So, you're new here?—Core Rulebook

Pathfinder Roleplaying Game

So, you're new here?

Tuesday, November 8, 2011

With the release of the Pathfinder RPG Beginner Box, there are bound to be some new folks here on the blog. One of the questions we get from time to time concerning the line of RPG products is: Where do I start and what is required for me to play? So, I thought I would take this blog to go over the existing core RPG products, telling you what you need to upgrade to the full game and what you can expect to find in each of the hardcover books.

Core Rulebook

It goes without saying that if you are looking to upgrade to the full version of the game, the first book on your radar should be the Core Rulebook. This mighty 576-page tome contains all the rules for both players and Game Masters to get started. It includes 7 races, 11 classes, over 500 spells, and a mountain of magic items. If you are coming from the Beginner Box, there is much here that you will recognize, but there is a lot of new content for you to explore as well. The classes go all the way up to 20th level and you have a lot more control when customizing a character. When making the change, be sure to do it incrementally. Much of the content in this book can be added piecemeal so you don’t have to overwhelm new players. Of all the books in the RPG line, this one is the most important. If you are coming from the Beginner Box and want more information on what you can expect to find in here, check out the free Beginner Box Player Pack.

Bestiary

The only thing the Core Rulebook does not contain is new monsters. For that we have the Bestiary. This 320-page book contains over 300 monsters, ranging from the lowly kobold to the incredibly deadly ancient dragons, with plenty of monsters to challenge a group of any level. If you are the GM, you will need this book. As a bonus, with a bit of work, many of the monsters in this book could work with a Beginner Box campaign. If you need even more monsters, we’ve got you covered there too. Check out Bestiary 2, and next month, we are releasing Bestiary 3. Each one of these beastly books contains over 300 new monsters to add to your game.

GM Screen

The Game Master keeps lots of secrets from his players, at least until they uncover them. To help keep notes and certain die rolls private, you can pick up the GM Screen. With some great art on the player side, this screen is packed with handy reference tables on the GM side to prevent you from having to flip through the Core Rulebook quite as often. While its not vital to the gaming experience, having a good GM Screen can speed up the game and keep the players in the dark about the GMs evil plans.

GameMastery Guide

Being the Game Master can be tricky. There are lots of details to juggle and the players have a tendency to mess up even the best-laid plots and plans. The GameMastery Guide gives the GM a host of tips, tricks, and tools to make life behind the screen easy. It includes a wealth of information to aid in running the game, a mountain of sample NPCs, and additional rules to handle tricky situations, like a chase through a crowded city street. If you’re new to the job of being a GM, this book contains a lot of information to help you run a successful and exciting game.

Advanced Player’s Guide

Once you’ve had a chance to play and experiment with all the Core Rulebook has to offer, its time to move on to the Advanced Player’s Guide. This book contains six new classes to play with, including the alchemist, inquisitor, and witch, as well as a ton of new options for all of the classes from the Core Rulebook. There are new feats, spells, and equipment for both players and GMs alike. While it’s called “Advanced,” most of the rules in this book are no more complicated than those in the Core Rulebook; there are just more to choose from.

Ultimate Magic and Ultimate Combat

Following up the Advanced Player’s Guide is a pair of books that explore two of the most important concepts in the game: Magic and Combat. In Ultimate Magic, you get all sorts of rules, tips, and advice for using magic in your game, as both a player and a GM. There is a new class (the magus), as well as a bunch of feats and spells related to magic and spellcasting. There are also rules for magical constructs, spellbooks, and different types of magic. In Ultimate Combat, we look at the fine art of using sharp pieces of metal to slay monsters. The book includes rules for black powder firearms and a new class, the gunslinger, as well as a bunch of new options for every character that wields a weapon or a fist. Like the Advanced Player’s Guide, these books supplement the Core Rulebook, and while not required to play, they add a number of new, exciting options.

So, What Do I Need to Get Started?

Well, if you are new to the game, you probably want to start with the Beginner Box, but after that, you might want to check out the Core Rulebook. You can even pick up a PDF of the rules for just $10 to get started. After that, it really depends. If you’re the GM, then you should probably grab the Bestiary too (also available as an inexpensive PDF). The Core Rulebook will keep you busy for a while, but when you are ready to add more to your game, check out some of the other books mentioned above. A world of adventure awaits.

Jason Bulmahn
Lead Designer

Jason Bulmahn Director of Game Design

Jason has been with Paizo since 2004, but has been managing the game design for the company since 2007. He is the leader of an ever growing team of amazing designers working to make amazing games.

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