[Closed] The Playtest looks suspiciously like D&D 4e to me


General Discussion


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Pathfinder 1e big success came after D&D 4e flopped and alienated many core D&D fans. In a way Pathfinder was an almost seamless continuation of D&D 3.5 - it inherited a lot of problems, but it was a leaner, more balanced and more fun system overall.

To this end I find it baffling why the Playtest takes so many approaches that are similar to 4e. To some of you this idea might sound abhorrent, but please hear me out.

List of similarities:

1. Reduction of choice

You pick a class and you stick to it. To avoid class-hopping to cherry pick the best abilities 4e locked players into their own class, spoon fed them appropriate abilities and generally discouraged multi-classing and doing stuff outside the niche created by the developers for the class.

2. Class role homogenization

Stuff like only tank classes can hold people in place. Removal of AoO's for anyone but a fighter means only the fighter can function as a reliable tank.

3. Over-reliance on magical gear

In 4e everybody had to get their shot of magical gear at the right bumps or they would feel inferior. This is even worse in PF where a 2h Fighter, who gets his first magical sword suddenly out damages everyone else in the party by almost twice.

4. Reduction of availability, scope and power of status effects

Status effects were weakened to the point that martial and spell caster characters could inflict the same status effects interchangeably.

5. Reduction of power for utility spells

Utility spells were next to non-existent in 4e. The playtest is reducing their duration, making them highter level or removing them outright.

6. No backward compatibility

4e was so vastly different then 3.5 that people found it impossible to port their characters unless they fit perfectly into one of stereotypes envisioned for the new classes.

7. Sluggish combat

4e had monsters with overtuned lifepool. Pathfinder has monsters with overtuned defensive values.

Some of these similarities may exist only in my head, yet i just feel that PF 2e is sacrificing fun for balance and homogenization much in the way 4e tried to turn the role playing game into a tactical miniature game. Some of my most memorable moments in D&D3.5 (and PF) include:

1. Polymorphing and over buffing the barbarian into a cave troll and him killing a dragon in one pounce attack

2. Summoning a flaming monster to burn through solid rock wall at level 5

3. Casting a True Strike'd maximized Disintigrate on a vampire monk recurring villian for instant disintegration.

4. A cleric who thought he was a barbarian, after he critted a wolf with his x4 gnome hooked hammer we could never convince him otherwise.

I could never do that in 4e, nor I can imagine doing them in the current Playtest.


Standard responses:
1. No it doesn't. All that stuff is in lots of RPGs like 13th Age*. It's just good RPG design.
2. Just because it's in 4th ed doesn't mean it's bad!
3. Good! I'm a huge fan of 4th ed! It's the best thing since the d20 was invented! I hate 3.5 and PF1e is on outdated tech that needs to be thrown into the dumpsters!**

*Which is a direct descendant of 4th ed, FYI.
**This argument was also pushed in 2008, FYI. It didn't stop Pathfinder from becoming one of the most successful RPGs of all time.


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Azmodael wrote:

1. Polymorphing and over buffing the barbarian into a cave troll and him killing a dragon in one pounce attack

2. Summoning a flaming monster to burn through solid rock wall at level 5

3. Casting a True Strike'd maximized Disintigrate on a vampire monk recurring villian for instant disintegration.

4. A cleric who thought he was a barbarian, after he critted a wolf with his x4 gnome hooked hammer we could never convince him otherwise.

I could never do that in 4e, nor I can imagine doing them in the current Playtest.

So the majority of these "memorable moments" are when your party ended combats in single rounds which is actually in my opinion the biggest problem with PF1e. The whole system is built around making characters that can end combat as soon as possible. I'm sorry but you cheesing the vampire monk recurring villain for instant disintigration is not my definition of a fun or memorable villain. Sure it's funny in the moment but now that villain is just thought of as lame instead of powerful. Not to mention how did the rest of your party feel about not even getting to contribute to the boss fight?

As for the summon thing I'm not sure if that even works by RAW. doesn't hardness subtract energy damage too?


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This thread would have been more productive if you had lead with...

Azmodael wrote:

1. Polymorphing and over buffing the barbarian into a cave troll and him killing a dragon in one pounce attack

2. Summoning a flaming monster to burn through solid rock wall at level 5

3. Casting a True Strike'd maximized Disintigrate on a vampire monk recurring villian for instant disintegration.

4. A cleric who thought he was a barbarian, after he critted a wolf with his x4 gnome hooked hammer we could never convince him otherwise.

Focus on what you want to do in the playtest and what you feel you cannot do. Not on comparisons with other systems.

Silver Crusade

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Dire Ursus wrote:
As for the summon thing I'm not sure if that even works by RAW. doesn't hardness subtract energy damage too?

Correct. It was called out that the GM can determine certain elements bypass hardness on certain objects if it made sense to them though, but fire vs rock (at level 5)? Ehh...


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Azmodael wrote:
1. Reduction of choice

With the latest update, you can multiclass into any other class (I'd say some of these multiclasses need some reworks, like Ranger and Barbarian) and I'd say the playtest offers overall many more choices than 4ed or PF1 Core.

Azmodael wrote:
2. Class role homogenization

I don't understand what you are trying to say here. First you complain that classes get locked into niches and then you call it "homogenization". Those two statements seem to be diametrically opposed in my opinion. Also since when are AoOs essential or necessary for tanking? I'd say using the Paladin as an example would have supported your claim much better.

Azmodael wrote:
3. Over-reliance on magical gear

I don't think I have ever played a system more reliant on magic items than PF1, where you NEED your +X to saving throws to keep pace with DCs, +Y to weapons to get through reductions and +Z to attributes to boost your main stats, so calling that out in 4e feels kinda ironic.

Azmodael wrote:

4. Reduction of availability, scope and power of status effects

5. Reduction of power for utility spells

I'll address those together, but before you again make contradicting claims when you say "reduction of availability" and then complain about martials now being able to inflict these effects.

I'm truly baffled by those two points though, because they are being brought up all the time, so this is more of a question to the people who feel this way: Up until the Playtest dropped people were complaining that the martial/caster disparity was too wide, especially during higher levels. The Playtest obviously tries to address that disparity, but apperantly not to satisfying degree for some people. So how would you guys like a revamped casting system to look like?

Azmodael wrote:
6. No backward compatibility

I think the Playtest lets you play quite many character concepts and designs from the previous edition and even a couple that I wouldn't have fought of previously, but I guess some people on the boards have a different perception on that.

Azmodael wrote:
7. Sluggish combat

We are in playtesting and while I agree with you on this point, there is still enough time for Paizo to work on the math, so I'm fairly optimistic that some of the math gets some fine-tuning until the release.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I find it fascinating that all those people are turning up independent of each other to say the same thing over the last months. Almost as if there is something to the argument...


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Azmodael wrote:

Some of my most memorable moments in D&D3.5 (and PF) include:

1. Polymorphing and over buffing the barbarian into a cave troll and him killing a dragon in one pounce attack.

3. Casting a True Strike'd maximized Disintigrate on a vampire monk recurring villian for instant disintegration.

I was somewhat agreeing until these parts, as a DM or player, I find those outcomes to be undesirable.

Silver Crusade

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Pathfinder Adventure Path Subscriber

AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?


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Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?

Aoo is a danger that deters enemy from leaving threatened area


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D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area

The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.

Silver Crusade

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Pathfinder Adventure Path Subscriber
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area

Maybe if it wasn't a single attack or 3.5/PF1 wasn't a game where you can still fight at full efficiency having 1 hp of out 200 left or there's no class ability/weapon enchantment that stops enemies from moving maybe.

But as it is, outside several awkward feats and the grab ability (which PCs can't really get short of some shenanigans), AoO stops nobody.

Radiant Oath

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magnuskn wrote:
I find it fascinating that all those people are turning up independent of each other to say the same thing over the last months. Almost as if there is something to the argument...

Multiple people making the same inaccurate claims doesn't magically make those claims accurate. It just highlights the fact that a lot of people are bad at interpreting how rules actually work in practice.


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Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.

I have only ever found it beneficial and interesting. I hate the idea of a game without AoOs.

Silver Crusade

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I like everyone being able to move around, AoOs being nonstandard also means being able to have more fun engaging larger and larger creatures.

Paizo Employee

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Pathfinder Pathfinder Accessories, Starfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dire Ursus wrote:
So the majority of these "memorable moments" are when your party ended combats in single rounds which is actually in my opinion the biggest problem with PF1e. The whole system is built around making characters that can end combat as soon as possible. I'm sorry but you cheesing the vampire monk recurring villain for instant disintigration is not my definition of a fun or memorable villain. Sure it's funny in the moment but now that villain is just thought of as lame instead of powerful. Not to mention how did the rest of your party feel about not even getting to contribute to the boss fight?

There's another issue with this from the other side of the GM screen. When players start doing stuff like that reliably, enemies end up doing it too.

They basically have to, at least in my experience, both to challenge the PCs and because having enemies not learn the same tricks makes them seem like 2d "boss monster" cutouts rather than characters.

Some people might enjoy combats being two sides throwing one round instant defeat haymakers at each other until one lands, but it's certainly not a playstyle for everyone.


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sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.

Right on, how have they been beneficial and interesting, in your experience?


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Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?

Entails interesting tactical choice related to positioning


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I feel like the narrow level bands for feat choices and lack of general feats are the key thing that makes it feel like 4e. Loosen those level bands (maybe even just 1-10, 11-20) and give some meaningful out-of-class options and the comparison with 4e disappears.

Spells are going to undergo a lot of scrutiny, and adjusting duration and effectiveness is definitely on the table.


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D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning

Yes, but interesting how, what is so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.

Grand Lodge

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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

1. There are a lot more choices for each character and I have no idea what you are talking about. Many more small choices resulting in characters being different.
2. I have no idea what you are talking about on homogenization. 1st ed had balance issues and they have balanced that out which is great because people will only play what they percieve as OVER POWERED. I’m not saying it is correct yet, but at least they are trying.
2a. THANKYOU FOR REMOVING AOO. It makes the game feel so much more dynamic!!!!!!!!!! I will never play with AOO for every character. It makes the game feel boring.
3. There is much less reliance on magical gear. You can’t wear as much and it depends on your resonance.
4. How does my fighter cause all the status effects that a caster does?
5. Casters were known to be game breaking in 1st ed related to the spells. Something had to change for more balance.
6. Thank you for making a bold change.
7. Combat does seem to take too long. I love the action economy though!!!! The 3 actions is great!!!! Best change in the game.


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Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.

A tactical choice is not required to be dynamic in order to be tactically interesting


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D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting

You still haven't provided any response to how AoOs make combat tactically more interesting...


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D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting

I never said dynamism is a requirement, let's not play that game, so, what is tactically interesting?


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Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...

It's an additional element to consider when evaluating risk-reward ratio relative to positional choices


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The ability to secure an area larger than your own body is interesting on it's own, but it gets even more interesting with forced movement. I enjoyed the teamwork of requiring an opponent attack the back line when they have no ranged option, effectively requiring them to go straight through a flanking pair specced for AoOs. Even if the same original ability existed in PF2, All I would have accomplished is getting an enemy in our archer's face.


D@rK-SePHiRoTH- wrote:
Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...
It's an additional element to consider when evaluating risk-reward ratio relative to positional choices

That's rewording of what you previously said (seems like avoidance); how does the additional element to consider when evaluating risk-reward ratio relative to positional choices make it tactically interesting?


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I've also found AoOs to be a good part of Pathfinder. It stifles movement, but it makes your position on the field more important. Without them, your position on the field isn't really important except in relationship to you and your enemies movement speed. Being able to lock down some enemies with standstill, or other movement stopping combat maneuvers, is also a pretty nice feature.

Without AoOs, it feels like old school RPG combat, where you jump forward and attack, then jump backward.

It's not like you can't lock people down like that in PF2. It's just that you can only do so while playing a monk, and as a DM you'd need to select specific monsters for that ability. I prefer it as a baseline expectation that players can spend feats to ignore rather than something that needs to be bought into.


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Take it from a 4e fan girl who would love the edition to "continue" from my side of the fence this doesn't look much like 4e (Which is good I don't want PF2 to be 4e, I want it to be the game we play when we don't want to play 4e, we use more then 1 system cause we go through play style moods). Without Healing surges, encounter powers, "Rally style combat", A lot looser Skill math (you have the flexibility to stack lots of +2's and +3's to get extremely confident in skills) Much large buffs (the math in 4e is not this tight, it gives +3 to +10 in buff/debuff size from powers all the time), and a literal BOAT load of reactions (a seriously defining feature of the game, that PF2 is lite on, everyone got 1 AoO/turn AND 1 interrupt/reaction a round, and these were used heavily by many classes, possibly to the point of straight up robbing control from the monsters between Defenders, Zone controllers, and reactive strikers {the ranger could have more then 1/2 it's power list be reactions}), and possibly more things that are slipping my mind at the moment, I would also argue the way magic items filled all your slots and added tiny little effects and more powers that felt like "you used" as opposed to using the item seemed like it added an additional layer to your character... but that last point would honestly be nit picking, and possibly personal

So far I'm only halfway through my custom Lv. 7 test of PF2 before we continue doing the actual playtest (we wanted to see a few levels deeper sooner), and tracking abilities with multiple uses, spell points, spell slots, makes all the casters feel entirely not 4e, they still have all kinds of utility spells and powers that play around with the world (even if nerf'ed) that you need to Dip in to rituals or really roleplay "stretch" what you can do with a power in 4e to cover. The Martials however... feel like a serious downgrade from if compared to 4e, the Fighter's AoO in 4e much more powerful, (Combat Grab + Improved combat grab) that's just 1 at will in 4e, and it's usable on AoO for them. I could go on, (we have a fighter and barbarian in the playtest) but a playtest VS a "done" edition would of course have extreme content disparity that just isn't fair to compare


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Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...
It's an additional element to consider when evaluating risk-reward ratio relative to positional choices
That's rewording of what you previously said (seems like avoidance); how does the additional element to consider when evaluating risk-reward ratio relative to positional choices make it tactically interesting?

Because it requires to think tactically in oder to make good use of it


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WatersLethe wrote:
I feel like the narrow level bands for feat choices and lack of general feats are the key thing that makes it feel like 4e. Loosen those level bands (maybe even just 1-10, 11-20) and give some meaningful out-of-class options and the comparison with 4e disappears.

Cleric seems to be testing the level bands option a little.

I'm a little torn, because it's fun to see big shiny options at new levels, but in practice it seems to feel a little like taking a lower level option makes you expect it to be a bad choice, even if it's objectively better for your build. I guess overall I'd tend towards there being some slack at least, as with cleric. Paladin feels like it's on the other extreme, and very silo'd in.

I'd definitely be up for some stuff like minor combat tricks (not necessarily number increases, as it might feel mandatory then) shifted to general feats, and access to rituals outside of GM fiat (e.g. a ritualist skill feat).


D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...
It's an additional element to consider when evaluating risk-reward ratio relative to positional choices
That's rewording of what you previously said (seems like avoidance); how does the additional element to consider when evaluating risk-reward ratio relative to positional choices make it tactically interesting?
Because it requires to think tactically in oder to make good use of it

Good use of it in what way, and how does that make it tactically interesting?


Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...
It's an additional element to consider when evaluating risk-reward ratio relative to positional choices
That's rewording of what you previously said (seems like avoidance); how does the additional element to consider when evaluating risk-reward ratio relative to positional choices make it tactically interesting?
Because it requires to think tactically in oder to make good use of it
Good use of it in what way, and how does that make it tactically interesting?

Good tactical use

It makes it tactically interesting because it's a tactical element that interests tactics


D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gratz wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Vic Ferrari wrote:
sherlock1701 wrote:
Vic Ferrari wrote:
D@rK-SePHiRoTH- wrote:
Gorbacz wrote:
AoOs made Fighters tanks? How? How was a Fighter, or anybody thanks to AoO, able to stop enemies from moving away or force them to attack the AoO-er instead of squishies in the second line?
Aoo is a danger that deters enemy from leaving threatened area
The psychological impact of potential AoO is a detriment to 3rd Ed/PF1 play, I find.
I have only ever found it beneficial and interesting.
Right on, how have they been beneficial and interesting, in your experience?
Entails interesting tactical choice related to positioning
Yes, but interesting how, what its so interesting that is occurring? Taking 5-steps to gain flanking and counting squares to avoid AoO never seems very interesting and dynamic to me. Seems to stifle movement.
A tactical choice is not required to be dynamic in order to be tactically interesting
You still haven't provided any response to how AoOs make combat tactically more interesting...
It's an additional element to consider when evaluating risk-reward ratio relative to positional choices
That's rewording of what you previously said (seems like avoidance); how does the additional element to consider when evaluating risk-reward ratio relative to positional choices make it tactically interesting?
Because it requires to think tactically in oder to make good use of it
Good use of it in what way, and how does that make it tactically interesting?

Good tactical use

It makes it tactically interesting because it's a tactical element that interests tactics

What constitutes good tactical use, and what makes it interesting because it's a tactical element that interests tactics?

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The premise of this thread feels like it is too close to bating/edition warring to be a productive discussion. I know that similarities to other editions of d20 RPGs can be a sore spot for some fans of Pathfinder, but when posts seem to say "X is too close to 4e and therefore bad," the discussions quickly devolve into another person saying "but I liked 4e" followed up by other posters jumping in with "here is everything that's wrong with 4e." If you want to retry the discussion by talking about elements you are not fond of without implying that they are bad because you think it's similar to 4e, you are welcome to.

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