Pathfinder Society Roleplaying Guild Guide

***½( ) (based on 14 ratings)

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Within the pages of the Pathfinder Society Roleplaying Guild Guide you will find everything you need to bring your own character to life. Whether you are new to the Pathfinder Roleplaying Game, or a pen & paper roleplaying game veteran, the answers to your questions about the Roleplaying Guild are right here!

Last Updated: 8/14/2017


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Product Reviews (14)
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***½( ) (based on 14 ratings)

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Seems fine.

****( )

I wanted to address some comments from prior reviews, but then I realized that most are for the older versions (1 through 5) of the document. So, yeah, I guess maybe the older versions were not printer friendly, but I just printed the new season 6 document on a black & white laser printer and it seems fine, and readable. The PDF displays on my tablet OK, too, though my tablet is new and fast. I guess older ones might struggle with it.

Regarding the removal of tieflings as a playable race, I believe that's just fallout from season 5. That is, we just played through a huge story arc about a demon invasion, and I believe that all outsiders and otherworldly/extraplanar types are now on "the outs" with Pathfinder Society. That will change for story reasons I'm sure in another season or two, but for now at least it makes thematic sense.

As for the quality of the modules for season 6, that probably needs to go into the reviews of each individual module, but I have to admit that I really like it so far. The fights in 6-01 were much harder than I expected, and a PC died. I thought that was cool for it to be so dangerous, though I understand some will hate that. In 6-02 I loved the social interactions with previously-unknown Technic League. And the big boss fight was very scary and had a secondary fight that really surprised us. I again found it fun, though I understand a table full of players who have zero adamantine weapons will find it too hard and probably all die. Also, regarding 6-02, we had a hugely fun time with our skills, but see the next paragraph for why it was fun for us and not for others.

The only thing I don't like about season 6 is the introduction of a new feat, without which you cannot use your skills to interact with technology. It's basically a "feat tax" to be good at all the season 6 modules. Nobody in PFS near me is following that rule, even though it's mandatory and even though anyone not following it is in danger of being ousted. Doesn't seem to matter; everyone from top to bottom hates it, so it's completely gone. If any official employee from Paizo were to ask, we'd nod and say it's there. At the table? We don't even *ask* if a player has the feat. Does that upset management? Oh well, they introduced something bad, and the community rejected it while they weren't looking.

So overall season 6 has been great and the season 6 guide seems fine. But we killed the bad stuff, and we like brutally hard fights, so your mileage may vary.

**( )( )( )

The fact that it's not only not printer friendly, but looks like it's going to waste even more ink than the previous one is not good.

Personally, while I do like some aspects of the theme, I'm not digging the art at all, especially in regards to how disappointing Season 6 play has been so far.

Like the other Season 6 products so far, the layering and graphics look like they are messed up somehow, which makes the loading time on my tablet wonky and take too long for some reason. Granted, it's free, but still, I just don't think the quality is there.

So far, the only real improvement I do like is the added line that states a group can decide to play up or down if they fall exactly in the middle of two sub-tiers. But other than that, not really impressed.

Are you kidding me??????

*( )( )( )( )

You're allowing master summoner, wayang and Nagaji and you got rid of Aasimar and tiefling?!?! Come on!

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