The Crimson Binome
Hero
That sounds like a simple matter of preference, then. Personally, I feel that large HP pools diminish the thrill of hitting. With high HP and low AC, the only possible outcomes of attacking are "the expected thing" and "nothing"; you feel bad when you miss, instead of feeling good when you hit.Let me restate what I am reading: the biggest issue is that if you are fighting a big threat, hitting regularly is boring?
I find that missing, especially wasted rounds are boring. A think I'll even go so far to say that if I'm either grinding for hits or grinding HPs, the one where I am at least contributing regularly is definitively less boring.
With low HP and high AC, the possible outcomes of attacking are "an exciting thing" and "nothing". You don't hit every round, but when you do, it feels like it really matters.
Just in general, though, game mechanics that skew toward averages are going to be less exciting than game mechanics that skew toward randomness. The art of game design includes finding the balance between the two, since neither extreme is great. Based on recent threads, it sounds like PF2 leans heavily on random crits to keep things interesting, which is not my ideal.