Imo 4e is far and away the most analogous edition to a video game and it’s not close. That’s why a lot of longtime dnd players found the shift so jarring. It forewent a lot of the more RP and theater-of-the-mind focused parts of combat in particular and integrated systems that were inspired by tabletop war and tactics games. From a pure mechanics perspective, it was awesome and there was a lot to grab on to and really strategize/min-max. Some people didn’t like the trade-offs though. I think it is the most video game like in its core systems.
Pathfinder 2e has a lot of 4e DNA in it, and I routinely see people treating significant swaths of it as if it’s a video game. Which, as a PF2e GM and player, is bizarre to me. People talk about playing it as if they’re just exposing the mechanics to the air.
But if I was going to make a video game, 4e/PF2e are absolutely what I’d base the mechanics around. They’re pretty tight systems, mechanically.
Imo 4e is far and away the most analogous edition to a video game and it’s not close. That’s why a lot of longtime dnd players found the shift so jarring. It forewent a lot of the more RP and theater-of-the-mind focused parts of combat in particular and integrated systems that were inspired by tabletop war and tactics games. From a pure mechanics perspective, it was awesome and there was a lot to grab on to and really strategize/min-max. Some people didn’t like the trade-offs though. I think it is the most video game like in its core systems.
Pathfinder 2e has a lot of 4e DNA in it, and I routinely see people treating significant swaths of it as if it’s a video game. Which, as a PF2e GM and player, is bizarre to me. People talk about playing it as if they’re just exposing the mechanics to the air.
But if I was going to make a video game, 4e/PF2e are absolutely what I’d base the mechanics around. They’re pretty tight systems, mechanically.