>>79233794>What's the impression of 2e?
Alright so far, but issues are starting to spring up.>What did it fix
The narrative power disparity between casters and martials was mostly quelled, CR actually works as a reliable metric, the game is overall more balanced and every class can contribute a lot to a party.>what didn't it fix?
The magic item treadmill. It's confined to two items now, but you will suffer even more if you don't have magic armor and a magic weapon.
The APs got even worse: of top of all the issues they already had, the writers seem like they can't balance for shit and end up throwing TPKs left and right.>What's bad
Paizo has become afraid of power creep to the point where they are going too hard in the opposite direction and intentionally making new content (especially classes) weaker than CRB stuff. Out of eight new classes (four released, four playtested), none of them really come close to (non-Alchemist) CRB stuff, aside for maybe Investigator if you are running an intrigue/investigation campaign.
Alchemist (the new core class, supposed to be the poster child of 2e) had to be hastily redone during the CRB playtest since it relied on a mechanic that sucked so hard Paizo had no choice but to remove it; as a result, it's by far the worst class of the entire CRB and perhaps even the whole game.
The overly restrictive nature of class balance means that 2/3rd casters are forced into either full casters (Bard), lose all spellcasting (Alchemist, Investigator), or are turned into a hybrid abomination that barely qualifies as a spellcaster (Magus, Summoner). Considering this was the most common chassis back in 1e, it means many classes will have a lot of trouble getting brought over.
Adding level to everything ends up making it feel like you're just running in place when it comes to progress.>what's good?
Balance, much smoother and faster gameplay that doesn't break down at higher levels, easier to GM (monster building in particular)