Justice and Rule
Legend
Its just way more complicated 5e, if you do like to feel clever by learning tons of options, and like having things more complicated than needed by choice (to make it look more deep), then it can be fun for you.
I mean, I'd honestly say it's way less complicated than 5E because it's just a lot easier to build a functional character, and especially since multi-classing has been properly taken care of. Like, this sort of argument always relies on "The writing is casual, so you know it's simple!" sort of logic instead of looking at all the moving parts of things like 5E and how many unwritten parts are there, especially in regards towards character building or even combat. Like, not having rules around something doesn't necessarily make it simple, it can often make it more complex because you have to adjudicate things on the spot given the circumstances and how to properly balance it with the moment. That can work sometimes, but other times can be a mess.
PF2 has a specific target audience, people loving system mastery and wanting to be rewarded for it.
Again, really sounds like someone who has never played the game. PF2 doesn't really require system mastery and honestly kind of bucks it compared to PF1, where you had to have some level of system mastery given how wildly power levels can vary between different builds of the same level.
PF2 overall is more "down to earth" than 5E. And casters for me feel in low levels just weak because their spells mostly just do small numerical modifier and or weak damage.
I mean, this is just not true? Their damage doesn't really compare to martials, but that doesn't mean they do low damage. This feels like an argument made from only reading angry reddit posts and not actually experiencing the game.
If you love getting "the enemy now has -1 to hit" or "martials you get +2 to hit for 1 round!" as a result for casting your rare spell slot, then you will like it. If you expect big flashy effects (in mechanics not just flavour), then you will most likely (like me) be dissapointed.
I feel like you'd actually have to play the game to be disappointed, and you really don't seem like you ever actually tried it.
I just edited my post to be a bit more clear. PF1 had an audience, and I like PF1, but its a really different game.
PF1 is high fantasy, really crazy effects, classes being more or less balanced by everyone doing crazy things.
Bahahahahahahaha
Classes in PF1 are... I wouldn't say balanced. Even trying to fix 3.5E it never seemed to get it from what I've read. What it relied on was system mastery to basically use certain builds to achieve some proper disparity. Which is certainly a kind of game, but it's one I've become way too old for.
PF2 is really really really tightly balanced, but you can do a lot less fantastical things. You have a lot of complexity like different conditions, which in the end give small numerical modifiers as debuffs or make an enemy lose 1 action.
You keep talking about these things like they are small, but in the moment they have big consequences and feel cool: staggering a dude for one damage so that he can't do his big boss move feels great, and stacking stuff that doesn't just instant win but still brings around victory.
PF2 is stingy and wants to make sure to not hand out something too powerfull.
I would say it hands out plenty of powerful things, but it's better balanced in such a way that you can't simply create "I win" cards like a lot of other games like to. Removing things like "Save versus Suck" is great, especially compared to alternatives like Legendary Saves (which still doesn't really address or fix the problem, it just delays it in an incredibly unsatisfying way).
PF2 is built upon 4E. The lead designer of PF2 was the 8th best 4E designer before.
Honestly hilarious coming from someone who was talking about how simple the conditions for Attacks of Opportunity were in PF1 compared to PF2.
PF2 uses many of 4Es systems and even the main math (encounter building and progression) is the same as 4E just with a factor 2, but combined it with some parts of PF1 ("Vancian casting" with 9 levels of spells).
- general power progression is 4E with a factor of 2 (double power every 2 level instead of every 4)
- encounter building is 4E but with a factor 2 to limit number of monsters which makes it feel more like bullying. In 4E a normal encounter had 1 enemy per player of the same level, PF2 has 1 enemy per 2 players of the same level as the base.
- Adding level to defenses and skills etc is from 4e (just with a factor 2 since 4e added half)
- multiclassing is 4E with feat based
- class progression is heavily inspired by 4E. Every 2 levels you get a new class power (called class feat) and the other levels you get general feats. (just that unlike 4E there are not just feats but more categories)
- chase rules is 4e skill challenges
- etc.
So a lot of that is highly variable (Like "PF2 has 1 enemy per 2 players of the same level as base" is just a bold assertion, given that a CR-1 monster is a moderate challenge to a single character) but it does have a good amount of inspiration from 4E. Similarly, I would argue the chases aren't skill challenges, but also have a bit of inspiration from things like clocks and other stuff. There's a whole world of stuff with the different subsystems, but saying they got it from 4E misses all the other stuff going on in the space.
However, PF2 makes the spells and effects on low level way more "grounded" than 4E. So where in 4E a level 1 spell could stun an enemy even a boss for 1+ turns, in PF2 a level 1 spell can maybe "stun" an enemy for 1+ turns, just that in PF2 stun is way way weaker and only is called stun to give the impression that you can stun enemies. Since the enemy will just lose 1 of the 3 actions a turn not all (normally, if you crit maybe 2).
Yeah, but for a lot of people "Stunning an enemy or boss for 1+ turns" is a problem, and even places like 5E recognize it with stuff like Legendary Saves. Paralyze is a weaker spell, but it's also a spell that almost always has an effect, unlike Hold which can either win a battle or do nothing.
Also, once again, you don't know the game if you say "If you crit, maybe 2", given that Paralyze on a fail (not a success) deletes an enemy's turn and on a critical failure is ongoing up to 4 rounds. Given that, as you mentioned previously, combat is faster,







