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Pathfinder 2e was the opposite of what I wanted in many ways.
The biggest problem is probably that made a game less compatible with PF1e than 5e is. Thatâs right: itâs less difficult to run PF1e stuff in 5e than it is to run it in PF2e.
Ideally, I wouldâve wanted them to go the other direction. An alternate â5e.PFâ PHB, as different in focus as 5e as they wanted, more buildy, more fiddly, more optionsâbut compatible with 5e adventures, and adventures in turn compatible with 5eâs core books.
They wouldâve had to stick to bounded accuracy, sure, and I get that they didnât want that, but outside of that they couldâve put in all the three-actions, multiple layers of ability bonus, feats upon feats upon feats cruft that they like to put in there.
Because when you think PF, what are the two things peeps love? The adventures, and the super fiddly buildy âMathfinderâ approach.
Offering both of those experiences separately wouldâve been such a community-unifying gem. Run a PF party through CoS, or run a 5e party through Extinction Curse. Wouldâve been simpler for 3PP too.
Programming nerds know what Iâm talking about: how POSIX lets you have the userland from one Unix on the kernel of another. Thatâs not something youâd typically do, but you can do it, and, more commonly, you can stick to your own community, own userland most of the time but still be able to port over the occasional app that really catches your eye. Sort of like how Debian uses the Almquist shell from NetBSD.
PF1e was born out of a desire to remain compatible with 3.x, as a response to 4E. And then in response to 5e they decide to make something thatâs incompatible with everything except itself. Talk about betting the farm! I donât think the 4E comparison is fair â 4E was also notoriously incompatible with everything else, but at least PF2e is generously open source. (The OGL needs to close the product identity loop hole. It might as well be the MIT license with a gap this big. Kudos to Paizo for not taking advantage of that.)
Now 5e is releasing TCE to fulfill all the superfiddly building ultra-customizing dreams people have. Oh, man⌠I really wanted Paizo to do well. This is the team that ran The Duelist magazine, that ran Dungeon and Dragon magazine, that wrote legendary adventures for D&D, that spun off into its own company much beloved by fans and I might not have played much Pathfinder but I like the comics and novels that they make in their setting.
3.5 (and PF1) is my least favorite edition actually â I do like it well enough, but Iâd rather play pretty much any other edition.
My faves are 5e > RC > Moldvay > 2e (with kits) > 4e.E > 4e > 0e/Holmes > PF2 > BECMI > 1e > 2e (vanilla) > 3.x.
For clones⌠Hmm, Dark Dungeons, probably, now that a lot of my other faves have been canceled. (OSR being OSRâŚ)
Does it seem weird that I love RC & Moldvay but would rather play 4E than BECMI? BECMI is more similar to RC than 4E is, isnât it?
Thatâs exactly why. Think of it the other way aroundâwhy would I wanna play BECMI when I have the RC?
(Or vice versa, of course, for those who prefer BECMI over RC.)
When 3e came out and they dropped the âadvancedâ, I was like âYeees! Classic D&D is back!â but it turned out to be even more advanced than 2e had been and I could never get into it. I tried 4e a few times but I really got into D&D with Lab Lord and LotFP. Iâve read up on all the older editions because I can, uh⌠I can nerd out on the back history of things I get into. I have the RC in PODâĽď¸
I was playing OSR and I was running Fate Core so when 5e came out, thatâs the style of game play I gravitated towards. Crawls & resource management & shenanigans & theater of the mind, and heavy emphasis on the traits, flaws, bonds and such. âMyâ 5e wasnât a continuation of the 3e/4e branch as much as it was a streamlined OSR game.
5e out of the Starter Set, without feats and multiclassing, is simpler in many ways than most OSR games are. To me, the things that I liked from the OSR were all on the DM side: The blorby game play that made the dungeons feel so ârealâ. The wide-open unpredictability of location-based modules instead of the linearly written adventures from 90s games. The hard landscape to give decisions weight, instead of the on-the-fly weightlessness of improv-heavy games like Lady Blackbird.
After two years we did turn feats and multiclassing on. Just more variety, IDK. Not sure that was the correct decision. I still get overwhelmed by all the options on the playersâ side and I have my âĽď¸dorx help me helping the newer players.
My advice to new DMs is: get the Starter Set and maybe the Essentials Kit too. If you want more options for players then the PHB is an optional expansion book but donât see it as âcoreâ. Stay away from the WotC hard back adventure books and instead get some third party sandbox modules like Willow or Trilemma or make your own.
...that I should merge with the above when I get spoons
My own least favorite edition is 3.x (and PFâwhich sucks because I like the company, the setting, the characters) but Iâd rather play 0e, B/X, 1e, 2e, RC, or 5e over 4E. I was playing B/X (with some of the guys who would later go on to make MĂśrk Borg) during the tail end of 4E, before 5e came out (which is when I started my own group).
Thereâs a lot of things thatâs neat and good with 4E. Clarity, balanced classes, interestingâalbeitâlong-winded fights, neat art and settings, retro vibes.
Some of the problems only apply to the early days of 4E and was addressed as the game evolved:
⢠A bad initial release and marketing campaign that was seen as disparaging older fans while simultaneously begging âthe game will remain the sameâ ⢠A fight against other editions and a push that âthis is the game nowâ ⢠A switch to digital that was plagued with problems due to a horrible tragedy ⢠Broken monster math ⢠All classes felt overly similar in their play patterns. Not 100% identical but too similar ⢠Abilities that felt as if they were spells, like a fighter ability that makes all enemies take a step towards her ⢠Weirdly flavored / templated abilites that felt like âhitting the play button on a canned actionâ as opposed to actually doing it
Other D&D (including late 4E): âI have this sword. Iâm gonna chop âem with it!â Early 4E: âI am going to use this Reaping Strike ability.â
To me, that can feel cold and distant. The fact that the powers came on cards that youâd flip as you used them was actually good overall, but it exacerbated this problem greatly. I get a lot of pushback on this from people who had gotten over it and could easily âtranslateâ the abilities into game action, like âI strike them reapinglyâ or however that would sound, IDK, because I never learned to do it. I can write novels and poems and lyrics but I canât strike reapingly. đ¤ˇđťââď¸
4E Essentials (the later edition) get a lot of hate from fans of the original release but it has classes that I actually want to play.
Another issue I get pushback on is that some 4E fans love the âmythicnessâ of the martial power source. Samson with the jawbone, Flex Mentallo... And thatâs fine, Iâm happy for them. I personally prefer where spells are explicitly marked as spells, as 5Eâs âHunterâs Markâ ability is or the eldritch knightâs âShieldâ spell, and magic items are similarly special. Like, we all love Luke Skywalker but he didnât solely rely on the martial power source. He also had ki (or whatever the midichlorian heck is going on).
And some other problems persisted throughout the gameâs entire run:
⢠A skill challenge system that was poorly explained (some people were like âalways say youâre in a skill challengeâ, others were like âno, just roleplay out a scene and as they are doing checks in the scene, mark progressâ) ⢠A skill challenge system that has utterly broken math (throughout all three revisions, including the attempt in the Essentials Rules Compendium). The 5e version, âgroup checksâ, also has problems, but fewer. ⢠Unnatural language. 5e had a push towards using natural language, or language that looked like natural language, over the arcane shorthand. This is a double-edged sword since it also helped with the clarity of 4E. 5.24 is back-pedaling a bit here, with capitalizing rules terms and conditions. Not my preference, I liked the natlang approach. Helps with rules-hacking and glogging and mashing together stuff from various editions the way I like it. â˘Â Overwhelming in play with too many conditions and modifiers to juggle ⢠Not suited for the type of sandbox play I like. There are 30 levels and huge steps between the levels. So most people built encounters just-in-time, just to fit the partyâs current level and capabilities (and when you do that, the DM has a lot of responsibility for the outcome of those fights). I prefer making a world with graduated difficulty and set the player characters free in that world; if itâs too easy they wonât get much XP so theyâll see harder pastures, and if itâs too hard they die, so theyâll try to find a lagom horizon on their own. And, they can freely use resources like town militias, religious warriors, pit faction-v-faction etc (we just came off a long âPCs+lizardfolk vs human slaversâ skirmish campaign in our game) ⢠Killing the OGL!