Thomas Shey
Legend
The more content that comes out for a game, the harder it is to balance with everything else that's already been created. For a new player, PF1 was way more complicated. Not only was there way more content, but a lot of that content were trap choices or things that no one ever took. For experienced players it wasn't such a big deal, but it became a nightmare for newer players. And the more stuff came out, the longer it took for someone to get experienced with the game. PF2, even when it achieves the same amount of content PF1 had, will still be easier because the math is easier. That doesn't necessarily make it a better game, but it's less prone to numbers bloat with fewer traps choices that you have to learn to avoid.
As I argued earlier, the less special-casing you have, generally the easier it is to wrap your head around a game, and its clear to me that PF2e has less of that than PF1e or D&D3e. (PF1e may have been slightly better than the latter, but probably not enough to matter for most people).
I agree that PF2 is very poor when in comes to theatre of the mind play, but if that's the style I'm shooting for, I'm not playing PF at all.
Its always hard for me to tell since my degree of aphantasia and spacial memory problems makes almost any RPG with combat virtually impossible for me to manage as either a player or a GM with TotM. You have to have a game that really doesn't care about movement, range, things like cover, and does at least a lot of handwaving with any area effects it has.








