This is one of several reviews I am doing this year of various table top roll playing games. I am specifically comparing them to D&D 5e. I am doing this with the assumption that my readers are already familiar with D&D 5e. The following review is based only upon my reading of the rulebook. I haven’t played this yet, but I will be posting my opinion after I get a chance to play test it.
It has been pointed out to me that I didn’t give Pathfinder Second Edition a fair review in my post on March 8, 2023. Looking back, I must agree that I was a little harsh. This is my attempt to rectify that. I will be basing this review on the Pathfinder Second Edition Core Rulebook.
I am referring here to the fifth edition of Dungeons and Dragons as 5E and to Pathfinder Second Edition as PF2. This information is for evaluation purposes, it should not be considered official rules of the game. You can assume things that I don’t list here are basically like 5E with only minor differences.
In PF2 the Dungeon Master is called the Game Master.
Summary of the game system
Dungeons & Dragons has the largest market share in table top role playing games by far. Pathfinder is D&D’s closest competitor. In 2008 Wizards of the Coast published the 4th edition of D&D. Many (including myself) didn’t like care for the new version. Paizo Publishing came to the rescue in 2009 by publishing Pathfinder. This was basically a revised D&D 3.5 rule set with changes that proved popular with many fans. They published the Second Edition in 2019 which further improved the game’s reputation.
Primary differences between PF2 and 5E
Character Creation (the 10 steps as per the Pathfinder Second Edition Core Rulebook)
Step 1: Create a Concept
Step 2: Start Building Ability Scores: (The 6 abilities are the same as 5E)
Each ability score starts at 10.
Step 3: Select an Ancestry (Race in 5E):
Select from: Dwarf, Elf, Gnome, Goblin, Halfling, and Human
Assign any free ability boosts and decide if you are taking any voluntary flaws.
Select aHeritage (Subrace in 5E)
Each Ancestry has 5 Heritages to pick from.
Half-Elf and Half-Orc are human Heritages.
Choose an Ancestry Feat.
You gain one ancestry feat at first level and another one at levels 5, 9, and 13.
The feats that you can select from varies with your Ancestry.
Step 4: Pick a Background
Choose one from these backgrounds: Acolyte, Acrobat, Animal Whisperer, Artisan, Artist, Barkeep, Barrister, Bounty Hunter, Charlatan, Criminal, Detective, Emissary, Entertainer, Farmhand, Field Medic, Fortune Teller, Gambler, Gladiator, Guard, Herbalist, Hermit, Hunter, Laborer, Martial Disciple, Merchant, Miner, Noble, Nomad, Prisoner, Sailor, Scholar, Scout, Street Urchin, Tinker, Warrior
Your background gives you two ability boosts.
And training in two skills.
And a skill feat.
NOTES Regarding Skills and Proficiency Bonus
Skill checks are like in 5E, but your Proficiency Bonus is not a static number that increases with your character’s level.
Your Proficiency Bonus in any skill is broken into five different ranks depending on the level of expertise you have in the use of that particular skill: Untrained +0, Trained +2, Expert +4, Master +6, Legendary +8.
Select from Alchemist (somewhat like the Artificer in 5E), Barbarian, Bard, Champion (Paladin in 5E), Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, or Wizard. (No Warlock class in the PF2 core rulebook.)
Feats
Class Feats are abilities granted to you by your class.
Class feats are special feats that only members of that class can access.
You receive one at levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20.
Skill Feats are tied directly to your skills.
Your character must be trained in the corresponding skill to take a skill feat.
You receive one at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20
General Feats improve your statistics or give you new actions.
You select any general feat (including skill feats) if your character qualifies for it.
You receive one at levels 3, 7, 11, 15, and 19
Bonus Feats could be any of the above feat types
Certain features of your class may grant these.
NOTES Regarding Feats
PF2 has 17 General Non-Skill Feats, 9 General Skill Feats, and 91 Skill Feats.
The feats have a level and often have one or more prerequisites. As an example:
Titan Wrestler is a level 1 “General Skill” Feat with the prerequisite of being trained in Athletics. It reads, “You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.”
By contrast, Feats in 5E is an optional rule. 5E has 42 feats, some that have a prerequisite. In 5E, at levels 4, 8, 12, 16, and 19 (Also at levels 6 and 14 for Fighters) you can increase 1 ability score by 2, or 2 scores by 1, or take a feat.
Skill increases
At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often.
You can use a skill increase to either become trained in a skill or become an expert in one in which you’re already trained.
Ability Boosts
At 5th level and every 5 levels thereafter, your character boosts four different ability scores.
Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Step 6: Determine Ability Scores
Your Ancestry, Background, and Class will each increase a score by 2, and may decrease a score by 2.
Apply 2 more points to 4 abilities of your choice.
You should have no ability score lower than 8 or higher than 18.
Determine your ability modifiers (same as 5E)
Step 7: Record Class Details
Record all the benefits and class features that you get from your class.
Step 8: Buy Equipment
At 1st level, your character has 15 gold pieces to spend on armor, weapons, and other basic equipment. All equipment has the following properties.
Item Level: Each item has an item level. Characters can use items of any level but GMs are cautioned against allowing items that are far above the PCs current level.
Bulk: Items can have a number to indicate their Bulk value. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk.
Hands: This lists how many hands it takes to use the item effectively.
HP: The number of hit points it can lose before being destroyed.
Hardness value: Reduce any damage a item takes by its Hardness before applying the rest of the damage to reduce its Hit Points.
Armor
Light Armor is: Padded armor, Leather, Studded leather, Chain shirt
Medium Armor is: Hide, Scale mail, Chain mail, Breastplate
Heavy Armor is: Splint mail (level 1), Half plate (level 1), Full plate (level 2)
Each type of armor is listed with the following.
Price: (similar to 5E)
AC Bonus: added to your Armor Class
Dex Cap: the max. amount of your DEX modifier that can apply to your AC.
Check Penalty: penalty to STR and DEX based skill checks, except for those that have the attack trait.
Speed Penalty: penalty to your Speed, to a minimum Speed of 5 feet.
Strength: If your Strength is equal to or greater than this, you don’t take the armor’s Check Penalty, and you decrease the Speed Penalty by 5 feet.
Bulk: A suit of armor that’s carried or worn has 1 more Bulk than what’s listed. An armor’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium in size.
Group: Some abilities reference armor groups.
Armor Traits: Armor can have the following traits.
Bulwark: add +3 instead of your DEX modifier to Reflex saves.
Comfort: can rest normally while wearing it.
Flexible: no penalty to Acrobatics or Athletics checks.
Noisy: likely to alert others to your presence.
Shields
PF2 has 4 shield types: Buckler, Wooden shield, Steel shield, and Tower shield
Each type of shield is listed with the following.
Price: (as in 5E)
HP (BT): the shields Hit Points and Broken Threshold. These measure how much damage the shield can take before it’s destroyed and how much it can take before being broken and unusable (its BT).
Attacks that damage you don’t normally damage your armor unless you use the “Shield Block” reaction.
Shield Block [reaction]: (Trigger: While you have your shield raised, you take damage from a physical attack.) You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Hardness: Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the Shield Block feat.
Range: A single number of feet (short range in 5E). Attacks beyond this take a –2 penalty for each additional multiple of that increment up to a maximum penalty of -12.
Reload: how many actions it takes to reload the weapon.
Bulk: A weapon’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium size.
Hands: the number of hands required to wield. Some one-handed weapons deal a different size of weapon damage die when used in two hands. Some abilities require you to wield a weapon in two hands.
Group: affects some abilities and what the weapon does on a critical hit if you have access to that weapon’s critical specialization effects.
Weapon Traits: Most weapons have one or more of the following traits: Agile, Attached, Backstabber, Backswing, Deadly, Disarm, Dwarf, Elf, Fatal, Finesse, Forceful, Free-Hand, Gnome, Goblin, Grapple, Halfling, Jousting, Monk, Nonlethal, Orc, Parry, Propulsive, Reach, Shove, Sweep, Thrown, Trip, Twin, Two-Hand, Unarmed, Versatile, Volley.
Step 9: Calculate Modifiers
Perception: This is equal to your proficiency bonus in Perception plus your WIS modifier.
Saving Throws: PF2 uses Fortitude, Reflex and Will saving throws.
Fortitude saving throw bonus = Fortitude proficiency bonus + CON modifier + any bonuses or penalties from abilities, feats, or items.
Reflex saving throw bonus = Reflex proficiency bonus + DEX modifier + any bonuses or penalties from abilities, feats, or items.
Will saving throw bonus = Will proficiency bonus + WIS modifier + any bonuses or penalties from abilities, feats, or items.
Melee Strikes and Ranged Strikes: Calculate the modifier to Strike with each of your weapons weapon and how much damage that Strike deals.
Strike bonus = proficiency bonus with the weapon + (STR mod for melee or DEX mod for ranged weapons) + any item bonus from the weapon and any other permanent bonuses or penalties.
Melee weapon damage = Weapons damage + STR mod
Ranged weapon damage = Weapons damage + some or all of your STR mod, depending on the weapon’s traits.
Skills: Modifier for each skill = ability mod for that skill + your proficiency bonus for that skill + any other applicable bonuses and penalties.
Step 10: Finishing Details
Alignment: Select your character’s alignment (same as 5E)
Deity: Select the deity your character worships, if any.
Age: Decide your character’s age.
Gender and Pronouns: Record your character’s gender and pronouns.
Class DC: A class DC sets the difficulty for certain abilities granted by your character’s class.
Class DC = 10 + proficiency bonus for your class + the class’s key ability score modifier
Hero Points: Your character usually begins each game session with 1 Hero Point, and your GM can give you additional Hero Points during sessions. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. (Similar to Inspiration in 5E)
Armor Class: AC = 10 + DEX mod + proficiency bonus with your armor + your armor’s bonus to AC + any other permanent bonuses and penalties.
Bulk: Bulk = sum bulk of all of your items. (10 light items make up 1 Bulk)
If you’re carrying a total amount of Bulk that exceeds 5 plus your STR mod, you are encumbered. You can’t carry a total amount of Bulk that exceeds 10 plus your STR modifier.
Spells
Spells in PF2 are handled very much the same as in 5E. There are cantrips, spell focus, spell lists, spell slots, spell attacks, spell saving throws, etc.
Spell Lists: There are Arcane, Divine, Occult, and Primal spell lists. (Different than in 5E.)
Ritual Spells: Rituals do not require spell slots to cast.
5E has 14 In addition to the 11 highlighted above, 5E also has Charmed, Incapacitated, and Poisoned.
Here an example of how they are defined.
Prone (5E definition): “A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.”
Prone (PF2 definition): “You’re lying on the ground. You are flat-footed and take a -2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed). If you would be knocked prone while you’re Climbing or Flying, you fall (see pages 463–464 for the rules on falling). You can’t be knocked prone when Swimming.”
Encounter Mode (Combat in 5E)
Initiative
Roll a Perception check to determine your initiative. Or a Stealth or Deception or Diplomacy check depending on the situation.
Your Turn
In PF2 your turn is divided into three steps, each step takes an action.
Everything you can do is either a free action, a reaction, or it takes one, two, or three actions to perform.
Movement is an action, like Crawl, Leap, Step or Stride. Unlike 5E, you cannot interrupt a move action to do something else, but you can take multiple (a maximum of three) move actions on your turn.
You have to complete one action or activity before beginning another.
If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn.
Multiple Attacks: Most attacks take 1 action, so there is nothing preventing you from making up to three attacks a round. However, you get a penalty to your attack roll of -5 on the second attack and -10 on the third.
Actions
Every action is defined as being a free action, a reaction, or taking 1, 2, or 3 actions.
Most actions have a type, such as move, attack, concentrate, or manipulate.
Some actions have requirements.
Reactions must have a trigger.
Critical Success/Failure
In 5E, when making an attack, rolling a natural 20 always hits and you roll double the damage dice. Rolling a natural 1 is always a miss.
In PF2, when making an attack, rolling a natural 20, or rolling 10 over your opponents AC, hits and does double damage. Rolling a natural 1 is always a miss.
Basic Actions
Aid [reaction] (Help in 5E)
Crawl [1 action] You crawl 5 ft.
Delay [reaction] Change your initiative to a later position in the initiative order.
Drop Prone [1 action]
Escape [1 action] Attempt to escape from being grabbed, immobilized, or restrained.
Interact [1 action] Manipulate an object or the terrain.
Leap [1 action] You can Leap horizontally 10 feet if your Speed is at least 15 feet, or 15 feet if your Speed is at least 30 feet.
Ready [2 actions] (like the ready action in 5E)
Release [free action] Let go of something.
Seek [1 action] Look for something
Sense Motive [1 action]
Stand [1 action]
Step [1 action] Move 5 feet, if your speed is at least 10 feet.
Stride [1 action] Move up to your speed
Strike [1 action] Attack
Take Cover [1 action]
Spell Actions
Cast a spell: Cast a 1 action, 2 action, 3 action, reaction, or free action spell.
Sustain a Spell [1 action] A sustained spell continues until the end of your next turn.
Dismiss a Spell [1 action] End one spell effect or magic item effect.
Magic Item Actions
Activate an Item [1 action] Call forth the effect of an item by properly activating it.
Sustain an Activation [1 action] A magic item effect continues until the end of your next turn.
Dismiss an Activation [1 action] End one spell effect or magic item effect.
Specialty Basic Actions
Arrest A Fall [reaction] Attempt an Acrobatics check to slow your fall.
Avert Gaze [1 action]
Burrow [1 action] Move up to your burrow Speed.
Fly [1 action] Move up to your fly Speed.
Grab An Edge [reaction] Try to grab the edge when you fall.
Mount [1 action] Move onto a creature and ride it.
Point Out [1 action] Indicate a creature that you can see to one or more allies.
Raise A Shield [1 action] You position your shield to protect yourself.
Attack of Opportunity [reaction] (basically the same as in 5E)
Attack of Opportunity is a specific skill, and not everyone has it.
Movement in Encounters
Basically the same as in 5E with a few exceptions.
Flanking:
A creature has –2 to their AC to creatures that are flanking it. (PF2 calls that “flat footed”.)
To flank a foe, you and your ally must be on opposite sides or corners of the creature.
Cover: there are 3 types of cover:
Lesser cover gives you +1 to AC and you can’t hide.
Standard cover gives you +2 to AC, Reflex saves, and Stealth checks, and you can attempt to hide.
Greater cover gives you +4 to AC, Reflex saves, and Stealth checks, and you can attempt to hide.
Special Battles: PF2 has additional rules for Mounted Combat, Aerial Combat, and Aquatic Combat
Death and Dying
When you reach 0 Hit Points:
Your initiative position moves to directly before the creature or effect that reduced you to 0 HP.
You gain the Dying 1 Condition (see below).
If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the Dying 2 Condition
If you have the Wounded Condition (see below), increase your dying value by an amount equal to your wounded value.
If the damage was dealt by a nonlethal attack or nonlethal effect, you don’t gain the dying condition; you are instead unconscious with 0 Hit Points.
The Dying Conditions:
Dying 1: You are unconscious and must make a recovery check each round.
Dying 2: You are unconscious and must make a recovery check each round.
Dying 3: You are unconscious and must make a recovery check each round.
Dying 4: You are dead (unless you have the Diehard feet)
Dying 5: Even if you have the Diehard feet, you are dead
Your dying condition increases by 1 (or by 2 if from a critical hit) if you take damage while dying.
You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.
When the dying condition ends, you gain the Wounded 1 Condition (see below), or increase your Wounded Condition value by 1 if you already have that condition.
Recovery Check:
When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value
The effects of this check are as follows.
Critical Success: Your dying value is reduced by 2.
Success: Your dying value is reduced by 1.
Failure: Your dying value increases by 1.
Critical Failure: Your dying value increases by 2.
The Wounded Conditions:
Wounded 1: When you drop to 0HP you get the Dying 2 Condition
Wounded 2: When you drop to 0HP you get the Dying 3 Condition
Wounded 3: When you drop to 0HP you get the Dying 4 Condition (and die unless you have the Diehard feet)
Wounded 4: When you drop to 0HP you get the Dying 5 Condition (and die even if you have the Diehard feet)
You may gain the Wounded 1 Condition when you have been seriously injured in a fight, or increase your Wounded Condition value by 1 if you already have that condition.
The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
Other information in the Pathfinder Second Edition Core Rulebook: There are chapters on Exploration, Downtime, Game Mastering, and Crafting & Treasure.
What you need to get started
All you need to play the game is the Pathfinder Second Edition Core Rulebook. The Advanced Player’s Guide will give you some more options. The GM may also want The Gamemastery Guide, and The Pathfinder Bestiary.
Final Thoughts
This is definitely an improvement over Pathfinder’s original edition.
I like that it includes plenty of rules for activities other than combat, such as exploration and down time.
You get everything you need in the 640-page Pathfinder Second Edition Core Rulebook, eliminating the need for a GM Guide, however I haven’t read the Pathfinder Second Edition Gamemastery Guide. I am sure it is also excellent.
Paizo is great company and their books are top quality.
Now here is why I still don’t think I will be playing this game:
Too much crunch: In my opinion, it is too complicated, too many rules, too much crunch. Of course, this is only because I prefer a game with less crunch. Less crunch makes a game easier to learn, easier to teach new players, and faster to play. You spend less time at the table looking up rules, spells, conditions, feats and features. Too little crunch and you don’t have enough rules to cover the most common situations. I feel 5E hits a happy medium (although 5E could be improved.)
As an example: It took me quite a while to find and understand the PF2 Death and Dying rules. In 5E, whether or not you like the rules regarding death saving throws, everything you need to know is all on the same page and relatively straight forward. In PF2, I was trying to find what happens when you reach 0 HP. First I looked in the “Encounters” section, it wasn’t there. I found “Death and Dying” in the index, so I went to pages 459–461. There I found under “Knocked Out and Dying” what happens when you reach 0 HP. A quick summery is: you’re knocked out, your initiative position changes, and you gain the Dying 1 Condition. It goes on to explain how you might get the Dying 2, or higher, Condition depending on if you have the Wounded Condition. I had no idea at that point what the Dying 1 Condition, Dying 2 Condition, or the Wounded Conditions were. Then it tells you about what happens when you take damage while you have the dying condition. So before I read about “Recovery Checks”, I had to read the section on the “Dying” condition and the “Unconscious” condition, and the “Wounded” condition. Maybe that I am just a little slow, but it took me a few Google searches to read some discussions regarding it all before I was comfortable enough with how it all worked to I write that part of my review. I did read a couple of places that you die if you have the Wounded 4 Condition when you drop to 0 HP, but that isn’t how I read it. Please let me know if I got anything wrong. It was almost like the old joke, “You have to read everything before you read anything.”
Another problem with having so many rules: On your turn in combat, you can take 3 actions. There are a lot of actions to choose from (slowing combat) but it leaves the players with the feeling that you can only do something if it is on the list. The essence of role playing games should be that your character can attempt to do anything he can think of, and the rules are there to help the DM determine whether or not you succeed.
I have been enjoying GMing PF2e because the Adventure Paths are better organized than 5e and I like the world of Golorian better than Sword Coast, Faerun.
I agree that the PF2e core rulebook is not well organized for learning conditions and some of the things that often come up in game play. I am glad I had a veteran player who also GMs during my games to be the rules lawyer.
Thank you very much for your comment.
It is always good to hear the opinions of people that are currently playing the game.
I am glad you enjoyed the article.
I understand your point about crunch, although I may include a small caveat about DnD as a counterpoint: there are, indeed, a lot of actions that can be taken in PF2E, but I’d say DnD5e has perhaps the worst take on the matter.
My observation after a good amount of years is that in DnD5e, many classes have way too few options as actions and have to get absurdly creative sometimes, requiring GMs to pressure themselves even more to add descriptions, features in their battle arenas, etc… and in higher levels, it’s the opposite: too many possible actions for the characters.
The action/bonus action/reaction/movement system is also a good idea on paper, but very clunky in practice and takes a lot of time to be understood by players in my experience (I DM’d a lot of first-time initiation games, and this system was the bane of new players)
I understand your points though, I just think the crunch is a slightly higher initial barrier for PF2E, while in DnD5e it’s a lurking, silent barrier that appears as soon as you get more into it, especially for DMs. The only GMs I knew who burned out of their campaigns were, alas, all mainly DMing DnD campaigns, and they all had the same observation as me: too much prep required. The content just isn’t usable enough to be used as-is, and you have to adjust, change and rebalance everything before, during and after session. A problem I never had to this extent with any other TTRPG system I ever DM’d, save perhaps for Call of Cthulhu (which is much more narrative-driven by design, so that’s way less of a problem in the first place)
Thank you for your perspective on this matter. It may be that PF2E is easer for the DM to prep and run. Having never ran a Pathfinder game I bow to your experience. However, my experience with teaching new players 5E is different than what you are describing. For example, I made a 2 sided combat reference sheet that I give to my players. New players keep it handy and, after I go over it with them, seem to take to it fairly quickly. I think the simplicity of one move and one action, and then maybe interact with an object, a bonus action or reaction is about a simple as you could get without being too limiting or too wide open for my liking. I don’t think I could make a PF2E combat reference sheet anywhere as simple as the one I made for 5E. Here is the post where you can see my 5E combat reference sheet. https://olddungeonmaster.com/2016/02/06/dd-5e-combat-reference-sheet/
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I have been enjoying GMing PF2e because the Adventure Paths are better organized than 5e and I like the world of Golorian better than Sword Coast, Faerun.
I agree that the PF2e core rulebook is not well organized for learning conditions and some of the things that often come up in game play. I am glad I had a veteran player who also GMs during my games to be the rules lawyer.
Thanks for the article!
DM_Rob
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Thank you very much for your comment.
It is always good to hear the opinions of people that are currently playing the game.
I am glad you enjoyed the article.
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I understand your point about crunch, although I may include a small caveat about DnD as a counterpoint: there are, indeed, a lot of actions that can be taken in PF2E, but I’d say DnD5e has perhaps the worst take on the matter.
My observation after a good amount of years is that in DnD5e, many classes have way too few options as actions and have to get absurdly creative sometimes, requiring GMs to pressure themselves even more to add descriptions, features in their battle arenas, etc… and in higher levels, it’s the opposite: too many possible actions for the characters.
The action/bonus action/reaction/movement system is also a good idea on paper, but very clunky in practice and takes a lot of time to be understood by players in my experience (I DM’d a lot of first-time initiation games, and this system was the bane of new players)
I understand your points though, I just think the crunch is a slightly higher initial barrier for PF2E, while in DnD5e it’s a lurking, silent barrier that appears as soon as you get more into it, especially for DMs. The only GMs I knew who burned out of their campaigns were, alas, all mainly DMing DnD campaigns, and they all had the same observation as me: too much prep required. The content just isn’t usable enough to be used as-is, and you have to adjust, change and rebalance everything before, during and after session. A problem I never had to this extent with any other TTRPG system I ever DM’d, save perhaps for Call of Cthulhu (which is much more narrative-driven by design, so that’s way less of a problem in the first place)
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Thank you for your perspective on this matter. It may be that PF2E is easer for the DM to prep and run. Having never ran a Pathfinder game I bow to your experience.
However, my experience with teaching new players 5E is different than what you are describing. For example, I made a 2 sided combat reference sheet that I give to my players. New players keep it handy and, after I go over it with them, seem to take to it fairly quickly. I think the simplicity of one move and one action, and then maybe interact with an object, a bonus action or reaction is about a simple as you could get without being too limiting or too wide open for my liking.
I don’t think I could make a PF2E combat reference sheet anywhere as simple as the one I made for 5E. Here is the post where you can see my 5E combat reference sheet.
https://olddungeonmaster.com/2016/02/06/dd-5e-combat-reference-sheet/
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