|2 people marked this as a favorite.|
I think you would have benefit possibly more making this thread on the 2E forums.
Well, it has been a long time since release so I already forgot many of my grips with it. Keeping the bias about my greatest gripe, which is the one I certainly wont forgot, in check is quite hard, so take this with some salt.
It is worth pointing out that what goes for magic in PF1 and 2E is hardly the same. 2E made a point to "balance" spellcasting. Personally i found it a horrid attempt.
- Some spell duration are pretty... restrictive. Many of them being utility spells now quite restricted.
- The new DC system of 4 states in theory is a method to help mages land spells. As now it isnt a simply binary success or fail state when passing a save DC. You can critical success, success, fail and critical fail. In practice, many effects on 2E now require a critical failure by the enemy, by 10 or more, to land the effect you would have in PF1. So often now you need to find ways to decrease a enemy DC before you can land what you want. In simple terms, it is easier to land spells, but they will be weaker when they land too.
- Some spells were completely removed or just rewritten so their to have effects distributed among different levels. For example, haste, which is single target at first, but if you cast it at a much higher circle can target multiple party members. If I remember right, it was for example circle 3 for single target, circle 7 for multiple.
Anyway, like I said, mine is a biased view. The point of the written above is to call your attention to this, so what you check the rules in the future you can see for yourself the changes to this aspect of the game.