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The biggest change is the fact that Pathfinder added a ton of cool stuff to every class, even clerics and wizards have neat things they get to pick besides just spells. Skills were streamlined a bit, a few tweaks to old annoyances (such as making Int boosts retroactively give skill points in the way Con boosts retro-give HP) and things like that.
"Better" is subjective. "Different" is a bit more descriptive, imho.
As for differences... as others have said, an absolutely enormous amount has changed between AD&D and Pathfinder. The core mechanical system has been redesigned (AC ticks upward, you now have three saves of Fortitude, Reflex, and Will, there's a much larger and more expansive skill system), and every class has been heavily, heavily reworked.
It's probably easier to say what *has* stayed the same. Vancian spellcasting is still a thing, the basic system of d20+modifiers is still a thing, and the attributes still mostly do the same that they always did. Everything else has been changed to some extent.
https://rpg.stackexchange.com/questions/1/differences-between-dd-3-5-and-pathfinder
And this one to 5e:
https://rpg.stackexchange.com/questions/53766/differences-between-5th-edition-dd-and-pathfinder
Especially Icewind Dale II was brutal, more so on Heart of Fury.
I hope I don't sound like an elitist, but IWD II plus HoF was absolutely ok for me, not too hard and not too easy. If pathfinder will be like this, I'd be happy.
The last "true" AD&D-game I played was NWN 2 with all expansions.
Then there was a free to play MMO with a "new" AD&D-system, which I didn't like at all.
With the information you gave me, I am again happy to have found this game.
I was really afraid, that someone will write
"...basically the same as AD&D, just dumbed down to the core, to make it playable for the so called "casual gamer"....."
But obviously this is not the case and I see hard times rising for me, because now I must try every single class.....): ;)
If you watch Critical Role, that's using DnD 5th edition, the current one and that (to put it simply) it's 3.5-ish, but with bits and pieces from other editions and simplified mechanics.
Pathfinder is made by another company and is basically DnD 3.5 with further modifications and adding more class features (a big complaint in 3e was Sorcerers were just "Wizards without bonus feats" - Pathfinder gave them bloodlines which gives them bonus spells, feats, and abilities thematic to the source of their magic).
Oh memories... I still remember my 1st level Khajit thief screaming and running away from Dremora in Morrowind. Good times, good times.
...if you beat HoF without issue, then I tip my hat to you good sir. Anyway, in that case, I think Kingmaker at base will be a bit easy for you, but the nice thing about the game is that it has extremely modular difficulty level. So just bump it up from Normal to Challenging or so and you'll be set.
That said, if you *do* do so, you might consider waiting a few levels in. The first 2-3 levels of the game are a fair bit harder than the rest, because your characters don't have very many options yet.
Hmm. Well, NWN 2 wasn't AD&D, it was 3.5, which is very, very similar to Pathfinder. (Roughly speaking, Pathfinder was a lightly polished and updated version of 3.5). So if you know that then you'll be familiar with most of the stuff here.
Personally, I think that D&D 3.0/ D&D 3.5/Pathfinder is the least casual-friendly and most complex of the D&D variants. They rationalized a bunch of AD&D mechanics (going from Save vs. Petrification and Save vs. Wands to Fortitude/Reflex/Will Saves, say), but it's a lot more modular.
In Baldur's Gate, Multiclassing or Dual-Classing were complicated and restricted and most characters were basically single-class types. I don't think AD&D had feats either.
In the later editions, and in Kingmaker, you can make any mixture of classes you want, and they all have their own options. You can make a sorcerer with fey heritage or with dragon heritage, and they will play somewhat differently. You can also make a paladin/sorcerer, or a paladin/monk/fighter, and these characters will all *work*. Single-class characters are highly effective and recommended, but if you want to get tricksy you have near limitless options.
When I entered HoF of IWD II with my ...what was ist?... level 15 or 16 party the first time, I didn't really know, what will happen.
I saw the first goblin in the harbour quarter and thought "omg, again these critters..", tried to rush.... and was slaughtered in a way I never believed, that this could happen :)
Issues...yes, of course. I had to figure out, what to do with my 6 heroes and in many fights I figured the wrong way until I found the "right" one. :)
What I wanted to say: It was hard, but never unfair.
BTW: Is there a HoF in pathfinder, too?
Heart oF Fury you HAD to use summoned monsters to soak the damage first because 3rd ed was "broken", the way monsters scaled against players was WAY out whack :(
hence part of reason I quit DMing 3.5 ed D&D
then they made 4th ed too complicated (too many power cards etc) but had TONS of good ideas, like "Minions" (1 hp critters with decent-ish stats, so you could throw lots of them at players without melting your brain in complexity)
temple of elemental evil was SUPERB, if not for the bugs, only Turn based D&D game that was good in a LONG time
I think that Challenging / Unfair in Kingmaker is quite a bit harder than IWD2 Heart of Fury so you're in for a treat.