When creating Pathfinder 2nd Edition, Paizo had a lot of questions they wanted answered. What would it look like? How many changes would they make? What sort of system would they use? Was there such a thing as too much or too little change? In this article, Jason Bulmahn, Director of Game Design, talks about some of those questions and how the design team answered them as they went along.
From the post:
Pathfinder is a game with a legacy. Drawing from a heritage stretching back to Gary’s table, when envisioning a new edition, it is tempting to simply iterate on what has come before. After all, that was the strategy that built Pathfinder into an incredibly successful Roleplaying Game.
That was not the route we decided to take.
Simply iterating on the same game engine was not enough. The 3.5 engine has had its day, and as a team we decided that it was time to modernize, to create a version of Pathfinder that was more than just tinkering around the edges. The game needed to evolve to speak to the desires of the current crowd of gamers. It needed to an engine tune up that made it easier for novices to grasp, while still providing a rich depth of option. What it needed was elegance in its design.