The second video is worth watching. He addresses the points you make regarding the kinds of encounters he’s doing, and clarifies what he means by “optimal”. He says he’s not talking about maximizing DPR or min-maxing in general. He’s talking about how classes are designed to encourage you to take a certain sequence of actions, and how those tend to be the right thing to do in most situations.I wasn’t going to post this because I have said it all before but:
Being a GM is like being a craftsman in that you have a set of tools which you use to build adventures/ sessions. There are a lot of different tools but one of the first ones that most D20 fantasy style GMs learn is the “monster leaps out of the brush/darkness, moves up, and melee attacks until dead” and it’s not necessarily a bad tool, it certainly has its uses, but it’s very common and almost every player knows exactly how to deal with it.
What is happening here is that Cody either has a very limited selection of tools such that he has to repeatedly rely on the same tool for every fight or when he read the AP he assumed that every encounter had to use his favorite/most familiar tool, ignored everything that contradicted that, and attempted to run the game using nothing but that tool – to predictably poor results.
Now I haven’t watched the second video (and I’m not going to since I have better things to spend my time and data on) but I’m betting he is going to bring up a couple encounter examples using his favorite tool and then try to illustrate how one combat routine is clearly ‘optimal’ (the sequence won’t actually be ‘optimal’ and have some flaws that people on the forums will point out if they haven’t lost interest already, but that’s beside the point). What he won’t do is bring out six different tools (say hit-and-fade, a deathtrap, combatants mixed with non-combatants, sentry removal/raid, the classic monster burst out of the brush, and attacking prepared defenses as examples) and give examples showing how the same sequence is optimal for all of them even though that would support his argument while a certain sequence being optimal in a certain situation will not (unless of course that is the only situation the players will ever encounter – which for a good GM it won’t be).
Because of the way pathfinder 2e works characters tend to get a broader range of actions as they progress. This makes it a fantastic system for GMs who like to mix up their tools as you will be less likely to find those “I’m completely useless in this situation” moments (which is incidentally why some GMs rely so heavily on the ‘monster burst out of … and melee attacks until dead’ tool because players almost always have an option they can use in that situation and the GMs feel bad when they create situations in which characters can do nothing).
BTW: if any of you do have the ‘optimal’ build/sequence/routine for all situations for a class please post it! I’m doing sanity checks on a bunch of boss battles and death traps and would love some ‘optimized’ test characters to balance them against.
I feel like a lot of PF2e fans took his video the wrong way. Ive seen so many "response" videos. I never once got the feeling he was attacking PF2e but simply giving his own criticisms. His critics are fair in my opinion. Some people like complicated systems and some don't and that's okay.
The second video is worth watching. He addresses the points you make regarding the kinds of encounters he’s doing, and clarifies what he means by “optimal”. He says he’s not talking about maximizing DPR or min-maxing in general. He’s talking about how classes are designed to encourage you to take a certain sequence of actions, and how those tend to be the right thing to do in most situations.
The example he gives is the ranger. A ranger at the start of almost any combat wants to Hunt Prey. It sets up all your other ranger-y things. After that, you attack. A flurry ranger will make tons of Strikes because that is what a flurry ranger is designed to do. A bow ranger will Hunt Prey and do bow stuff. If you took the gravity weapon focus spell in the APG, you’ll do that but then you’ll Hunt Prey. Other classes are the same way. A swashbuckler wants to generate panache before buckling swashes. Investigators will Devise a Stratagem. It’s just their idiom.
He also includes a 5e example. Your ranger in 5e is basically going to do the same thing. Though it has a few more options due to the way PF2 combat is designed generally, he doesn’t really hold that against PF2. You could probably construct a similar example between PF2 and 3e. I don’t know, but you might even be able to get AD&D into the mix. It’s just a natural issue with systems that give classes obvious things to do, which is that players will tend to do the obvious thing (because it’s obvious).
So if everything is basically the same between systems, why the issue? Skill actions. Skill actions impose a lot of cognitive load on the GM. There’s a lot to internalize. I’ve complained about them quite a bit here lately in our complexity thread. Cody’s point is he doesn’t want to run that way. He doesn’t want skills broken down into little actions with various degrees of success. He says he could just not use them, but then he can also just use a system that doesn’t work that way in the first place, which is apparently what he’s inclined to do.
To be honest, that’s more or less my reasoning for pitching my group on OSE. Looking at how we actually play, and what I want out of a GMing experience, I could run PF2 and make it work, or I could run a system that better matches our style and what I want out of a system. I just need to convince them it’s not as lethal as they think it is (and if that fails, we’ll likely switch to 5e instead of sticking with PF2).
Cody isn't wrong. (It's his opinion, after all. How could he be?) My experience with PF2 was sort of a straw breaking the camel's back moment for me. For the time being, I'm moving to OSR games (or stripped down 5e for those who must play that).
I just don't have the mental bandwidth for the discussions that arise from PF. The game focuses so much on the system that the mechanics are always in the way of the action. Those mechanics, to me, do not offer a better experience or more enjoyable game, though it requires significantly more prep time, fiddling with math, and slower resolution in and out of combat.
I'm not saying any PF2 fans are wrong - it's just not for me right now.
What baffles me is he's going all in on 5e to get less sameyness? Really? Or is it that he's only slightly sour on sameyness, but if he's getting sameyness then he wants less complexity?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.