1 and D&D3).

Also, while I wasn't a fan of 4e myself and only ran a handful of sessions, none of the features described thus far in the PF2 playtest are things I would consider to be particularly tied to 4e (key-words, for instance were used in 3e as well). And, of course, the biggest reason PF2 won't be similar to 4e - no OGL...


Pathfinder Rulebook Subscriber
QuidEst wrote:

It’s not 5e. You get to make meaningful choices every level. Level is more meaningful, rather than less.

It’s not 4e. There’s Vancian casting and resource pools, as well as passive class features. You can also pick whatever skills you want, and you get more as you level.
PF2 also has some unique stuff. All classes get customization and features. Feats for skills and your ancestry no longer compete with other feats.

Sure, PF2 isn't 4e - it is Pathfinder 2. I wasn't wondering whether PF2 will be a clone or copy of 4e, but rather if 4e fans would see it as a spiritual successor. In other words, given the chance, could 4e fans like me - trying to create a better sequel to 4e - plausibly end up creating Pathfinder 2.

For example, I suspect that if I had been designing 4th Edition part 2, I would have re-instituted spell slots and the 9 levels of spells, while also increasing the number of passive class features and resource pools. In fact, this philosophy seemed to be the sentiment of 4e fans on EN World during the D&D Next playtest. Unfortunately, perhaps the 4e fan's biggest fear - lack of meaningful options at each character level - ended up being possibly 5e's greatest weakness.


Rysky wrote:
Higher level characters will be okay at everything is not the same as everyone is great at everything.

Possibly not even OK, depending on how the DCs scale. And of course, some skills aren't even usable without investment. I've got my own concerns over how the math will work out, but the sky certainly isn't falling because a character can now apply a bandage or tell if it's raining without needing specialized training in Heal or Survival (or their 2e analogues).


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But they shouldn’t be better at those things than a trained individual.


D&D 4E is the reason why I switched to Pathfinder. I'm concerned too. If PF2 is going towards D&D 4E, I won't be following. I've already pre-ordered the playtest items, so I won't decide until I've read them.


Mekkis wrote:
Lady Firebird wrote:
SteelGuts wrote:
4e was a boardgame, not a role playing game. Every time I played it I felt like I was raiding on World of Warcraft. That Marking was utterly nonsense roleplay wise. There was no roleplay at all, and the system was very immersion breaking.
Speaking as a non-fan of 4E: This is categorically false. It is indeed a roleplaying game. Heck, it has about as much support for noncombat abilities and stuff as 3E did. Which is to say: not much. That was one of my biggest gripes with it: not enough static powers or at-wills related to out-of-combat stuff, which was a missed opportunity.

This is completely incorrect.

Open the 4e PHB. Count the number of non-combat abilities.

Open the Pathfinder CRB to the Spells section alone. Count the number of non-combat abilities.

The game that was effectively a slight rewrite of an older game had more non-combat abilities than a game that completely overhauled non-combat abilities......
MerlinCross wrote:

I'm just saying that in my experience it wasn't shown, or sold as a role playing game. That with all these little extras that came in the demo box it seemed it be combat first and foremost.

That's not true because the whole marketing campaign revolved around role playing.

Sovereign Court

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Pathfinder Starfinder Society Subscriber
Arssanguinus wrote:
But they shouldn’t be better at those things than a trained individual.

Why not? Why wouldn't adventurers become generally better at things adventurers do?


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Darigaaz the Igniter wrote:
FaerieGodfather wrote:
Bloodrealm wrote:
PF2 isn't a spiritual successor to 4E, it's a mashup of 4E and 5E attempting to distance itself as far from PF1 as possible.
Everything I have seen so far indicates that PF2 is still going to be closer to PF1 than either D&D 4e or 5e.
Funny, everything I've seen suggests that PF2 is trying hard to be a remake of 5e rather than an update to PF1.

The Parable

As for me, I’m liking most of what I see, a couple of things I see I don’t like (the max hit points each level, still a little dubious on resonance, but hopeful), but I really look forward to seeing the whole elephant come August so I can weigh in.


If at some point they released a piece that didn’t resemble one of those two ...


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Shadrayl of the Mountain wrote:
gustavo iglesias wrote:


Might be. I stopped playing 4e right before PH3 I think. I don't remember barbarins having any mark when I GMed 4e, but you are right anyways, what I meant was not that fighters/paladins/swordmages had the ability to mark, but that they had the ability to punish said marked character, and that imposed penalties to marked characters so they had to focus aggro on them.
Good options to actually tank are something I'd love to see in PF2. In PF1 it requires a couple specific builds with a decent amount of investment, I'd like it to be a lot easier to pull off this time, but not necessarily tied to or forced on specific classes.

I will never be opposed to good options.

I did not like how 4e tied those mechanics to classes. I felt it pigeonholed the classes too much. A feat to somewhat "mark" your target is a better solution, in my opinion, that a built-in mark trigger in some classes.

For example, I'd like to have the option to build ranged fighters, or swordmages that are strikerish instead of tanks, or controllish. I like to have the option to build a muscle-mage that fights in melee, and so on. Some classes wil naturally gravitate toward certain roles (a cleric will normally make a better "support" than "controller", with a wizard being the opposite), but I didn't like the way 4e told you "you are a wizard. This is your job in the game, and you can select different kinds of powers for that, but that's your job".

I had other issues with 4e too (the way combat worked, made it too sluggish, the strong emphasis in squares and grids, and the way magic items were handled, for example. Specially magic item crafting). However, it did have things I liked, and still like when I find the same concepts in other rules (like Unchained, for example). The reduced skill list. The fact that it recognizes level as a fundamental part of character power. Streamlining of rules. The use of keywords. A focus on a tight math (Although 4e then fumbled the execution of said math, and had to add "math fixing feat taxes"). The different way of building monsters. There is a lot of stuff in 4e that could be great, with a different execution.

Silver Crusade

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My experience was that the role-playing vs roll-playing was player dependent rather than system dependent. Those that emphasized immersive role-playing in 3.5 did so in 4e just as much; those that built mechanics-only characters in 3.5 continued to do so in 4e.


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John Lynch 106 wrote:
Lucas Yew wrote:

As long as it does not have floating, treadmill DCs, which make the campaign world UNSTABLE and LACK VERISIMILITUDE, it will be fine. Both 4E and 5E (to a certain extent) suffer from this, making in-game stats have unstable values in interacting with the world.

As having concrete DC tables will also automatically fix NPC stat bonuses scaling differently (exceptions exist though; I'm looking at you, CR based proficiency bonus!), then all my biggest deal breakers will be exterminated.

Good news: Mark Seifter has spoken up on this exact issue. Bad news for you: Pathfinder 1st ed, D&D 3.5e and D&D 3.0 all work exactly like D&D 4th ed. They just disguised the treadmill better.

The treadmill is a GM dependent thing.

As a GM I deliberately make it a point not to actively try to challenge my players all the time and give them abundant opportunities to enjoy the fruits of their improved skills.


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gustavo iglesias wrote:

Which elements of new pathfinder do you believe are similar to 4e?

So far it doesn't seem that magic is (there's vancian magic). There are not encounter/daily/at will powers. Class Homogeinity is not a goal (pretty much the opposite). It has itterative attacks.

4e had vancian magic (albeit in a fairly limited form and only for Wizards). We don't yet know whether there will be encounter ablities in PF2 (personally I hope there are), but there are definitely at will and daily abilities. Class homogeneity was not a design goal of (nor present in) 4e either. Iterative attacks I will give you.

MadScientistWorking wrote:
Quite literally the class design is almost exactly the same especially if you swap out the word power for feat.

We have literally not seen a single class yet, so I am not sure how you are determining that they are "almost exactly the same".

There may well be some convergent evolution, since they are trying to solve a lot of the same problems that the 4e designers were trying to solve. I suspect that PF2 will make significant improvements in usability and balance of PF1 while remaining its own thing.

That said, if they did have 4e-esque things like significant martial healing, that would be fine by me.

_
glass.


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Lucas Yew wrote:
As long as it does not have floating, treadmill DCs, which make the campaign world UNSTABLE and LACK VERISIMILITUDE, it will be fine. Both 4E and 5E (to a certain extent) suffer from this, making in-game stats have unstable values in interacting with the world.

I am not a 5e expert, but I am pretty sure it does not have that problem. I am something of 1 4e expert, and it definitely doesn't.

An oak tree is still an oak tree in 4e too.

_
glass.


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Steelfiredragon wrote:

the ruleset of dnd 4e was not bad persay... though what they did to the FR was a big turn off... and not just to me.

that is all I will say.

Edit: do not reply to my post, even more so if you think it may cause bickering

Per se, not persay (Latin)


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So PF2 seems to go with an approach where you choose from different class abilities each level rather than having a fixed progression, and because that is a marginal similarity on this VERY SUPERFICIAL level that makes it just like 4e?

I don't think that's an apt comparison until we see that literally all of these abilities are active use abilities that you have to choose to use in lieu of other abilities. Because that is how 4e class powers work. You choose one to use and use it very much like a spell, except that you can do some at will, some once per encounter and some once per day.

And I heavily doubt that. I think many of them will have static bonuses, additional reactions, alterations to the character's action economy, effects they can add to other actions like for example attacks (perhaps even multiple ones) and so on.

Add to this that in 4e magic was baked into these class powers while PF2 is retaining its basic casting system.

Building the characters may be similar, but i think playing them will be an entirely different glass of water.


Threeshades wrote:


Building the characters may be similar, but i think playing them will be an entirely different glass of water.

In Hero the change from 3rd Champions to 4th Hero and 5th Hero to 6E Hero had some major changes to how a character was built. The play at the table still felt very very similar.

I expect that will be the case with PF2. Characters will be build diferently, and the action economy may change and we call BAB a skill, but the actual flow of the game will still very much Pathfinder.


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glass wrote:
Lucas Yew wrote:
As long as it does not have floating, treadmill DCs, which make the campaign world UNSTABLE and LACK VERISIMILITUDE, it will be fine. Both 4E and 5E (to a certain extent) suffer from this, making in-game stats have unstable values in interacting with the world.

I am not a 5e expert, but I am pretty sure it does not have that problem. I am something of 1 4e expert, and it definitely doesn't.

An oak tree is still an oak tree in 4e too.

_
glass.

4e has rules.

5e has difficulty DCs. It does not tell you what DC climbing a tree is. It is up to the DM to determine if the tree is of "medium" difficulty to climb.

5e gives no context to this difficulty. "Medium" for the person attempting? Medium for their level? Or just "Medium" in a game/world sense. Regardless, difficulty is not defined in physical in-universe or even in-game terms. It is purely a DM gut check. Your DM's feelings comprises the entirety of Skill DCs outside of opposed rolls.

So I don't understand comparing the 5e skill system to anything. It's function depends entirely on the DM.


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Rysky wrote:
Higher level characters will be okay at everything is not the same as everyone is great at everything.

OF 1st ed characters "suck" at all untrained skills. OF 2nd ed characters wont. What is the phrasing to say "Not suck" that won't cause responses of "untrained characters aren't <insert descriptor here>, you clearly don't understand the 2nd ed philosophy"? Because getting that spiel every time someone tries to point out 2nd ed characters are going to be more trained in EVERYTHING than 1st ed characters is getting really tiresome.


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MR. H wrote:

4e has rules.

5e has difficulty DCs. It does not tell you what DC climbing a tree is. It is up to the DM to determine if the tree is of "medium" difficulty to climb.

5e gives no context to this difficulty. "Medium" for the person attempting? Medium for their level? Or just "Medium" in a game/world sense. Regardless, difficulty is not defined in physical in-universe or even in-game terms. It is purely a DM gut check. Your DM's feelings comprises the entirety of Skill DCs outside of opposed rolls.

So I don't understand comparing the 5e skill system to anything. It's function depends entirely on the DM.

I'll be honest, I think that's a distinction without a difference. If I, as the GM, want a tree to be harder to climb, I will describe it in a way that indicates it's harder to climb (It's a baobab not an oak, it's rotten in places, it's haunted, etc.) What determines the difficulty of climbing the tree is still "how hard I feel it should be to climb" which will always be the case because the tree does not exist until the GM puts it there and the players don't know anything about the tree save for what the GM tells them.

I mean, it would be weirder if all oak trees were exactly as hard to climb as all other oak trees. I mean, if someone asks "how hard would it be to climb that tree" I guarantee my initial response would be "not very" or "a little tough" or something else qualitative not "the DC is x".


glass wrote:


There may well be some convergent evolution, since they are trying to solve a lot of the same problems that the 4e designers were trying to solve. I suspect that PF2 will make significant improvements in usability and balance of PF1 while remaining its own thing.

That said, if they did have 4e-esque things like significant martial healing, that would be fine by me.

_
glass.

Not may will. No one has noticed this and it makes the whole 4th edition toxic rhetoric that more sad


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MR. H wrote:
glass wrote:
Lucas Yew wrote:
As long as it does not have floating, treadmill DCs, which make the campaign world UNSTABLE and LACK VERISIMILITUDE, it will be fine. Both 4E and 5E (to a certain extent) suffer from this, making in-game stats have unstable values in interacting with the world.

I am not a 5e expert, but I am pretty sure it does not have that problem. I am something of 1 4e expert, and it definitely doesn't.

An oak tree is still an oak tree in 4e too.

_
glass.

4e has rules.

5e has difficulty DCs. It does not tell you what DC climbing a tree is. It is up to the DM to determine if the tree is of "medium" difficulty to climb.

5e gives no context to this difficulty. "Medium" for the person attempting? Medium for their level? Or just "Medium" in a game/world sense. Regardless, difficulty is not defined in physical in-universe or even in-game terms. It is purely a DM gut check. Your DM's feelings comprises the entirety of Skill DCs outside of opposed rolls.

So I don't understand comparing the 5e skill system to anything. It's function depends entirely on the DM.

The sample DCs given in 5e are not relative to character level. If you have the basic understanding that the untrained person has no proficiency bonus and an ability score around +1, and also that characters naturally progress in their abilities through the levels, via proficiency bonus and ability score increases, these are fairly easily understood as absolute values.

DC 5 "Very Easy" is something that most people succeed at most of the time.
DC 10 "Easy" is a task that untrained people can reliably accomplish as long as they have some aptitude (i.e. a good relevant ability score)
DC 15 "Medium" requires training and aptitude to complete reliably
DC 20 "Hard" is difficult to accomplish even for people who are trained in the task.
DC 25 "Very Hard" will require someone with extensive training to realistically achieve
DC 30 "Nearly Impossible" is a task that few have ever accomplished at all.

I agree that the way the rules are written does not make this clear enough and a short explanation like i have given just now would go a long way though.


John Lynch 106 wrote:
Rysky wrote:
Higher level characters will be okay at everything is not the same as everyone is great at everything.
OF 1st ed characters "suck" at all untrained skills. OF 2nd ed characters wont. What is the phrasing to say "Not suck" that won't cause responses of "untrained characters aren't <insert descriptor here>, you clearly don't understand the 2nd ed philosophy"? Because getting that spiel every time someone tries to point out 2nd ed characters are going to be more trained in EVERYTHING than 1st ed characters is getting really tiresome.

Given that the entire position your describing isn't actually based on any facts as nobody has seen the rules yet and only glimpses of the pre-playtest rules haven been made public. The argument is based on something you assume and well ass u me...


Crayon wrote:
Given that the entire position your describing isn't actually based on any facts as nobody has seen the rules yet and only glimpses of the pre-playtest rules haven been made public. The argument is based on something you assume and well ass u me...

I don't think that's really fair to say. We had a blog on proficiency bonus. High-level characters really do have a higher bonus than low level trained characters. Those are confirmed now, and it seems pretty reasonable to have an opinion on that, even if there will be other factors at play. While personally, I think those other factors sound like they'll be enough, that's also speculation and well into my own opinion.


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GRuzom wrote:
Steelfiredragon wrote:

the ruleset of dnd 4e was not bad persay... though what they did to the FR was a big turn off... and not just to me.

that is all I will say.

Edit: do not reply to my post, even more so if you think it may cause bickering

Per se, not persay (Latin)

thank you.

I have learned something today


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Pathfinder Rulebook Subscriber
ryric wrote:
That's why D&D4e had accusations of classes being essentially "samey," because they had a much tighter mathematical balance.

I have a pretty distinct impression this is wrong. I don't see people objecting to the math of 4e making it feel samey as the nature of abilities. All the classes utilizing pretty similar mechanics to kill things dead, and a lack of focus on non-combat powers and abilities. I could be wrong about that, but Pathfinder seems to have a lot more ways to build and operate a character. Resource management, utility, combat paradigms, and spell versatility seem to be marks in PF's favor.


Starfinder Charter Superscriber
gustavo iglesias wrote:
I did not like how 4e tied those mechanics to classes. I felt it pigeonholed the classes too much. A feat to somewhat "mark" your target is a better solution, in my opinion, that a built-in mark trigger in some classes.

I'm with you there.

Sovereign Court RPG Superstar 2011 Top 32

Captain Morgan wrote:
ryric wrote:
That's why D&D4e had accusations of classes being essentially "samey," because they had a much tighter mathematical balance.
I have a pretty distinct impression this is wrong. I don't see people objecting to the math of 4e making it feel samey as the nature of abilities. All the classes utilizing pretty similar mechanics to kill things dead, and a lack of focus on non-combat powers and abilities. I could be wrong about that, but Pathfinder seems to have a lot more ways to build and operate a character. Resource management, utility, combat paradigms, and spell versatility seem to be marks in PF's favor.

The point I was trying to convey was that the reason all the classes got similar abilities at the same level was to tighten the math. If you have a striker at level X, they need to average DPR Y with their daily powers, so every striker must have a daily power that can hit that target. Repeat for every other power - oh, and you can't include too much stuff that doesn't do damage, because that could lead to unforeseen imbalances. Now no one is special.


ryric wrote:
Captain Morgan wrote:
ryric wrote:
That's why D&D4e had accusations of classes being essentially "samey," because they had a much tighter mathematical balance.
I have a pretty distinct impression this is wrong. I don't see people objecting to the math of 4e making it feel samey as the nature of abilities. All the classes utilizing pretty similar mechanics to kill things dead, and a lack of focus on non-combat powers and abilities. I could be wrong about that, but Pathfinder seems to have a lot more ways to build and operate a character. Resource management, utility, combat paradigms, and spell versatility seem to be marks in PF's favor.
The point I was trying to convey was that the reason all the classes got similar abilities at the same level was to tighten the math. If you have a striker at level X, they need to average DPR Y with their daily powers, so every striker must have a daily power that can hit that target. Repeat for every other power - oh, and you can't include too much stuff that doesn't do damage, because that could lead to unforeseen imbalances. Now no one is special.

Well no because each class had a secondary role which was readily evident in how it changed mechanics. Also, as I said earlier utility abilities that people claimed were missing was there at the start and castable by all the classes.


Pathfinder Rulebook Subscriber
Threeshades wrote:

So PF2 seems to go with an approach where you choose from different class abilities each level rather than having a fixed progression, and because that is a marginal similarity on this VERY SUPERFICIAL level that makes it just like 4e?

I don't think that's an apt comparison until we see that literally all of these abilities are active use abilities that you have to choose to use in lieu of other abilities. Because that is how 4e class powers work. You choose one to use and use it very much like a spell, except that you can do some at will, some once per encounter and some once per day.

And I heavily doubt that. I think many of them will have static bonuses, additional reactions, alterations to the character's action economy, effects they can add to other actions like for example attacks (perhaps even multiple ones) and so on.

Add to this that in 4e magic was baked into these class powers while PF2 is retaining its basic casting system.

Building the characters may be similar, but i think playing them will be an entirely different glass of water.

Based on the fighter preview, and assuming that other classes get powers similar but distinct from Sudden Charge, Whirlwind Slice, Double Slice (Twin strike?), Debilitating Shot (which is the exact name of the 4e power that also slows on a hit), then I think that PF2 characters will play very similarly to 4e characters. The fighter even has a special punishment reaction as its level 1 class feature, just like the 4e fighter. Assuming the PF2 fighter gets the option to pick a power that allows him to defend allies (perhaps with his shield), then 4e fans can even build their PF2 fighter to fill the traditional 4e “Defender” role if that is something that they are excited about.


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PossibleCabbage wrote:
MR. H wrote:

4e has rules.

5e has difficulty DCs. It does not tell you what DC climbing a tree is. It is up to the DM to determine if the tree is of "medium" difficulty to climb.

5e gives no context to this difficulty. "Medium" for the person attempting? Medium for their level? Or just "Medium" in a game/world sense. Regardless, difficulty is not defined in physical in-universe or even in-game terms. It is purely a DM gut check. Your DM's feelings comprises the entirety of Skill DCs outside of opposed rolls.

So I don't understand comparing the 5e skill system to anything. It's function depends entirely on the DM.

I'll be honest, I think that's a distinction without a difference. If I, as the GM, want a tree to be harder to climb, I will describe it in a way that indicates it's harder to climb (It's a baobab not an oak, it's rotten in places, it's haunted, etc.) What determines the difficulty of climbing the tree is still "how hard I feel it should be to climb" which will always be the case because the tree does not exist until the GM puts it there and the players don't know anything about the tree save for what the GM tells them.

I mean, it would be weirder if all oak trees were exactly as hard to climb as all other oak trees. I mean, if someone asks "how hard would it be to climb that tree" I guarantee my initial response would be "not very" or "a little tough" or something else qualitative not "the DC is x".

When I GM, things just are. My setting of difficulty happens before the session.

So if the players want to interact with an object that I didn't plan around, I prefer the rules providing a DC not my gut.

I prefer when the players surprise me. If I'm always making up DCs on the fly, I'm always controlling the players, which bores me.

So I don't place "medium trees", I place a tree and the DC can be determined by the descriptions in the climb skill table.


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Insight wrote:
Threeshades wrote:

So PF2 seems to go with an approach where you choose from different class abilities each level rather than having a fixed progression, and because that is a marginal similarity on this VERY SUPERFICIAL level that makes it just like 4e?

I don't think that's an apt comparison until we see that literally all of these abilities are active use abilities that you have to choose to use in lieu of other abilities. Because that is how 4e class powers work. You choose one to use and use it very much like a spell, except that you can do some at will, some once per encounter and some once per day.

And I heavily doubt that. I think many of them will have static bonuses, additional reactions, alterations to the character's action economy, effects they can add to other actions like for example attacks (perhaps even multiple ones) and so on.

Add to this that in 4e magic was baked into these class powers while PF2 is retaining its basic casting system.

Building the characters may be similar, but i think playing them will be an entirely different glass of water.

Based on the fighter preview, and assuming that other classes get powers similar but distinct from Sudden Charge, Whirlwind Slice, Double Slice (Twin strike?), Debilitating Shot (which is the exact name of the 4e power that also slows on a hit), then I think that PF2 characters will play very similarly to 4e characters. The fighter even has a special punishment reaction as its level 1 class feature, just like the 4e fighter. Assuming the PF2 fighter gets the option to pick a power that allows him to defend allies (perhaps with his shield), then 4e fans can even build their PF2 fighter to fill the traditional 4e “Defender” role if that is something that they are excited about.

I disagree. These look just like feats the way they work today.

That special punishment is just an Attack of Opportunity. The only change is that fighters are the only class that gets this automatically while others have to buy it.

I still don't see any sign of encounter and daily abilities. And especially no sign of the exact same structure being adopted by all other classes.


Pathfinder Rulebook Subscriber
"Threeshades wrote:


I disagree. These look just like feats the way they work today.
That special punishment is just an Attack of Opportunity. The only change is that fighters are the only class that gets this automatically while others have to...

But the 4e powers could have been presented like 3.X feats without changing the way they worked in play. The presentation was part of the feel of 4e, and I was just speculating that the PF2 Class Feat presentation may be nostalgic for those that remember first cracking open the 4e Players’ Handbook. Again the AEDU structure isn’t important to me as a 4e fan, as I was fine with the 4e Essentials evolution where the martial classes encounter and daily powers were removed in favor a series of maneuvers and stances that they could do at-will. The Essentials classes even gained passive class features at higher levels, such as the Rogue (Thief) improved initiative and improvements with rogue weapons received at later levels.

Once again, I’m not saying that PF2 is a clone of 4e. I’m saying that what has been presented so far might have been the natural continued evolution of the system had 5e not tried to distance itself so much from 4e. In other words, it’s entirely possible (and more likely than not from my point of view) that when I first crack open the PF2 Core Rulebook and when I sit down to build my first character and I when I play my first session, that I’ll feel like the spiritual successor to 4e has arrived. My question for everyone else (though I have seemed to have worded it poorly) was whether or not you feel it likely that PF2 will attract all those 4e fans still searching for a spiritual successor to one of their favorite editions.

I take it that your answer is no, they should search elsewhere?


Remains to be seen. The only 4E players I know personally have switched over to 5E. They are not hard core gamers, actually id describe them as causal. They would at least give PF2 a whirl and could probably causally comment on the systems comparisons.

The hardcore 4E players I know online have a great dislike for Paizo for various reasons. They dont seem terribly interested in PF2. Which is, unfortunate, because id like to hear more of their opinions.


Pathfinder Lost Omens, Rulebook Subscriber

Many of the proposed changes thus far remind me more of the Iron Kingdoms RPG and Shadow of the Demon Lord than 4th Ed. I think the designers at Paizo play many games and have seen some innovative ways to do things outside of what d&d has done. Should be interesting to see how Pathfinder 2 fits it all together.


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gustavo iglesias wrote:
Which elements of new pathfinder do you believe are similar to 4e?

Let's keep a scorecard:


  • Limited daily use of healing to encourage purchasing of more expensive healing items. (4e: healing surges, PF2: resonance)
  • Limited daily use of magic items based on level (4e: Item daily usage limit, PF2: resonance)
  • Elves have the fastest land speed; can ignore difficult terrain (30' in PF2, 7 squares in 4e)
  • Skills (and AC, and attack bonus) are based on level, with a difference of 5 between fully trained and untrained (4e had "add half-level to everything", PF2 has "add level to everything". Difference is still +5)
  • Hit points are fixed each level. More hit points at first level (PF2 is based on ancestry, 4e is based on con score and class)
  • No free 5' step, but you can use an action to take one (Called "shift" in 4e)
  • Death is a condition. After 3 failed rolls, you die. There are rolls to recover.
  • Ability damage is technically gone, but its effects remain (PF2: If a Shadow hits you, you are enfeebled. 4e: If a Wraith hits you, you are Weakened)
  • Flatfooted is a condition with a set penalty, so no FF AC anymore (4e: Surprised is a condition with a set penalty (enemies get +2 to-hit)).
  • Extensive non-class-based healing (4e: healing surge?)
  • Addition of 'mascot' race into the core rulebook (4e: Dragonborn, PF2: Goblin)
  • Throws compatibility with 3.5e out the window, but people on the design team claim that it's easy.
  • At level 1 rogues treat all creatures that have not yet taken their turn in combat as if they were flat-footed, using a feature called Surprise Attack. (4e: At the start of an encounter, you have combat advantage (aka, they are flat-footed) against any creatures that have not yet acted in that encounter. [Using a feature called First Strike])
  • Between turns, each character also has one reaction they can take to interrupt other actions... Reactions always come with a trigger that must occur before the reaction can be taken. (4e: Two action types—opportunity actions and immediate actions—require triggers. A trigger is an action, an event, or an effect that allows you to use a triggered action.)
  • Disable device/sleight of hand moved to Thievery skill.
  • No more opposed rolls. Static perception is used as an example (4e: passive perception)
  • Many PF2e changes are intended to find a better balance between spellcasters and martial characters.
  • Monsters and PCs use different design rules. Abilities are 'unique'. Examples include a tyrannosaurus throwing you into the air.
  • Stephen Radney-MacFarland and Logan Bonner are on the design team.

Not necessarily saying that 4e was a bad thing, but it's folly to ignore the similarities.


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Pathfinder Adventure Path Subscriber

As far as people talking about DCs and system similarities, I do think the new "4 degrees of success" model makes it very difficult to compare the math for the new system to any existing systems, especially till we get a better sense of how many things have critical successes and failures. While the new edition is going to have some similarities to many games currently in existence, I think it has one major ace in the hole that really has me excited:

There is no other RPG (not even 1E Pathfinder) that is built around the lore and in-depth story that is the world of Golarion. I know that some folks want to be able to strip the mechanical content from the story easily, but I feel like the lore of a RPG world is necessarily dependent upon the mechanics used to portray it and this is a mechanical system being designed to be able to tell the full story of the world I have had the most fun playing on, even going back to Forgotten realms and Dragon Lance.
That gives me a lot of hope, because I think that the story-tellers at Paizo combined with their own system and not a piecemeal system held together with duct tape (albiet a very good duct taped system), are going to result in the most fun adventures, modules and continued world building we have ever seen in a PRG universe.

(to make this post thread topical)
4e introduced some of this fusion of mechanics and story, but never got off the ground. Some of the mechanics were incredible, some were wonky, but I feel like we never got the feel of what 20th level+ characters tied into the setting would feel like in a unique and interesting way. If the new version of Pathfinder ties its mechanics to the world they have built successfully (which I feel like they are doing), then color me very excited for a system that better fits my favorite universe to play in.

The Exchange

Honestly the only thing I see so far from pathfinder that makes me think 4E is the feats every level which in theory could equal 4E feats plus AEDU powers. That being said, Vancian magic is a part of P2 which never appeared in 4E and classes in 4E have built in abilities where P2 you have to buy those powers, same difference between racial (ancestry) abilities for 4E characters vs the ancestry build options for P2. If you never take an ancestry feat after level 1 in P2 you will look vastly different as a race from a 4E character. Also the monster hit points from the playtest don't seem to carry the 4E bloat.
This is all speculation. The only thing that really is solidly in from 4E is DOMA and I despise it. I have my stake ready to stab that vampire in the heart! Death to DOMA!

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