Don't think of that as a system thing, but sure. "System ignores player agency" could work.Lots of options, none of which is “inability to advance the story/game.” Some of these could be symptoms of that, but don’t address the main weakness disease.
This feels like something that falls on the GM rather than the system.Lots of options, none of which is “inability to advance the story/game.” Some of these could be symptoms of that, but don’t address the main weakness disease.
Yeap, I have encountered the same. A lot of that has to do with the tactical teamwork aspects. In tougher fights, the mage is more likely to simply slow the enemy down while the fighter takes it out. A reverse of the typical fantasy RPG experience.One of my groups just got out of a Pathfinder 2 game after almost a year, while one (the guy who managed somehow to dominate in combat) enjoyed it, about half had lukewarm feelings about it and the rest despised it. The overwhelming feeling of being underpowered was a big complaint, but also meaningless choices (mostly feats that were to situational to matter). I’d say most folks hit less than half the time and enemies failed save maybe a quarter of the time. We were nearly TPK’d by what appeared to be a gang of random street thugs. So those top responses make a lot of sense to me. I certainly think that even at mid level (we were 9th by the end) failure should be a real risk, but that seems ridiculous to me.
Here we are selecting the element that make your player feel so "weak" that you don't wish to continue the game/system.
Yep, "It's hard to succeed in checks in my character's profession" covers this one.In regards to the part above....
= Any game system that thinks a 'competent skill' of the character is below 70% chance of roll success base.
Don't waste my time with characters who can't roll a success to do their designated job...
Unless the character is punching meaningfully above their ability/skill/danger set, rolling should be to see how things get interesting, not to see if nothing happens...

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