Sure, but that's a minor part of it. The BAB and saves are what causes trouble. Monsters are built with the same rules as PCs, but given more HD (far, far, more at higher levels) in order to survive the extreme offensive abilities of the players. Which results in un-winnable grapples, monsters having attack bonuses that far exceed armor classes (which is then turned into more damage via PA), and saves that are largely unbeatable.
Part of the "unwinnable grapple" syndrome is because of the goofy size bonus. I haven't tried it out with the new system yet, though. The attack bonus thing isn't the problem, really - it's the fact that character AC has a glass ceiling, because there's only so much stuff you can stack on, whereas monster HD keep scaling. Add to that the fact that monster AB/saves don't use the epic progression, and...
Yeah, same thing, although the UA version is too harsh IMO. I would have followed the BAB progressions and done +1, +3/4, and +1/2 rather than +1, +1/2, and +1/4. In any case, UA is open content (? or at least it's in the SRD), it's better than the core rules, so... use it! Or take it and improve on it. Otherwise what's the point?
I'm going to use it, but I was thinking of changing the first column to 3/4. Even if it doesn't grant new levels of spells, 1:1 is a bit much, IMO. 3/4, 2/3, 1/2 could work - 3/4 for full casters of the same type of magic (arcane-arcane, divine-divine), 2/3 for bards, paladins, and rangers, and casters of the opposite type, and 1/2 for non-casters. Change the spell save formula to 10 + 1/2 caster level + ability mod, and you've got a workable system.
The scope of the skills is too small, given the number of skill points that you get.
Aha. I don't see why PF didn't boost everyone to have at least 4 skill points/level. It wouldn't have broken the system - by dropping the x4 at first level, you have to recalculate everyone's skill points anyway.
Looking at the game system, I see that they are quite capable of creating new rule systems and also explaining them. But they don't feel well integrated into the game system - they are just subsystems, internally consistent, but not strongly related to the rest of the system. They are mini-games that you have to master.
Care to elaborate? I'm curious what you mean.
with due respect to the OP & others here who have highlighted major things that they would like fixed, PFRPG was never going to tear it up and start again. it was only ever going to be a series of minor changes with (hopefully) cumulative improvements on the play experience.
I was thinking about this last night. This is the Pathfinder RPG. It's not labeled as "D&D 3.75" or even "D&D". So... why didn't they just create a new system and say it's compatible with D&D? Then they could've made whatever changes they wanted, as radical as they wanted, and there wouldn't be any expectations or preconceptions on the part of their fans (like the ever-popular "It's D&D turned up to 11."). The WoW RPG took most of the SRD and reprinted it verbatim, but people aren't calling THAT D&D...