>>96270583 (OP)There are a bunch of problems with PF2e. I've been running it for some years now.
One of the big problems is how video game treadmill-y it feels. Monsters fall off in power fairly quickly, and you can't use lower level monsters in higher encounters. Likewise, throwing a higher level monster at a party can be instantaneous death.
I call the former problem the "Infinite Kobold Problem". If you have a lvl 20 fighter who is asleep and wearing their full armor, no amount of kobolds will be able to hit the sleeping fighter. If they roll a Nat 20, they upgrade their attack step from "Critical Fail" to "Fail". This problem scales up to Lvl/CR 3 monsters such as Ogres.
Likewise, if you want the party to fight a tough encounter at Lvl 1 like say a Lvl 5 Monster, that's basically instant death even with the raised HP values for Lvl 1 PCs. You have to pull your punches or let your players play outside the box because they'll get turbofucked otherwise.
This is all due to the -10/+10 system they have in place. This system alone, while conceptually not a bad idea, has fucked over the entirety of balance in PF2e.
The reason why Spellcasters feel like hot dogshit is not because their spells are bad, their spells are actually devastating at times, but because you have a limited resource ability that can be entirely negated by the enemy.
Take a Lvl 5 Wizard. Min/Maxed they have 21 DC and +11 to hit with their spells.
A Lvl 5 Monster can have anywhere between +7 (Troll) to a saving throw to +17 (also Troll) to a saving throw. That means a Troll has between a 5% to 35% chance of negating, as in 0 damage and 0 everything, for a limited usage ability and that's an even fight.
A Lvl 9 Monster, a suggested very hard encounter for a lvl 5 party, can have between +9 (Murder of Crows) to +23 (Orc Hunter) to their saving throw, so between a 5% to a 95% chance of absolute failure.
Meanwhile Martial classes get the benefit of having an infinite resource to hit the enemy.