If you're like noelwelsh or me, and prefer to lean into the storytelling and roleplaying, there are significantly better options than Pathfinder.
(And better than D&D of course, but everyone knows how to play D&D. :/)
> [If you] prefer to lean into the storytelling and roleplaying, there are significantly better options than Pathfinder.
That's true in the sense that Pathfinder has far less support for the more modern style narrative-first play and most of its rules focus on tactics. I dislike the premise that story and tactics are opposing goals, though; in my view they're two separate goals a game may or may not have. Pathfinder 2e has both, though its story-support is very traditional. If you enjoy in-depth stories with lots of intrigue &c, Pathfinder can totally deliver, and it also features significant amounts of tactical combat. If you're just not into the combat, then there are totally far better games. If you like the modern narrative-first game approach to story, then it's also not the best. But I absolutely like storytelling and roleplaying, and I enjoy Pf2e quite a lot.
That's how I feel about D&D - but only in the hands of a decently skilled DM. I think other games provide a lot more tools & framework for the storytelling aspect.
And I like the combat; Pathfinder just has a lot more ... work involved than D&D. It could be, though, that I'm just more familiar with D&D, and if I played as much PF2E as I do 5E, I would find it totally easy and intuitive, too.
It's very much about familiarity. I've played quite a lot of both (and D&D 3.5 and PF1 before them).
It's not wrong that PF2E has a harder and more demanding focus on mechanics and tactics, especially teamwork, which is for both better and worse. D&D5E doesn't just allow for the DM to define more outcomes through narrative-focused hand-waving, it _requires_ it by lacking rules or guidance and having imbalanced granularity in some rules or builds over others. PF2E is more demanding in both design and practice, but in exchange provides more tools out of the box that a GM doesn't need to invent on the fly when players invest time and effort into tactical cooperative play. 5E has the shallower difficulty curve, but experienced 5E players who get past 2E's steeper curve find it has a higher ceiling... _if_ combat is a heavy focus.
I had a rather contentious argument last year with a fellow freelance designer when I tried to suggest that PF2E is a roleplaying game. There's a significant cohort of PF2E players who play it almost exclusively for its combat. To me, that was telling in ways that I think the combat advocate didn't intend. Part of the allergy to D&D4E that players of D&D3E and earlier had when it came out was its narrowing of focus to combat. PF2E is likewise (and borderline ironically) a response to D&D5E's reduced focus on combat balance.
To put it more generally, adept improvisational DMs with players who don't care as much about combat balance or fidelity are better served by D&D5E (or a wide array of TTRPGs with even less focus on simulation in tactical combat over giving players difficult choices, like Powered by the Apocalypse games, Mork Borg and its OSR-adjacent or -derived family of short-lived character gantlets, or narrative playgrounds like Bastionland).
GMs who struggle to create fair mechanics for unusual circumstances mid-game and players who demand greater balance and fidelity in combat are better served by PF2E (or a smaller but still robust field of TTRPGs with more streamlined _or_ more extensive mechanics with similar goals, like 13th Age, the Warhammer family of games, or even D&D4E.)
But I guess first of all the whole party uses the same 5 books and if we'd play a current version then just the base rule book would be ok.
I dunno, I've always been both? I've done damage output analysis in spreadsheets to choose the best feats or spells; and the DM was always surprised at how my different skill point bonuses added up to make massively improbable things probable. But I always thought massively improbable was the point of the game; and he always managed to turn it into a good story. I never would have suggested a peasant railgun, that's just kind of silly.
My biggest issue with their games really - they give you so many options so build characters and then take them away with combat design.