First Look at the Pathfinder Playtest

Tuesday, March 6, 2018

Welcome to the next evolution of the Pathfinder Roleplaying Game!

Just shy of 10 years ago, on March 18th, 2008, we asked you to take a bold step with us and download the Alpha Playtest PDF for Pathfinder First Edition. Over the past decade, we've learned a lot about the game and the people who play it. We've talked with you on forums, we've gamed with you at conventions, and we've watched you play online and in person at countless venues. We went from updating mechanics to inventing new ones, adding a breadth of options to the game and making the system truly our own. We've made mistakes, and we've had huge triumphs. Now it is time to take all of that knowledge and make the Pathfinder Roleplaying Game even better.

By now, you've probably read all about the upcoming launch of the Playtest version of the game set to release on August 2nd, 2018 (but just in case you haven't, click here). In the weeks and months leading up to that release, we are going give you an in-depth look at this game, previewing all 12 of the classes and examining many of the most fundamental changes to the game. Of course, that is a long time to wait to get a complete picture, so I wanted to take this opportunity to give you insight into the game, how it works, and why we made the changes that we made. We will be covering these in much more detail later, but we thought it might be useful to give a general overview right now.

Illustration by Wayne Reynolds

New, but the Same

Our first goal was to make Pathfinder Second Edition feel just like the game you know and love. That means that as a player, you need to be able to make the choices that allow you to build the character you want to play. Similarly, as a Game Master, you need to have the tools and the support to tell the story you want to tell. The rules that make up the game have to fundamentally still fill the same role they did before, even if some of the mechanics behind them are different.

Building a Character

It's worth taking a moment to talk about how characters are built, because we spent a lot of time making this process smoother and more intuitive. You start by selecting your ancestry (which used to be called race), figuring out where you came from and what sorts of basic statistics you have. Next you decide on your background, representing how you were raised and what you did before taking up the life of an adventurer. Finally, you select your class, the profession you have dedicated yourself to as an intrepid explorer. Each one of these choices is very important, modifying your starting ability scores, giving you starting proficiencies and class skills, and opening up entire feat chains tailored to your character.

After making the big choices that define your character, you have a variety of smaller choices to make, including assigning skill proficiencies, picking an ancestry feat, buying gear, and deciding on the options presented by your class. Finally, after deciding on all of your choices, the only thing left to do is figure out all of your bonuses, which are now determined by one unified system of proficiency, based on your character's level.

As you go on grand adventures with your character, you will gain experience and eventually level up. Pathfinder characters have exciting and important choices to make every time they gain a level, from selecting new class feats to adding new spells to their repertoires.

Playing the Game

We've made a number of changes to the way the game is played, to clean up the overall flow of play and to add some interesting choices in every part of the story. First up, we have broken play up into three distinct components. Encounter mode is what happens when you are in a fight, measuring time in seconds, each one of which can mean life or death. Exploration mode is measured in minutes and hours, representing travel and investigation, finding traps, decoding ancient runes, or even mingling at the queen's coronation ball. Of all the modes of play, exploration is the most flexible, allowing for easy storytelling and a quick moving narrative. Finally, the downtime mode happens when your characters are back in town, or relative safety, allowing them to retrain abilities, practice a trade, lead an organization, craft items, or recuperate from wounds. Downtime is measured in days, generally allowing time to flow by in an instant.

Most of the game happens in exploration or encounter mode, with the two types of play flowing easily from one to the other. In fact, exploration mode can have a big impact on how combat begins, determining what you roll for your initiative. In a group of four exploring a dungeon, two characters might have their weapons ready, keeping an eye out for danger. Another might be skulking ahead, keeping to the shadows, while the fourth is looking for magic. If combat begins, the first two begin with their weapons drawn, ready for a fight, and they roll Perception for their initiative. The skulking character rolls Stealth for initiative, giving them a chance to hide before the fight even begins. The final adventurer rolls Perception for initiative, but also gains some insight as to whether or not there is magic in the room.

After initiative is sorted out and it's your turn to act, you get to take three actions on your turn, in any combination. Gone are different types of actions, which can slow down play and add confusion at the table. Instead, most things, like moving, attacking, or drawing a weapon, take just one action, meaning that you can attack more than once in a single turn! Each attack after the first takes a penalty, but you still have a chance to score a hit. In Pathfinder Second Edition, most spells take two actions to cast, but there are some that take only one. Magic missile, for example, can be cast using from one to three actions, giving you an additional missile for each action you spend on casting it!

Between turns, each character also has one reaction they can take to interrupt other actions. The fighter, for example, has the ability to take an attack of opportunity if a foe tries to move past or its defenses are down. Many classes and monsters have different things they can do with their reactions, making each combat a little bit less predictable and a lot more exciting. Cast a fire spell near a red dragon, for example, and you might just find it takes control of your magic, roasting you and your friends instead of the intended target!

Monsters and Treasure

The changes to the game are happening on both sides of the GM screen. Monsters, traps, and magic items have all gotten significant revisions.

First off, monsters are a lot easier to design. We've moved away from strict monster construction formulas based off type and Hit Dice. Instead, we start by deciding on the creature's rough level and role in the game, then select statistics that make it a balanced and appropriate part of the game. Two 7th-level creatures might have different statistics, allowing them to play differently at the table, despite both being appropriate challenges for characters of that level.

This also makes it easier for us to present monsters, giving us more space to include special abilities and actions that really make a monster unique. Take the fearsome tyrannosaurus, for example; if this terrifying dinosaur gets you in its jaws, it can take an action to fling you up to 20 feet through the air, dealing tremendous damage to you in the process!

Hazards are now a more important part of the game, from rangers creating snares to traps that you have to actively fight against if you want to survive. Poisons, curses, and diseases are a far more serious problem to deal with, having varied effects that can cause serious penalties, or even death.

Of all of the systems that Game Masters interact with, magic items are one of the most important, so we spent extra time ensuring that they are interesting and fun. First and foremost, we have taken significant steps to allow characters to carry the items they want, instead of the items that they feel they must have to succeed. Good armor and a powerful weapon are still critical to the game, but you no longer have to carry a host of other smaller trinkets to boost up your saving throws or ability scores. Instead, you find and make the magic items that grant you cool new things to do during play, giving you the edge against all of the monsters intent on making you into their next meal.

We can't wait until you find your first +1 longsword to see what it can do!

What's Next?

There are a lot of things we are excited to show off, so many in fact that we have to pace ourselves. First off, if you want to hear the game in action right now, we've recorded a special podcast with the folks from the Glass Cannon Network, converting the original Pathfinder First Edition Module, Crypt of the Everflame, to the new edition. Head on over to their site and listen to the first part of this adventure now!

Stop by tomorrow for the first blog taking an in-depth look at Pathfinder Second Edition, starting off with the new system for taking actions, then visit us again on Friday for an exploration of the Glass Cannon game, exploring some of its spoilers in detail!

We Need You!

All of us at Paizo want to take a moment to thank you, the fans, players, and game masters that have made this exciting journey a possibility. It's been a wild ride for the past decade, and speaking personally, I could not be more excited for where we are heading. But, as I am sure you've heard a number of times already, we cannot make this game without you, without your feedback and passion for the game. Thank you for coming with us on this adventure, thank you for contributing to our community, and thank you for playing Pathfinder.

Jason Bulmahn
Director of Game Design

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Tags: Pathfinder Playtest
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Paizo Employee Chief Creative Officer, Publisher

There's Planar Adventures, and that's it.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Pakishi wrote:

I'm torn on the subject. In one hand, NEW AND SHINY!, in the other, "but I've already invested in Pathfinder...heavily as is."

And I guess you have gotten a lot of value off that investment.


2 people marked this as a favorite.

Good to hear. Gutsy move. Several aspects of PF1 are unnecessarily complex and crunchy, especially at the highest levels. Reading your introduction, it seems you've focussed on those. Which is great!

In terms of reusing existing material: as long as creating creatures and NPCs is simple enough converting modules will be fine. As you put it 'First off, monsters are a lot easier to design". Personally i tend to customise to fit my party + campaign anyway, so i'm hoping that overall process will be significantly streamlined. That's the least fun part of GM prep. And if you can make specific creature abilities stand out more that should help create unique and memorable encounters.

It sounds like you may have smoothed the level curve a bit? PF1 can have quite a narrow window to target to create a balanced encounter: especially when you factor in variables like whether your PCs buff to the max or not. Whilst I find DnD5e overly simplistic, that aspect of their changes I really like. It gives more leeway to GMs, and also means creature types can show up in more places without having to get excessive with class levels and excessive (and time consuming) modification. It would be very helpful, to help avoid those 'you can only hit on a 20' or 'you can only miss on a 1' and similar situations.

I'm very curious about how the action economy will work out, especially at higher levels. It sounds like that's a highly re-worked part of the system.

Golarion-infused sounds very intriguing too. Golarion is a masterpiece setting that is one of the reasons I love Pathfinder.


19 people marked this as a favorite.

It's hilarious that one of the faq answers is "yes, we buffed Harsk."

Dark Archive

2 people marked this as a favorite.

Honestly I'm probably in the same boat as Anguish.

Scarab Sages

Pathfinder Lost Omens, Rulebook Subscriber

I am both upset and excited at the same time.
...but only upset because I just dumped a lot of money into material for the Society group that I co-run twice a week.

God knows I'm picking up the new versions, on the bright side, I can stay on top of releases instead of coming into a system already established and having to play catch up.

Silver Crusade

Pathfinder Adventure Path Subscriber

Any chance for an announcement of what will be the first PF 2.0 Adventure Path?


5 people marked this as a favorite.
Paladinosaur wrote:
Also, I hope archetypes are closer to 5e, "build in" the class.

The problem: 5E archetypes aren't PF archetypes. They're PF sorcerer bloodline and PF wizard school specialization.

Silver Crusade

9 people marked this as a favorite.

Wow. People just don't dig change. You can always still play 1e. Give 2e a chance. Wait to see the rules. Then, run around waving your arms and hurumph'ing.


12 people marked this as a favorite.

So far it sounds like I'm the opposite of the target-market for PF2 considering "Background Mechanics, 5e Proficiency, Integrated Setting, Integrated to a setting I dislike, Instead of bringing martials up they're making it so spells have less utility, skill system removes choice from players". That's unluckly of me, but I was expecting that this sort of thing was likely given Paizo's recent books.

Hope the rest of you enjoy it.


3 people marked this as a favorite.

I'll give it a chance, but the short description makes it all seem a bit game-y and 4e-ish, which concerns me. If it ends up being more along the lines of 5e in terms of filing off the edges while remaining more of an experience than a boardgame, then I'll feel a lot better about it.

Dark Archive

3 people marked this as a favorite.

Amazing, the rules are not out and a few are saying no. That’s ok, we have a seat at the tables for you anyway. I am excited to see fixes to so many things.
Paizo consistently amazes me with the stories and the new wrinkles on a game I have been playing my whole adult life.
Keep dishing it out guys! I am excited!

Silver Crusade

8 people marked this as a favorite.

I was having a craptastical day, and this news has solidly improved it.


15 people marked this as a favorite.

That's too bad for people like me who actually like math and crunch of Pathfinder. I didn't end up liking Starfinder or 5e so I am not excited about PF2.0 in the slightest and Paizo has lost a customer. But I hope that the new edition will bring in more people than it will turn away from PF.


3 people marked this as a favorite.

I reserve judgment until I can see what the new system is like.

Question: can I order a print copy through Paizo and collect it at GenCon? I'm attending this year.


17 people marked this as a favorite.
Paizo Blog wrote:
First off, monsters are a lot easier to design. We've moved away from strict monster construction formulas based off type and Hit Dice. Instead, we start by deciding on the creature's rough level and role in the game, then select statistics that make it a balanced and appropriate part of the game. Two 7th-level creatures might have different statistics, allowing them to play differently at the table, despite both being appropriate challenges for characters of that level.

Well fellows, I'm afraid that's the dealbreaker for me. If monsters aren't made the using the same sort of rules as the adventurers, it's just not for me. It's what drove me away from Starfinder, and I doubt my reaction will be any different this time. I can only hope someone or other takes the mantle of Pathfinder First Edition in the same way Paizo took the mantle from 3.5, because as far as I can tell, this new edition won't be the next system for me.

Dark Archive

2 people marked this as a favorite.

I think overall this will be good just not for me. I have enough product to last years. and not going forward will free up money to let me buy other games and products for them. Not bitter just not interested either.

Liberty's Edge

1 person marked this as a favorite.
Danubus wrote:
Wow. People just don't dig change. You can always still play 1e. Give 2e a chance. Wait to see the rules. Then, run around waving your arms and hurumph'ing.

There are people that still play OD&D today, because that's the way God intended, d%%¨&%&¨!


3 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Danubus wrote:
Wow. People just don't dig change. You can always still play 1e. Give 2e a chance. Wait to see the rules. Then, run around waving your arms and hurumph'ing.

You can certainly play 1e. You can even go back and play 3.5, or ADnD, but you can't ever expect anything new. Any fixes, any new classes, any new adventures or ideas can't exist without coming from an outside source. The game is frozen in place. It's not going anywhere, but it's also stuck in place.


4 people marked this as a favorite.

2nd to 1st back conversion of future new material will be critical. It would save a schism from damaging a beautiful community and is the epitome of learning from other systems/companies mistakes.

Good news is, we can make this heard during the playtest!


8 people marked this as a favorite.
Charabdos, The Tidal King wrote:
I have but one fear from this... Skill Proficiencies, they're the thing I hate the most about 4e and 5e. Please keep to a skill points system. :(

A lot of the post makes me hopeful, but proficiencies as described are just 5e proficiencies, which are horrible and could drag the whole thing down.


7 people marked this as a favorite.

NOOO!!! How dare you replace Damiel as the iconic alchemist!

More seriously, I am very apprehensive about this. I understand the game needs to evolve to keep bringing new blood into the game, and to keep driving sales. I went with Pathfinder over 4th edition because it was compatible with 3.5. Now, 10 years later, most of my 3.5 books never get used. So the same thing will likely happen to my PF 1 stuff if I switch to 2nd edition. The difference is the investment I have in Pathfinder vs 3.5. I have maybe a dozen 3.5 books, and about the same in Pathfinder hardcovers. On top of those hardcovers, I have a half dozen APs, just re-upped my subscription for the next couple, and about $500 invested in Hero Lab. That last one is the real killer. Because of that, it is unlikely I will make the change to PF2E without significant pressure from my group.


1 person marked this as a favorite.
Erik Mona wrote:
Hythlodeus wrote:
DM_aka_Dudemeister wrote:
Hythlodeus wrote:

Have you learned NOTHING from WotC?

Don't piss off your costumers who are invested in the system that's already there
But more importantly, they're still going to be selling soft covers of Pathfinder 1st Edition. So your favourite game isn't going anywhere :)

It isn't? I bet new modules and APs will be released 2nd edition only. the game setting is actively dead for all purposes if no new content is written.

I'm sorry, but that's a huge deal breaker

The game "setting" is not in any way broken by this. We're going to be doing all kinds of cool stuff for Golarion that you'll be able to port over fairly easily, even if you stick with first edition.

We are not going to have rules for gunslingers and oracles and ninjas and ghorans on day 1 (or year 1, in some cases), but in the long run we hope that the entire game is tightened and easier to teach, which will make it easier for people to recruit new gamers and find new games.

The setting isn't going anywhere.

yeah, sorry, I have no problems finding new gamers or games as it is. convincing those that I already have however to switch system? not gonna happen

"tighten the game" sounds too much like 5th edition nonsense of dumbing the rules down and killing variety and choices for my tastes

and for the "being able to port over to PF 1st edition", prepping an AP is a lot of work as its, customizong it for the group and their spefic chaacters, backstories, tastes. Way to go with giving the GM even MORE work that way


23 people marked this as a favorite.

I am not liking the sound of the unified skill system. Is there any way to do it without making all of the characters very samish?


8 people marked this as a favorite.

When the consensus of the community is, "I love this game! It's a shame it stops working past level 12," it's time to make some revisions. I come to Paizo for the flavor, the creativity, and the plethora of options. Keep that and I'll be a happy camper.

Good luck guys, and happy gaming!

Dark Archive

when will the last 1e stuff roll out? will july 19 see 1e and August 2e?


Vic Wertz wrote:
Serisan wrote:
...the elephant in the room question is now and will always be "how much of my Paizo collection will/won't work with this?" Given that there's a conversion of Crypt of the Everflame, I would venture that there is the possibility of a conversion guide, but it could very well be limited just to adventures.

See this section of the FAQ.

Serisan wrote:
If there's a subscription option that gets me on this train, I'll gladly take it to alleviate that concern for myself.
The Pathfinder Playtest products won't be part of any subscription, but we will be accepting preorders between March 20 and May 1.

The FAQ was a blank page when I tried to look at it while writing my post. ^.^ Glad to see that these questions are so readily answered.


6 people marked this as a favorite.

I am torn.

While I understand it is only natural for Pathfinder to go trough different editions and I want to continue to support Paizo and its products, the blog description made me think of a simplified rule set (which I would hate).

I'll wait for the playtest document and see how I feel from there.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

I for one look forward to the new edition. Having only gotten into Pathfinder about a year ago, it was daunting to learn everything that was in the game and financially unviable to boot. Now getting in on the ground floor (much like with Starfinder) I will be able to cope much much more easily.

People complaining about 10th level spells would do well to remember the lesson of that iconic scene from This is Spinal Tap.

Paizo Employee Chief Technical Officer

6 people marked this as a favorite.
Gorbacz wrote:
Any chance for an announcement of what will be the first PF 2.0 Adventure Path?

We haven't even announced what the last First Edition AP will be yet!

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Huh. Whaddya know?


3 people marked this as a favorite.

So I've read through a lot of the materials and I'm cautiously optomistic about the game. I think most of us can agree rules bloat is awful at this point and it's getting hard to manage characters even with hero lab.

As an older gamer this feels (Gut feeling) a lot like the transition between 1e and 2e in adnd. So that's a great thing. And yeah, I have no idea what im going to do with all those hardback books I have either.

But I say move forward paizo.

Silver Crusade Contributor

2 people marked this as a favorite.

.........

RPG Superstar 2013 Top 4

Wow! Was not expecting this level of excitement on a Tuesday :) can't wait to see the new rules and see where the game is headed

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.
Kvantum wrote:

I do have one initial concern, without even taking mechanics into play: what is the reasoning behind abandoning one of the constants for the game by now calling them "ancestries" instead of races? That's just been a constant since... well, as long as the game's existed.

I mean, at first glance, to me at least, it kind of "smells" a bit too much like political correctness taken too far, beyond the point of worthwhile progress. Modernization of terminology and language to maximize inclusiveness is important, of course, and we never want anyone to feel excluded or left out, but... it just feels too far.

Is there more reasoning behind the terminology change that I'm not seeing, like a business calculation based on sales for the Advanced Race Guide, or have I simply gotten too old to be "sufficiently progressive" for the way you want to take the game?

I really, really hate taking such an accusatory political tone, but it just doesn't smell right to me.

It may be because they're going to make it easier to have multiple "half-races" instead of shoehorning you into a single racial spread. I'd say wait and see on this one.


2 people marked this as a favorite.
Kvantum wrote:
I do have one initial concern, without even taking mechanics into play: what is the reasoning behind abandoning one of the constants for the game by now calling them "ancestries" instead of races? That's just been a constant since... well, as long as the game's existed.

It may be a way to create a wider range of types of human with more variety based on their ancestry. Cubicle 7 did in imho a great job of doing this with their 5e OGL Adventures in Middle Earth series. There's a deeply meaningful difference between eg: the Beornings, the men of Dale and Laketown, the Dúnedain and so on.

Right now the difference between choosing a shoanti, a varisian, or a chelish human are comparatively insignificant.


29 people marked this as a favorite.

Why the hell is everyone so against complexity in a game? I just hope this doesn't go too 5thy for my tastes. I like complexity. I like being able to think up a character and then be able to make it. 5th edition is just garbage for that.

Paizo Employee Chief Technical Officer

14 people marked this as a favorite.
BigNorseWolf wrote:

I am not liking the sound of the unified skill system. Is there any way to do it without making all of the characters very samish?

I believe that if you playtest the system in August, you will find out that there is indeed a way to do that. And if you playtest it and still don't think we've done that, let us know, because it's a key objective of what we're doing here.


3 people marked this as a favorite.
Erik Mona wrote:

There's Planar Adventures, and that's it.

I wonder how poorly it's going to sell.

I've bought most of the hardcovers since I picked up Pathfinder. Only currently missing Crimson Throne and Emerald Spire. I was really hoping to get more time out of it. Now I'll probably unload my collection before the playtest comes out and the massive book sell off begins.

Change is good. Change is fine. But it's hard not to feel a sense of loss when your hobby of choice is no longer supported by the creator unless you buy this newer and shinier thing. But I get it.

With the easy availability of online rule resources, I likely won't buy anything beyond the core book for PF2, and maybe some setting books (the only hardcovers I won't sell).

Paizo Employee CEO

1 person marked this as a favorite.
Mine all mine...don't touch wrote:

when will the last 1e stuff roll out? will july 19 see 1e and August 2e?

July 2019


2 people marked this as a favorite.

So, I like what I'm hearing. Having been creating monsters with the Pathfinder Unchained system for a year, I'm happy to see that part. The Ancestries... I'm wondering how easy it'll be to play something like, say, a succubus who gains some of their abilities leveling up with it. It intrigues me.

The bit about skills has alarms going off in my head, though. I do not like the idea of losing the ability to spread out my skill points at every level.

I'm reserving judgement on this, because I like a lot (except for goblin PCs, those will be banned in every game I ever run, just like the yskoi), but I'm also going to say what I don't like as well.


1 person marked this as a favorite.

I guess I'll have to come back to Pathfinder now.


1 person marked this as a favorite.
Vic Wertz wrote:
Gorbacz wrote:
Any chance for an announcement of what will be the first PF 2.0 Adventure Path?
We haven't even announced what the last First Edition AP will be yet!

Unless you come up with something REALLY good, I guess Return of the Runelords will be the last AP, at least for me


14 people marked this as a favorite.

Goblins are a core race now. We're first class citizens now!

Lantern Lodge Customer Service Manager

24 people marked this as a favorite.

I know many of you are very excited (in either direction) about this announcement. We have a community with what are sometimes very diverse styles of play and reasons for liking (or disliking) Pathfinder. Be respectful of each other with what you post.

Silver Crusade

31 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I understand feeling betrayed, or hurt, or even sad to hear there's a new edition coming out. I remember being in this position when D&D 3.5 transitioned to 4e. Luckily Pathfinder was announced and it was a lifeline to the playstyle I enjoyed. At this point there's no sign of a Pathfinder 1e spin-off game by a 3rd party publisher, and the excitement of the game they love expanding has ended. I completely understand why that hurts.

I get the feeling of pride you get from system mastery, as a GM and a player. I understand exactly where these feelings stem from. So I beg you, if you are unhappy, unexcited or angry about this change, please remain respectful of the creators at Paizo. This is their new baby, their second baby. You might have loved the first baby, but nobody wants to hear that they thought you'd stop at one when they announce the new baby.

A new website, and a new edition is a chance for a real substantive change in this community. To engage with positivity, to avoid conflict over differing opinions about a game. I love Pathfinder, I came over in the Alpha, and now with a new edition, I'm excited. I've played an iteration of 3.0 D&D now basically since 3.0 D&D was released. I was 16 years old. I'm 33 now. I didn't jump over to 5e because it didn't have the adventure support I want.

If I enjoy the new edition, I will jump over to it. If not, I'll steal everything I like about it and put it in my Pathfinder home games.

I look forward to the playtest, I hope we can stay a positive healthy community in the coming months :)


11 people marked this as a favorite.
Charabdos, The Tidal King wrote:
I have but one fear from this... Skill Proficiencies, they're the thing I hate the most about 4e and 5e. Please keep to a skill points system. :(

It astonishes me that they're doing this. Paizo claims to pay attention to and care about what the players want and think, and yet they're ripping one of the most widely hated aspects of 5e and putting it into the new system. It's like Paizo is completely ignoring all the lessons they learned from Starfinder, and everything that PF fans have said over the years, in favor of trying to court the 5e crowd. Which won't work, because the 5e crowd is already invested in their own game. There are some aspects of the new edition I'm interested in- rebalancing magic items might have promise, if they do it well, but tbh, I rather expect them to just nerf/remove the Big Six.

Dark Archive

1 person marked this as a favorite.

the funny thing is a week ago i decided pathfinder was "forever" and money and shelf space were getting tight and there would never be a "complete" collection so i was toying with dropping some lines. Now im trying to figure out if i want to ride out the last year and change.

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