You've got it! Trying to wrap my mind around PF2 and its power level is kinda skewing my perceptions of 5e.But why are you even comparing it to an entirely different game? I mean, would you compare it to GURPS Fantasy or Savage Worlds or Torchbearer or 13th Age? It just seems such an odd thing to do, particularly from such a brief look.
That said, if it's just that PF2 is on your mind recently from working with it, I can totally understand that.
You do like to turn the knobs to 11!I'm just the opposite. I find lair actions to be the great. For example, I just give dragons their lair actions all the time (they don't need to be in their lair). It makes each dragon feel unique (unlike their general stat block) and magical, without having to look up spells. Plus, they can always use them. I mean a red dragon can summon gysers of magma, or create an earthquake, or poisonous vapors every round not matter what.
You do like to turn the knobs to 11!
Until reading your comment, I don't think I'd ever considered using lair actions outside of the actual lair, that would be a great way to ramp up a fight no matter the location.I'm just the opposite. I find lair actions to be the great. For example, I just give dragons their lair actions all the time (they don't need to be in their lair). It makes each dragon feel unique (unlike their general stat block) and magical, without having to look up spells. Plus, they can always use them. I mean a red dragon can summon gysers of magma, or create an earthquake, or poisonous vapors every round not matter what.
If you have three Legendary Actions, you spend two-thirds of that resource performing the bigger trick.