I know! But... I've always wanted to play a Witch. I've made countless terrible combat based wizardess-es in 5E, but... while I can /roleplay/ a witch, I still can't be one. The DCs are low (8+proficiency+stat mod). Which is generally 13. Wizard schools give no bonuses, and while you can have any sort of familiar of CR0, it's just fluff. Empty air. You put on a witch hat and pretend, a generic shape given form by creative writing.<br/><br/>But in Pathfinder, I can pump and focus Enchantment. I can grab (later) a Cauldron. I have real rules, real ability to make potions rather than homebrew. I can forcibly push the limits of Diplomacy (Persuasion) to the max even if I'm not a Bard. I can shape, precisely, the character I want through traits and drawbacks and feats and...<br/><br/>Then the wonderful roleplay/freeform can be enhanced by the rules!<br/><br/>It never feels good /pretending/ to be a great, seductive witch... and rolling bad at it, the mechanics not supporting what you want. But in Path, I've got a +12 Diplomacy, and that's going to be sure as heck hard to fail at under normal circumstances.<br/><br/>That's my feeling on it! That and I just enjoy making characters... I suppose something I picked up when introduced to White Wolf game systems.<br/><br/>Edit:  I agree on some of the combat manuevers. I always felt there ought to be 'combat feats' and 'fluff feats'. Where you can get one of each every time you acquire a feat or such. I really want to be able, for example, pick up Craft Poppet. It's silly, it's fluffy, it fits the theme I want. But I can't 'afford' to waste a feat on something with such little advantage. But all that could be, eventually, homebrewed to perfection. Ahem.