Having level directly tied into every saving throw, skill check, attack roll, AC, etc., means that monsters hit at pretty much exactly where they are supposed to. If you try to run a monster that is more than several levels lower, it will be largely worthless against a higher level party and vice versa.I've never moved from Pathfinder 1st edition to 2nd so I have no familiarity with the new system. One thing that I see come up a lot is how balanced Pathfinder 2E is compared to other games. Is it true that it's one of the more balanced systems out there and if so, what makes it so?
Having level directly tied into every saving throw, skill check, attack roll, AC, etc., means that monsters hit at pretty much exactly where they are supposed to. If you try to run a monster that is more than several levels lower, it will be largely worthless against a higher level party and vice versa.
The frequency of getting critical strikes make martial characters more effective than in previous editions - especially fighters.
Spells (and by extension - spellcasters) have been brought in line with martial characters. Area effect spells (such as fireball) don't do the damage they used to.
The action economy keeps buff spells and sustained damage spells in check.
Feat taxes, planning out builds over many levels, etc., aren't as common as you'd find in PF1. There are built in rules for retraining that aren't too punishing. You don't have to have a bandolier of Cure Light Wounds wands to function (thanks to the highly effective Treat Wounds activity.)
You are usually balancing encounter difficulty only within the encounter itself - not the adventuring day.
so - for me - having encounter guidelines that appear to work, that I know if I want a moderate encounter I have a very clear way to build one that feels moderate at my table, with my flaws as a tactical GM - makes PF2 SO MUCH FUN.
Cheers,
J.
For as much of a fan as I am of Pathfinder (I played D&D 3.x/Pathfinder from the launch of 3.0 until now) that's one of the things I hated about the game. It really fell apart at higher levels. After running one adventure path and getting everyone to 20th level I swore I would never do it again. After that the highest I would advance characters was 10th, maybe 12th level. It's nice to hear that 2nd edition works better at higher levels.This is one of those things that's such a big gap between some people its essentially impossible to cross.
There are people who got really used to the D&D3/PF1 model of encounter building where everything was (generally) off balance the higher level characters were, so that they to really used to an average encounter actually being one they could dance all over. And they get to PF2e and discover that, no, an average encounter is generally actually average, and will have some difficulty, and a tough encounter is genuinely tough.
For as much of a fan as I am of Pathfinder (I played D&D 3.x/Pathfinder from the launch of 3.0 until now) that's one of the things I hated about the game. It really fell apart at higher levels. After running one adventure path and getting everyone to 20th level I swore I would never do it again. After that the highest I would advance characters was 10th, maybe 12th level. It's nice to hear that 2nd edition works better at higher levels.
PF1 is swingy and CR unreliable (more so than 5E) so it's a stark difference. For me, I have so many years of experience with 3E/PF1 that its like a feature because combats are less predictable and thus more interesting. However, they require an experienced GM not to go pear shape on the table. So, I can see the attraction in balanced reliable CR which PF2 delivers better than any RPG I have played.I've never played PF1. but I have played and run a lot of 5e. sorry if this is a bit off topic. for me, the balance is found most strongly in the encounter difficulty guidelines. PF2 works. like, its some kind of magic - when compared to 5e. my strengths as a GM are not in running optimized monsters. in fact, I suck at this. I constantly miss abilities, synergies, powers, and capabilities. in 5e, encounter balance guidelines are always way under represented of what happens at my table. put another way, I've had to create a bit of a "feel" around my own encounter balance to make fights even moderately difficult, and I invariably end up with encounters many times the size of what the DMG recommends. did I mention I suck at running monsters? in pf2, even though I still suck at running monsters, an "extreme" threat is still a bloody hard near TPK thing - every. single. time. I can only imagine that with a competent GM who is good at tactical combats, those will truly be "Extreme" from a player POV.
so - for me - having encounter guidelines that appear to work, that I know if I want a moderate encounter I have a very clear way to build one that feels moderate at my table, with my flaws as a tactical GM - makes PF2 SO MUCH FUN.
Cheers,
J.

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