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#DnDð§
#PathFinderRPG
Paizo had also established themselves as writing the game modules for D&D 3.5 that were easiest for the DM to run. All the information necessary for any encounter was presented in the same page spread--no page flipping.
They repeated information in the module to maintain that.
They also mastered the random encounter list, creating hand-crafted encounters that tied into the main story.
A lot of new 3.5 era DMs started by running their excellent module "Hollow's Last Hope", which was free and perfectly written. If the DM had run something else first, it became immediately clear how much better the layout of the Paizo module was. Or, if they went on to run a non-Paizo module, they'd find out they were all written to be so table-friendly.
Pathfinder was perfectly crafted as a system as well. It took the rough edges and unnecessary complexity off of 3.5, while still allowing 3.5 adventures to be run and adapted on the fly.
Paizo deserved all the success they gained.
While there were some minor imperfections in the original Pathfinder (e.g. a weak Rogue class), and flaws in its ongoing growth with ever more expansions containing system-stretching rules (more powerful feats, more powerful classes, etc.) to keep those books selling, I still feel it was a far superior system to even D&D 5e that came later.