Pathfinder 2E What Are The Changes In Pathfinder Remastered?

Compiled list of expected changes from various sources

There has been a lot of information floating around about Paizo's upcoming Pathfinder Remastered project on the new product pages on Paizo's website, and posts on Paizo's blog. Additionally, over on Reddit MrHappyTwinkles has posted a list of changes, compiled from various sources, and Twitch streams hosted by Paizo and by the Roll For Combat channel. You can watch the full streams at the links below for more detail, but here are the compiled notes.

Each book now has a product page over on Paizo's website.

Pathfinder Player Core
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The Pathfinder Player Core presents a new entry point to Pathfinder Second Edition, with everything a player needs to learn how to play the game! Choose from eight ancestries, eight complete character classes, and hundreds of feats and spells to make unique characters ready for deadly adventures in a world beset by magic and evil! This 464-page hardcover tome is the definitive rules resource for all Pathfinder Second Edition players!

Pathfinder Player Core is the first core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the GM Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming!

Pathfinder Player Core includes:
  • Easier to Learn! We’ve taken feedback from the Beginner Box and the Core Rulebook and made this new entry into the Pathfinder Roleplaying Game easier to navigate and get right into the fun.
  • Complete character creation rules, walking you through building a character by selecting your Ancestry, Background, and Class, with a focus on the bard, cleric, druid, fighter, ranger, rogue, witch, and wizard! Core ancestry options include human, dwarf, elf, gnome, goblin, halfling, leshy, and orc!
  • A mountain of options allowing you to customize your character including versatile heritages, like the changeling and nephilim, skills and feats, and hundreds of spells (including dozens of new ones), ensuring that the character you build represents your hero not just in story, but in rules as well!
  • Everything you need to know to start playing, from advice on how to explore the world to tips on surviving deadly combats with terrifying foes.
  • A primer on the world of Lost Omens so that your character can be a part of an exciting and diverse world!
  • Rules and tools to advance your character through play, taking them from a fresh-faced adventurer ready to take on the world to a veteran hero, wielding powerful magic that can reshape reality!
  • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including revisions to the witch, expanded options for every character class, streamlined spells, new equipment, and more!
  • This is the first Pathfinder product published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.


Pathfinder GM Core
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Unleash your imagination, creating worlds and stories beyond measure with the new Pathfinder GM Core for Pathfinder Second Edition! This comprehensive 336-page hardcover rulebook gives Game Masters everything they need to craft thrilling tales of adventure, from a single-night’s dungeon delve to complex epics spanning years. Within these pages you’ll find clear guidelines for creating new hazards and monsters, tools to design challenging, balanced encounters, and rules for rewarding characters for the dastardly challenges you array before them! Pathfinder GM Core also contains a dragon’s hoard of magic items and treasure to entice and reward your players, from simple healing potions to magic weapons and armor and legendary artifacts, including dozens of brand-new items!

Pathfinder GM Core is the second core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming!

Pathfinder GM Core includes:
  • The rules needed to run a game of Pathfinder, including guidelines for creating challenging encounters, determining success, and giving out rewards.
  • Advice aimed at making you an incredible Game Master, along with tools to ensure you and everyone else at your table has a safe and enjoyable experience.
  • Guidelines to help you create your own content, from campaigns and adventures to hazards and monsters.
  • Rules subsystems to help you handle a wide array of game situations, including rules for chases, duels, research, infiltration, and more!
  • A guide to the world of Lost Omens, with a look at several important regions, an examination of the peoples and cultures of the world, and a glimpse into what lies beyond the veil of the universe!
  • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including improvements to staves and talismans and all-new apex magic items!
  • Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.

Pathfinder Monster Core
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Heroes are defined by their foes—from shambling skeletons to terrifying dragons, each enemy leaves a mark on their growing legend. Make your legends memorable with foes from the new Pathfinder Monster Core rulebook for Pathfinder Second Edition! This 376-page hardcover book is packed with a wide range of monsters useful to all Pathfinder campaigns, giving the Game Master plenty of threats to throw at their adventurers, at any level of experience. The lavishly illustrated tome also includes guidelines for reading monster entries and adjusting existing monsters to tailor fit your story! This is the definitive resource for Pathfinder Second Edition monsters!

Pathfinder Monster Core is the third core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, GM Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming!

Pathfinder Monster Core includes:
  • Over 400 individual monster writeups, including everything from common animals, like wolves and bears, to terrifying supernatural foes, such as the rune giant or the grim reaper!
  • Eight brand new dragons to challenge your players, including the power-hungry fortune dragon, the peerless adamantine dragon, the mischievous mirage dragon, the fiendish diabolic dragon, and more!
  • Classic monsters drawn from mythology, like the minotaur and the medusa, as well as creatures drawn from the legends of the Lost Omens setting, including favorites like the wicked sinspawn and unpredictable proteans.
  • Simple templates that allow you to customize a monster, making it more or less powerful with just a few simple adjustments.
  • Guidelines for reading and using a monster statistics, ensuring you get the most out of a creature both in and out of combat.
  • Lists of creatures sorted by both type and level, making it easy to find the monster you need when you need it.
  • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including new balance adjustments to ensure that every creature presents a thrilling level-appropriate challenge!
  • Hundreds of beautiful full-color creature illustrations!
  • Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.

Pathfinder Player Core 2
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Survival in a world beset by magic and evil takes more than a lucky roll of the dice. Pathfinder Player Core 2 significantly expands options available to Pathfinder players, giving them the edge to take on any adventure. This 320-page hardcover rulebook remasters 8 classes from Pathfinder Second Edition, providing everything you need to create a wide array of new characters, ready to take on the world. It also includes more than 40 archetypes, expanded ancestries, and tons of feats, spells, and alchemical items to provide a near-endless array of exciting options for every Pathfinder character! The ideal character option resource for players looking to move beyond the Pathfinder Player Core.

Pathfinder Player Core 2 is the fourth core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, GM Core, and Monster Core, these books provide a new foundation for the future of tabletop gaming!

Pathfinder Player Core 2 includes:
  • Eight fully detailed classes, including the alchemist, barbarian, champion, investigator, monk, oracle, sorcerer, and swashbuckler, each containing multiple character paths, multiclassing options, and dozens of feats!
  • Expanded ancestry options include the catfolk, gnoll, hobgoblin, kobold, lizardfolk, ratfolk, and tengu, alongside three versatile heritages—the dhampir, duskwalker, and an all-new heritage debuting in this volume!
  • More than 40 archetypes, allowing you to further customize your character’s story and abilities. Turn your hero into an aerial acrobat, a high-riding cavalier, a treacherous pirate, and so much more!
  • Spells, alchemical items, and magic items to round out the new classes and to provide some new tricks to the classes from Pathfinder Player Core.
  • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including a revised alchemist, champion, and oracle!
  • Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.


Twitch Stream Notes & More
Over on Reddit MrHappyTwinkles has posted a list of changes, compiled from various sources.


OGL-Based Changes​

  • “Spell level” terminology being changed to “Spell rank”
  • Ability scores going away; they’re just going to become Ability Modifiers now.
    • +1, +2, +3
  • Alignments are now going to be Edicts and Anathema.
    • Aligned damage now becomes Holy/Unholy.
  • OGL Spells are being renamed/replaced.
  • Nephilim replacing Tiefling/Aasimar and other Planar descendants.

Revisions​

  • Witch (Class)
  • Champion (Class)
  • Oracle (Class)
  • Focus Points (System)
  • CONFIRMED ROGUE MARTIAL WEAPONS, WIZARD GETS SIMPLE WEAPONS (Mechanics)

4pm Stream​

Twitch Stream (4pm EST)
Notes will be cleaned up post stream

Player Core​

November 2023
  • Character creation, game rules, conditions
  • Bulk of ancestries
  • 8 classes (*listed here Pathfinder Player Core)
    • Bard
    • Cleric
    • Druid
    • Fighter
    • Ranger
    • Rogue
    • Witch
    • Wizard
  • Core rulebook -> Player Core 1
  • QoL / Rewording spells, also new spells

  • Witch revisions
    • Witch interactions with patron
    • Emphasizing familiars
    • Hex mechanic changes
  • Nephilim
    • Taking the place of planar scions, versatile heritages
    • Demon, angel ancestry falls under here now
  • Alignment Edicts and Anathema
    • Edicts and Anathema will be used in its place as part of character creation
    • Optional element to characters
    • Holy/Unholy damage

GM Core​

November 2023
  • Magic items are going into GM Core from Player sourcebooks
    • New items
    • Category changes
  • Crafting changes
  • Advice from Game Mastery guide going into GM Core
  • Building adventures/campaigns
  • Subsystems from GMG, vehicles, chases, victory points
  • Free archetype rules
  • Variant rules are going in here too
  • Treasure section/chapter
    • Treasure vault system as base
  • Age of Lost Omens core rulebook info going into GM Core as a setting chapter
  • Talisman changes
    • Expanded on panel at PaizoCon

Monster Core​

March 2024
  • Bestiary 1 content, with some Bestiary 2 and 3
  • OGL monsters and problematic™ monsters being removed
  • Djinni/Genies
  • Dragons yay
    • Magical traditions being used as a base
      • Arcane
      • Divine
      • Primal
      • Occult
    • Confirmed names of dragons listed on Pathfinder Monster Core product page
    • Omen Dragon
  • Possibly a Monster Core 2

Player Core 2​

July 2024
  • Archetypes in Advanced Player’s Guide
  • Ancestries from other books going into PC2
    • Hobgoblin
    • Lizardfolk
    • Catfolk
    • Gnoll renamed to Kholo
    • Kobold
    • Ratfolk
    • Tengu
  • Versatile Heritages
    • Dhampir
    • Duskwalker
    • New unannounced heritage
  • Class Revisions
    • Alchemist (Full rework)
    • Champion (Changed from alignment)
      • Some thematic restrictions for champions
  • Alchemical Items

Q&A Content​

Q: How are Gods changing with alignment?
A: Gods that care heavily about “alignment” will remain strict about it, sounds like case by case thing

Q: Troop rules in Monster Core?
A: No. New troops in Rage of Elements though.

Q: Will there be revisions to the Beginner Box?
A: Revisions are minimal; no new BB edition yet. Revised intro product at some point.

Q: Conversion guide?
A: Term primer, resources for translating should be out there.
Example: Feat for alignment damage would get a nuanced change contained within whether or not it’s a feasible quick change

Q: Partnered content?
A: Remaster won’t affect content, content creators will be worked with to get the changes through.

Q: What’s happening with Ability Scores?
A: Ability scores going away; they’re just going to become Ability Modifiers now.

Q: Favorite Change?
L: Focus points; they’re gonna be easier to use. Refocusing will be easier.
J: Dragons. Spoiled Omen Dragons hee ho.

Q: Alignment changing due to OGL?
A: Kinda sorta. It’s a reductive/legacy tool. Batman’s alignment remains unconfirmed by devs.

Q: What should game-masters think about the Remaster? What to look forward to?
A: Look for things you want to use in the Remaster; otherwise, content is unchanged as played. Exceptions are anything alignment-themed - GM should keep an eye out for systems affected by alignment changes.

5pm Stream Notes​

Remaster Project Stream (5pm EST)
  • Alignments will have absolutely no bearing on the established lore/story of Outsiders such as devils & angels.
    • They’ll go into other aspects, likely from Edicts & Anathemas.
  • Monster Core will have information for how Outsiders interact outside of Alignments.
Q: Is this Pathfinder 2.5?
A: Not enough changes for a 2.5 or a version change. It’s errata plus.

Q: Clarification for water pressure damage?
A: lmao no. It might go in somewhere for QoL changes.

Q: Will there be new 1st and 2nd level items?
A: Yes. Starting magic items, rings of protection will be in the errata. Alchemical items will be going to Player Core 2 to package them in with Alchemist.

Q: What happens to the humble bundle PDFs and PDF purchases?
A: PDFs won’t be updated quite yet. The rules/changes published will be available online for free.

Q: Is magic missile gone?
A: Erik - not sure. They changed magic missile’s mechanics. The name may change. (Force missile)

Q: Will Rogues get access to martial weapons?
A: Erik doesn’t know - team will consider it.

Q: What classes are changing?
A: Already outlined before; Champion, Oracle, Alchemist, Witch.

Q: Did these books screw up the production schedule?
A: YES apparently. 2024 was set in stone beforehand, it’s a little goofy now. Some things are going to be pushed forward.

Q: Starfinder and OGL?
A: A little later on in the future; not in the immediate future.

Q: Witch meeting patron mechanics?
A: Design team is listening; maybe

Q: Bard gets +5 early?
A: Nope at a glance

Q: Will the books be available as PDFs under the rulebooks subscription?
A: To be discussed; topic of discussion.

Q: Battlezoo changes?
A: Should work, there’s no mechanical changes that would affect the content in Battlezoo.

Q: How’s Dead God’s Hand going, Erik?
A: Remaster stuff did get in the way; Erik will finish it when he finishes it. Jinxes self with car accident.

Q: Errata for Divine stat blocks?
A: Not really; the Edicts and Anathema should cover everything in practice.

Q: Shoony versatile heritage/ core Shoony
A:No…?

Q: Apsu? Dragon changes?
A: Chromatic/metallic dragons are a little problematic with OGL, so they’re definitely going to be changed.These changes are a good opportunity to try out new Dragon things now that the design space is there.

Q: Deep dive expansion into pantheon lore?
A: Yes.

Q: Hag changes?
A: Work was being done for new hag ideas/designs? Extensive rework.

Q: New Pathfinder fiction?
A: No announcements from Erik; interest for returning to PF Tales

Basically all the questions from here are mechanics/design based and can’t be answered
Q: Drow equivalent?
A: Cannot say, but there’s a lot.

Q: Organized play changes?
A: Unsure.

Q: Witch mechanics?
A: Can’t answer; designers would be better for asking.

Q: What caused the most debate internally?
A: Alignments (duh).

Q: BB Box changes? (Again)
A: Not yet. The changes won’t be affecting most early level experiences. Some other intro content might come up.

Q: Disarm action changes?
A: Probably not.

Q: Starstone related content? (When can I become a god)
A: Dead God’s Hand

Erik Mona:
  • CONFIRMED ROGUE MARTIAL WEAPONS
  • WIZARD GETS SIMPLE WEAPONS
500 likes milestone
Rage of the Elements will have new errata rules.
There will be a download outlining all of the changes.

Methods being renamed




Pre-Stream Notes​


Source: Blog Post
  • Clarification: this is a REMASTER, does not make any rulebooks obsolete.
  • Alignment system removed (not reworked).
  • Spells with OGL-sourced names (such as magic missile) renamed.
Source: Pathfinder Player Core
  • Adding Leshys and Orcs to core ancestries.
  • New rules for versatile heritage.
  • Class revision for Witch.
  • Aasimar -> Nephilim (theory)
    • Potentially all outer plane scions will be called Nephilim
Source: Pathfinder GM Core
  • Errata for:
    • Staves
    • Talismans
    • New apex magic items
Source: Pathfinder Player Core 2
  • Class revisions for:
    • Alchemist
    • Champion
    • Oracle
  • Expanded ancestry options for:
    • catfolk,
    • gnoll,
    • hobgoblin,
    • kobold,
    • lizardfolk,
    • ratfolk,
    • tengu
  • New versatile heritage debuting.
Source: Pathfinder Monster Core
  • New dragon types…
    • power-hungry fortune dragon,
    • the peerless adamantine dragon,
    • the mischievous mirage dragon,
    • the fiendish diabolic dragon, and more!
 

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Kichwas

Half-breed, still living despite WotC racism
I am not familiar enough with PF2e to follow here.

What level difference do you need on average for lower level attackers to need a 20 to hit?
There are variables of what each side can stack beyond the base numbers.

But my match wasn't for a 20 needed to hit. But a 20 needed to "only" miss. Because one thing a 20 does is always make the result one step better.

So if you need to roll a 29 to hit something - then you actually have a 5% chance of hitting it... because rolling a 20 means you only failed by 9, a miss, which the 'natural 20' makes a hit.
- That is what means that when we come up with these "impossible" scenarios, they are just "very unlikely", and that then gets moved around with tactics.

In PF2E - tactics play a massive role precisely because things are NOT made to be 'bags of hit points', but are instead 'bags of POTENTIAL modifiers'. Smart tactics turn those modifiers on for your side and/or off for the other side.

Base PCs at a 19 level difference still have 5% odds per hit for the weaker side assuming each side does nothing but stand there and take turns... that chance moves up or down as you change the abilities of each opponent. And there even are tricks a level 1 can use to auto do a small amount of damage which means that enough level 1s can swarm things.

But that's looking at the extremes - ONLY because people were dissing PF2E's lack of bounded accuracy by chasing the extremes rather than looking at normal encounter design. And they were doing that, I would argue - because normal encounter design is so obviously in PF2E's favor with its tightly working CR system.
 

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Thomas Shey

Legend
Yes I do want that. Why?

Because people are attacking PF2E's math by criticizing these extremes of wide level or wide group size encounters. They're doing that because we all know that outside of the extremes PF2E's math holds up extremely well for highly tactical balanced play.

The problem is, your example is sufficiently limited not to make the point you think it does. A 10th level character is not just a 1st level character with 9 better to-hit and AC. There's a world of other things that go with that that make it require an extremely contrived situation for those first level characters to have any discernible chances, including the higher level entity allowing the fight to take place on the lowers' terms. As such, in practice, its a statement that doesn't really mean anything.

And in case its not been clear, I'm a proponent of PF2e. Its one of the three D&D-sphere games I'll even bother with. But I'm not going to kid myself--or anyone else--that the difference between 1st and 10th level characters isn't such to make the latter, in practical terms, in no meaningful danger from the former. I just don't happen to consider that a flaw.
 

Voadam

Legend
There are variables of what each side can stack beyond the base numbers.

But my match wasn't for a 20 needed to hit. But a 20 needed to "only" miss. Because one thing a 20 does is always make the result one step better.

It sounds like you are saying a natural 20 only hits if you miss by less than 10. So a little narrower window to possibly hit than PF 1e where a 20 always hit.

PF2e has more things both sides can do to add modifiers as well, but generally I would think that would be a wash and the CR challenge math is pretty tight for the band of difference in levels it is designed for.

Go outside those bands and things get wonky.

Similar to 4e.

With lots of potential modifiers in PF2e though I imagine things can ebb and flow at different points in a fight so there will be times when things are more invulnerable and times when they are much more vulnerable than the base stats suggest.

What happens in PF2e when you are regularly missing by more than 10? Are there fumbles for really missing or just more crits when you overperform hitting?
 

Zubatcarteira

Now you're infected by the Musical Doodle
A level -1 Goblin Warrior has a +8 to hit, which means they can hit an AC 37 creature with a Nat 20 and no MAP. A level 14 Adult Red Dragon has exactly that, so an army of goblins could theoretically kill it if they all get within 60 feet and shoot it to nothing. Highly unlikely, but, hey, it's possible.

There's also stuff like Magic Missile that automatically hits, meaning a few hundred level 1 Wizards can kill pretty much anything that doesn't have resistance/immunity to the damage, or bombs that deal splash damage, so you can throw a few hundred near a big monster and kill it in one go. That's more cheese though.
 

Lojaan

Hero
And in case its not been clear, I'm a proponent of PF2e. Its one of the three D&D-sphere games I'll even bother with. But I'm not going to kid myself--or anyone else--that the difference between 1st and 10th level characters isn't such to make the latter, in practical terms, in no meaningful danger from the former. I just don't happen to consider that a flaw.
Same. I consider it a feature, not a bug.

It's such an odd issue when you think about it. Your character cannot be threatened by an army of much low level characters like in 5e! Um. So? Has this situation actually ever occurred to you in 5e? Of course not. 5e cannot handle mass combat. Any situation like the above would be handled with either one or two fireballs, or a custom ruleset. Just like in PF2.

There are a number of unspoken "core ideas" in PF2 that are really hard for 5e players to get their head around initially (myself included). Not because they are particularly wild or anything, but because 5e players have been trained to accept something else as normal for the last decade.

Some core differences in PF2 are:

The better you are at fighting, the harder you are to hit.
You get all your hit points back on a short rest (the length of which is determined by your party's medicine skill)
Combat is a highly collaborative, tactical team sport. If you don't fight together, you will lose

There are more, but those are some of the big ones. It's crazy how ingrained these core ideas get. It took me so long to be ok with how healing works in PF2 because I had conditioned myself to see "you heal to full after a long rest" as normal and anything else as crazy. Which is crazy in itself.
 

Retreater

Legend
Some people don't think it's realistic that 100 villagers couldn't kill a dragon. I don't play TTRPGs for realism. I play them to tell epic stories, like how Beowulf was the only one who could defeat Grendel.
I also play games where the mechanics service balance, engaging tactics, etc. That's easier for me to obtain in PF2.
 

I do understand and respect the idea of "I want lower-level minions to still be a threat", but I think my take on it is if I want goblins and kobolds fighting my higher-level adventures, they'll simply be higher-level kobolds and goblins. You're not fighting regular goblins, you're fighting the elite goblin guard, or your fighting the great warchiefs who have hunted you down to stop you. If you need a mass, you can modify a troop block to work. But really, if I want hobgoblins to go after my PCs I just need to make hobgobbos worthy enough to be tossed to them.
 
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payn

He'll flip ya...Flip ya for real...
I'll just say that the legion of lower level threats isnt all that important to me. Really, its the top end of the band is too tight for me. Severe/extreme fights are not high enough. I came around to this in AV AP in which a steady diet of severe/extreme encounters felt a little too limited by character ability tactics and not enough by player skill strategy. I find the proficiency without level opens it up some.

Another thing comes to me too is how PF2 is really an encounters game veiled as an old school resource attrition one. I think the reasons for this are obvious, but with PF2.1 coming soon and the boldness of dropping legacy items, I think the future of PF is encounters based design. Which will make PF even better at what it does well now.
 

Thomas Shey

Legend
It sounds like you are saying a natural 20 only hits if you miss by less than 10. So a little narrower window to possibly hit than PF 1e where a 20 always hit.

There are some incredibly degenerate conditions where a natural 20 doesn't hit I believe, but they require the difficulty to be such that any other roll would be a fumble. That's a--pretty extreme outlier, but not impossible.

PF2e has more things both sides can do to add modifiers as well, but generally I would think that would be a wash and the CR challenge math is pretty tight for the band of difference in levels it is designed for.

These don't tend to be entirely symmetrical because you rarely have a set of PCs up against a set of opponents that have quite as much a variety of options as they do, and this becomes more and more true as a larger PC group occurs.

Go outside those bands and things get wonky.

Similar to 4e.

With lots of potential modifiers in PF2e though I imagine things can ebb and flow at different points in a fight so there will be times when things are more invulnerable and times when they are much more vulnerable than the base stats suggest.

You have to remember that there's only a limited number of modifier types in Pf2e, however; this is very much a thing that was tamped down heavily with 2e. And two of the five are normally already baked into a character (and one of them does not normally occur with opponents). So in practice you're only chasing status and circumstance modifiers. More important is to apply malign conditions to opponents, which often do things that affect ability (one of the two that's baked in) or simply impact other mechanical elements (like the number of actions).

What happens in PF2e when you are regularly missing by more than 10? Are there fumbles for really missing or just more crits when you overperform hitting?

Just realized I missed this line. You're fumbling like crazy, but fumbles in to-hit rolls don't really do much unless there's an ability of the opponent to take advantage or some special trait of the weapon (such as with guns) where it applies.
 
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Thomas Shey

Legend
A level -1 Goblin Warrior has a +8 to hit, which means they can hit an AC 37 creature with a Nat 20 and no MAP. A level 14 Adult Red Dragon has exactly that, so an army of goblins could theoretically kill it if they all get within 60 feet and shoot it to nothing. Highly unlikely, but, hey, it's possible.
There's also stuff like Magic Missile that automatically hits, meaning a few hundred level 1 Wizards can kill pretty much anything that doesn't have resistance/immunity to the damage, or bombs that deal splash damage, so you can throw a few hundred near a big monster and kill it in one go. That's more cheese though.

Notice a lot of these land in my example of "Enemy stands up and says 'kill me'" though. They all require an opponent who cooperates by being in line of fire of all these opponents and within their range without, well, doing anything about it. That might occasionally be possible with something big and dumb, but I should note you start often running into problems with things with resistances at that gap too. Maybe dinosaurs? Dragons? I wouldn't hold your breath waiting for that to work out.
 

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