why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
No. But I don't see anything in PF2e that makes the standard feint-roll-stab pattern a more appealing approach than swinging in on a chandelier and kicking a guy off a balcony. You do need the opportunity, but finding those moments is as much a part of the game as picking your feats.
Part of being a good DM is creating exciting venues and scenarios for play. If you're just in the hallway scene from Old Boy for 20 levels, no wonder the system feels a bit dull.
Putting your players on the top of a train or in the belly of a whale or on a slender bridge arching over an active volcano gives them opportunities to try something other than basic combat tricks.
I thought one of the better aspects of PF2e and 5e was how they cleaned up higher level play. I know back in 3.5e, you'd run into characters with ACs so high that it was virtually impossible to hit them. And this became annoying when two such characters got in a fight - rolling d20+40 to hit AC 60 for an indefinite amount of time. My impression from friends who played high level games in the newer systems was that this was far less common.
In my experience, the "sweet spot" for these games tends to be in the 5th-11th level range, as you get to play a fully realized character concept (a wizard that can fly and throw fireballs, a fighter that can whirlwind attack, etc) without reaching that absurdist demigod status where characters can't physically interact with each other anymore.