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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1 person marked this as a favorite.
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.

That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).


9 people marked this as a favorite.
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).

You're supposed to do it however it works for you.

There is no Right Way, and thus no wrong way.

I often start with personality and hints of background, work from that to class/race and other mechanics, then flesh out the background and characterization partly based on inspiration from mechanical choices.
Other times I've built characters from the mechanics - either from something cool I wanted to play with or "we need a healer", letting the rest of the concept fall in line.

There is no required process or order in which you must do the mechanical steps, much less the characterization ones.


1 person marked this as a favorite.

There might not be a "wrong" way in terms of "you're doing it wrong moron!" but a system can be designed with certain methods and playstyles in mind. The system may or may not truly implement those ideas, amd even when they do, they may not actually have encouragement.discouragement aspects to promote those methods among the players. This is actually d20's problem. It was designed fairly well for "playing the story" with a bit of tactical strategy tossed in secondarily (second in importance, but not an afterthought), however, the rules are don't encourage any particular style despite being designed with a style in mind. This is why many complain of issues such as balance, martials vs casters, etc. They complain because they expect those things to be important considerations, even though they weren't.

If you look beyond the obvious and consider the advice and examples given in the original d20 books, dnd 3.x, it becomes obvious that mechanics were intended as mere support for a core of narrative roleplay, and not as rules of play (like the rules of chess).

In fact, the dmg explicitly tells the gm to alter the classes if needed to support a player's character concept. Obviously, character concept trumps mechanics in the designer's minds.

So you can do whatever you want, but that doesn't mean there isn't an intent or expectation on the designer's part.

Complicating things is that a system might not perfectly achieve the designer's goals in ways the designer doesn't notice, and therefore, you can get a particular style that is more easily implemented based on the combination of player perspective and mechanics as understood by the player.


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I'm definitely stoked about this edition! After playing through numerous editions of the other fantasy RPG, over 28 years, I have not problem with PFRPG coming out with an "Update".
Go Paizo Go!


3 people marked this as a favorite.

I was quite excited to hear of a 2nd ed Pathfinder. But to be honest, after learning more, this is not the direction I had hoped would be taken. It all seems too meta video gamey. I've read stuff about retraining skills that are just complete cheese.

I've been playing some 5th ed D&D lately, and I gotta say I'm not really a big fan on the 'unified proficiency' thing, especially when it comes to things like wizards being just able to hit with melee weapons just as easily as a warrior.

One of the areas of pathfinder that I really wanted to see addressed was the magic item micromanagement/bloat and commonality. I see you are trying to address that but it sounds like every item is basically an artifact and I'm not sure that's the way to go.

I haven't been a big fan of rpgs over the last 10+ years trying to assign encounter levels and what not to monsters. Honestly, I preferred the way things were with AD&D. A good GM learned what monsters to use by understanding the monster and often times there were variants listed or the GM tweaked something. It seemed so much simpler and easier back then. So heading even further down the rabbit hole isn't a step in the right direction for me.

The different 'play modes' seem condescending to me. Don't arbitrarily put generalized caps on activities, spells, etc... because of a change between 'modes'. I'm old enough to tell time and count. Don't dumb things down and create situations that have to occur but don't seem logical like spells ending just because combat ends. A spell should last as long as the spell should last regardless of which game mode you are in.

And what is the deal with Ancestry? Is saying 'race' not PC anymore? Come on, stop changing nomenclature just for the sake of changing it.


I'm developing a d20 variant that favors the non-video gamey side of things, so if this, pf2, seems to be going the wrong direction for what you want to see in the next edition, feel free to message me.

I plan on playtesting pf2 whatever the case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Logan Bonner wrote:
MidsouthGuy wrote:
Please tell me we can still roll for stats and don't just get them based entirely on ancestry, background, or class. Don't give me another game with that stupid 'Standard Array' mechanic. By the Rough Beast I hate that in 5e!
Rolling your stats is an optional rule in the Playtest book. Because we want to get the playtest results from a more stable dataset, we prefer people use the default ability system for characters they'll be giving playtest feedback on, but we did want to show how it could work.

What you really need is my randomized stats with static average ability score "rolling" method:

Grab a deck of playing cards and make a mini-deck of 12 cards consisting two of each of these values: 4, 5, 6, 7, 8, 9. Shuffle and deal two cards for each ability score. All scores will be random in the range 8 and 18, but each character's average score will be 13.

By varying the card values in the mini-deck, you can skew the average ability score up or down as you like.

The nice thing about this method is it keeps the "I like random stats" crowd happy and everyone at the table starts off with similarly powered ability scores.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
avatarless wrote:
Logan Bonner wrote:
MidsouthGuy wrote:
Please tell me we can still roll for stats and don't just get them based entirely on ancestry, background, or class. Don't give me another game with that stupid 'Standard Array' mechanic. By the Rough Beast I hate that in 5e!
Rolling your stats is an optional rule in the Playtest book. Because we want to get the playtest results from a more stable dataset, we prefer people use the default ability system for characters they'll be giving playtest feedback on, but we did want to show how it could work.

What you really need is my randomized stats with static average ability score "rolling" method:

Grab a deck of playing cards and make a mini-deck of 12 cards consisting two of each of these values: 4, 5, 6, 7, 8, 9. Shuffle and deal two cards for each ability score. All scores will be random in the range 8 and 18, but each character's average score will be 13.

By varying the card values in the mini-deck, you can skew the average ability score up or down as you like.

The nice thing about this method is it keeps the "I like random stats" crowd happy and everyone at the table starts off with similarly powered ability scores.

Until the moment when somebody ends up with 8,8,9,9,10,10 and the person next to them ends up with 14,14,15,16,17,18.

Random stat generation is fun and wild and perfectly good for an optional rule, but over them time I ceased to consider the moments where somebody rolles super good and somebody else super bad as having any added value.

Sure, point buy might be more cookie cutter, but that's a cost I am willing to pay for having an even playing field for everyone.

Silver Crusade Contributor

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Point buy also offers the benefit of being able to customize one's character to match their vision. I took 15 point buy over 4d6 drop lowest in a campaign I'm joining because I'd rather have that level of fine control.


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TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).

And sometimes the game doesn't cooperate with that desire to have a fully "designed" character. Traveller is one of the more extreme examples in that respect. Most games would benefit from a little more randomness in character creation.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

The "roll to determine stats" is the pnp RPG equivalent of "roll dice to move" in board games. Seemed cool back then. Big old honkers (D&D and Monopoly) used that. Pretty much nobody uses it nowadays, since it leaves you at total mercy of RNG with little to no ability to influence the outcome when it comes to a very fundamental element of gameplay.

I'm with RNG generating stuff like "how does my Aasimar look like" or "how many siblings does my PC have" if I feel like it, but having to endure being worse off than others at the table only because dice? No, thanks.


1 person marked this as a favorite.
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).

Roll stats in order. < try to have your concept survive that.


We roll 1D20 for starting level.


Roll 3d6 for your stats. In order.


Artificial 20 wrote:
We roll 1D20 for starting level.

Lol that would be amazing for a 1 shot. at least until all the lowbies died.


Souls At War wrote:
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).
Roll stats in order. < try to have your concept survive that.

Part of the reason that worked - to the extent it ever did - back in the old days is that people just accepted a lot of character attrition.

Lousy stats that don't match something you want to play? Play this one stupid and get it killed off quick, so you can move on to another set of rolls that might match better.

Not really much different than rolling up a bunch of stats and just picking the best one - you just had to play them each for an encounter or two first.


thejeff wrote:
Souls At War wrote:
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).
Roll stats in order. < try to have your concept survive that.

Part of the reason that worked - to the extent it ever did - back in the old days is that people just accepted a lot of character attrition.

Lousy stats that don't match something you want to play? Play this one stupid and get it killed off quick, so you can move on to another set of rolls that might match better.

Not really much different than rolling up a bunch of stats and just picking the best one - you just had to play them each for an encounter or two first.

Can verify totes did that.

Liberty's Edge

Gorbacz wrote:
avatarless wrote:
Logan Bonner wrote:
MidsouthGuy wrote:
Please tell me we can still roll for stats and don't just get them based entirely on ancestry, background, or class. Don't give me another game with that stupid 'Standard Array' mechanic. By the Rough Beast I hate that in 5e!
Rolling your stats is an optional rule in the Playtest book. Because we want to get the playtest results from a more stable dataset, we prefer people use the default ability system for characters they'll be giving playtest feedback on, but we did want to show how it could work.

What you really need is my randomized stats with static average ability score "rolling" method:

Grab a deck of playing cards and make a mini-deck of 12 cards consisting two of each of these values: 4, 5, 6, 7, 8, 9. Shuffle and deal two cards for each ability score. All scores will be random in the range 8 and 18, but each character's average score will be 13.

By varying the card values in the mini-deck, you can skew the average ability score up or down as you like.

The nice thing about this method is it keeps the "I like random stats" crowd happy and everyone at the table starts off with similarly powered ability scores.

Until the moment when somebody ends up with 8,8,9,9,10,10 and the person next to them ends up with 14,14,15,16,17,18.

Random stat generation is fun and wild and perfectly good for an optional rule, but over them time I ceased to consider the moments where somebody rolles super good and somebody else super bad as having any added value.

Sure, point buy might be more cookie cutter, but that's a cost I am willing to pay for having an even playing field for everyone.

Uh...what you suggest is impossible in the suggested system. Per avatarless's suggestion, you don't re-shuffle between scores, so every character will have precisely 78 points in stats.

Personally, I still think it'd result in badness. The person who starts with straight 13s (or no score above 15, anyway) is strongly mechanically disadvantaged compared to the one who gets an 18.


1 person marked this as a favorite.
thejeff wrote:
Souls At War wrote:
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).
Roll stats in order. < try to have your concept survive that.

Part of the reason that worked - to the extent it ever did - back in the old days is that people just accepted a lot of character attrition.

Lousy stats that don't match something you want to play? Play this one stupid and get it killed off quick, so you can move on to another set of rolls that might match better.

Not really much different than rolling up a bunch of stats and just picking the best one - you just had to play them each for an encounter or two first.

I think a significant difference “back then” was that stats early on made hardly any difference (typically a PC might have one +1 and one -1 - and often those bonuses had negligible impact functionally). Also, save or die effects were much more prevalent, so even low levels were something of a lottery, regardless of how well you rolled. When the stats don’t matter so much it’s easier to be more relaxed about it. We certainly never felt the need to churn through PCs until we found one we liked.

FWIW, I think rolling in order still works, it’s just one needs to approach the game with a different mindset. Even when playing modern, more stat dependant games, deliberate suicide is not really embracing rolling in order, in my view. It’s missing the good bit. The potential striving on “hard mode” should be treated as a feature (if you want to enjoy yourself).


Any chance of a PF funnel for PF2?


Grognardy Dangerfield wrote:
Any chance of a PF funnel for PF2?

You could do it in pretty much any system you wanted.

I can't imagine they'd make it an official standard approach.

Make up a bunch of 3d6 in order 1st level commoners and let the survivors retrain to a PC class after the first adventure.

How often does that funnel really work out to 1 of each player's PCs surviving anyway? Without deliberate intervention wouldn't you likely get some with a couple characters left and others all dead?


Steve Geddes wrote:
thejeff wrote:
Souls At War wrote:
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).
Roll stats in order. < try to have your concept survive that.

Part of the reason that worked - to the extent it ever did - back in the old days is that people just accepted a lot of character attrition.

Lousy stats that don't match something you want to play? Play this one stupid and get it killed off quick, so you can move on to another set of rolls that might match better.

Not really much different than rolling up a bunch of stats and just picking the best one - you just had to play them each for an encounter or two first.

I think a significant difference “back then” was that stats early on made hardly any difference (typically a PC might have one +1 and one -1 - and often those bonuses had negligible impact functionally). Also, save or die effects were much more prevalent, so even low levels were something of a lottery, regardless of how well you rolled. When the stats don’t matter so much it’s easier to be more relaxed about it. We certainly never felt the need to churn through PCs until we found one we liked.

I'd say something rather different. Anything but the most extreme stat (an 18 or maybe 17 depending on the system) wasn't really significant in 1e AD&D or BECM D&D except at low levels. Once you'd got a few levels behind your character the things that gave you outweighed the benefits from your stats significantly. The one exception is Charisma, which really did start to kick in as important at higher levels rather than low ones.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
thejeff wrote:
Grognardy Dangerfield wrote:
Any chance of a PF funnel for PF2?

You could do it in pretty much any system you wanted.

I can't imagine they'd make it an official standard approach.

Make up a bunch of 3d6 in order 1st level commoners and let the survivors retrain to a PC class after the first adventure.

How often does that funnel really work out to 1 of each player's PCs surviving anyway? Without deliberate intervention wouldn't you likely get some with a couple characters left and others all dead?

What is a PF funnel? I don't understand the link?


1 person marked this as a favorite.
Elfteiroh wrote:
thejeff wrote:
Grognardy Dangerfield wrote:
Any chance of a PF funnel for PF2?

You could do it in pretty much any system you wanted.

I can't imagine they'd make it an official standard approach.

Make up a bunch of 3d6 in order 1st level commoners and let the survivors retrain to a PC class after the first adventure.

How often does that funnel really work out to 1 of each player's PCs surviving anyway? Without deliberate intervention wouldn't you likely get some with a couple characters left and others all dead?

What is a PF funnel? I don't understand the link?

Dungeon Crawl Classics is an Old School Revival game that came up with the idea. Basically each player rolls up ~4 simple 0 level commoner characters and the whole pack goes on the "funnel" adventure, being a pretty deadly game and the 0 level characters being especially fragile, most of them die.

After the funnel adventure, each player takes one of their surviving characters, picks an actual PC class and continues playing them.
In theory, it's supposed to provide a bit of backstory and motivation for these new 1st level adventurers, as well as weeding out the weaklings.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
thejeff wrote:
Elfteiroh wrote:
thejeff wrote:
Grognardy Dangerfield wrote:
Any chance of a PF funnel for PF2?

You could do it in pretty much any system you wanted.

I can't imagine they'd make it an official standard approach.

Make up a bunch of 3d6 in order 1st level commoners and let the survivors retrain to a PC class after the first adventure.

How often does that funnel really work out to 1 of each player's PCs surviving anyway? Without deliberate intervention wouldn't you likely get some with a couple characters left and others all dead?

What is a PF funnel? I don't understand the link?

Dungeon Crawl Classics is an Old School Revival game that came up with the idea. Basically each player rolls up ~4 simple 0 level commoner characters and the whole pack goes on the "funnel" adventure, being a pretty deadly game and the 0 level characters being especially fragile, most of them die.

After the funnel adventure, each player takes one of their surviving characters, picks an actual PC class and continues playing them.
In theory, it's supposed to provide a bit of backstory and motivation for these new 1st level adventurers, as well as weeding out the weaklings.

... o_o

That's... cruel. Well... I say that but my last character was an ex-slave Halfling that
Spoiler:
saw her family raped and killed and raped in front of her by her owner while she was still a child, then raped and tortured/burned by him too, until she managed to kill him with an ice pick he stabbed and left in her.
... But I still wouldn't do that to my characters. :(
(And really, I usually like my characters to be somewhat weak, so it's even more surprising when I boast I had none die on me.)
But eh, each their fun. :3 Just not for me.
Also... I doubt Paizo will make an official one. I wouldn't be surprised to see a 3rd party do it though.


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Wow. Modern players are just plain weird.

Rolling stats added flavor and rp challenge. The game wasn't about mechanics, and so things like random stats were just find as they added interesting wrinkles to characters.

Modern players don't like it because modern players don't rp. Not like the way rp was when the designers of d20 and earlier dnd played anyway. The difference isn't in what rules are used, but the place the rules have in the overall game.

Modern players place the rules front and center. Modern players view the rules as being the game instead of being a mere tool to make the game more fun.

The focus on rules and how that focus changes they way rules are used is the biggest factor in why random has such a bad rap. If the rules are the entirely of the game, then the rules also become the meterstick by which things are judged.

The old school players were not less advanced, nor less refined. They were quite literally playing an entirely different game, and I'm not talking about system either. A game with my old group using 3.5 would literally be a completely different game from modern players playing 3.5.

Shadow Lodge

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TheAlicornSage wrote:
Wow. Modern players are just plain weird.

Says the rules wonk.

*rubs temples* It's like every bad stereotype of young/old ever.


TheAlicornSage wrote:

Wow. Modern players are just plain weird.

Rolling stats added flavor and rp challenge. The game wasn't about mechanics, and so things like random stats were just find as they added interesting wrinkles to characters.

Modern players don't like it because modern players don't rp. Not like the way rp was when the designers of d20 and earlier dnd played anyway. The difference isn't in what rules are used, but the place the rules have in the overall game.

Modern players place the rules front and center. Modern players view the rules as being the game instead of being a mere tool to make the game more fun.

The focus on rules and how that focus changes they way rules are used is the biggest factor in why random has such a bad rap. If the rules are the entirely of the game, then the rules also become the meterstick by which things are judged.

The old school players were not less advanced, nor less refined. They were quite literally playing an entirely different game, and I'm not talking about system either. A game with my old group using 3.5 would literally be a completely different game from modern players playing 3.5.

I don't think that this is a fair assessment of modern players. I know a lot of players that delve deeply into RP both in play-by-post and face-to-face games. I think the big disconnect between the ideas comes from the angle of approach to character generation. Generating randomized stats can be great for coming up with a concept from scratch it you don't already have one in mind. On the other hand, it has the potential to be terrible if you already have a specific concept you want to play. Both cases have equal allowance for people who only care about the numbers, and so I don't think that's really a factor at all.

(edited some of the wording)


Gorbacz wrote:

The "roll to determine stats" is the pnp RPG equivalent of "roll dice to move" in board games. Seemed cool back then. Big old honkers (D&D and Monopoly) used that. Pretty much nobody uses it nowadays, since it leaves you at total mercy of RNG with little to no ability to influence the outcome when it comes to a very fundamental element of gameplay.

I'm with RNG generating stuff like "how does my Aasimar look like" or "how many siblings does my PC have" if I feel like it, but having to endure being worse off than others at the table only because dice? No, thanks.

^ An example of the modern player.

Fundemental? What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?

Shadow Lodge

TheAlicornSage wrote:
What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?

He doesn't. Hence the problem.


1 person marked this as a favorite.
TheAlicornSage wrote:

Wow. Modern players are just plain weird.

Rolling stats added flavor and rp challenge. The game wasn't about mechanics, and so things like random stats were just find as they added interesting wrinkles to characters.

Modern players don't like it because modern players don't rp. Not like the way rp was when the designers of d20 and earlier dnd played anyway. The difference isn't in what rules are used, but the place the rules have in the overall game.

Modern players place the rules front and center. Modern players view the rules as being the game instead of being a mere tool to make the game more fun.

The focus on rules and how that focus changes they way rules are used is the biggest factor in why random has such a bad rap. If the rules are the entirely of the game, then the rules also become the meterstick by which things are judged.

The old school players were not less advanced, nor less refined. They were quite literally playing an entirely different game, and I'm not talking about system either. A game with my old group using 3.5 would literally be a completely different game from modern players playing 3.5.

Yeap, oldschool has come a long way from chainmail days that were all about characters and story....oh wait.


3 people marked this as a favorite.
TheAlicornSage wrote:

Wow. Modern players are just plain weird.

Rolling stats added flavor and rp challenge. The game wasn't about mechanics, and so things like random stats were just find as they added interesting wrinkles to characters.

Modern players don't like it because modern players don't rp. Not like the way rp was when the designers of d20 and earlier dnd played anyway. The difference isn't in what rules are used, but the place the rules have in the overall game.

Modern players place the rules front and center. Modern players view the rules as being the game instead of being a mere tool to make the game more fun.

The focus on rules and how that focus changes they way rules are used is the biggest factor in why random has such a bad rap. If the rules are the entirely of the game, then the rules also become the meterstick by which things are judged.

The old school players were not less advanced, nor less refined. They were quite literally playing an entirely different game, and I'm not talking about system either. A game with my old group using 3.5 would literally be a completely different game from modern players playing 3.5.

Meh. I've been playing since the late seventies and while I still like a bit of randomness in character generation, I despised the huge swings in stats even back then.

It's not a "modern gamers" vs "old school players" thing.
Hell, from the early days people were tweaking the rolling methods to try to reduce the chance of those lousy rolls. There were 4 or 5 different methods in AD&D already.
None of this is new.

I could probably make a good argument that the early gamers didn't really "roleplay" - every thing was metagamed, players were expected to learn and remember things over multiple characters, characters were just tokens. But really that's b+$#~@@! too.


TheAlicornSage wrote:
Gorbacz wrote:

The "roll to determine stats" is the pnp RPG equivalent of "roll dice to move" in board games. Seemed cool back then. Big old honkers (D&D and Monopoly) used that. Pretty much nobody uses it nowadays, since it leaves you at total mercy of RNG with little to no ability to influence the outcome when it comes to a very fundamental element of gameplay.

I'm with RNG generating stuff like "how does my Aasimar look like" or "how many siblings does my PC have" if I feel like it, but having to endure being worse off than others at the table only because dice? No, thanks.

^ An example of the modern player.

Fundemental? What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?

When you say "designers of d20" are you talking the designers of 3.0, which was the first system I know of billed as "D20" or Gygax and the other designers of OD&D/AD&D/Basic?


Leedwashere wrote:

....

I don't think that this is a fair assessment of modern players. I know a lot of players that delve deeply into RP both in play-by-post and face-to-face games. I think the big disconnect between the ideas comes from the angle of approach to character generation. Generating randomized stats can be great for coming up with a concept from scratch it you don't already have one in mind. On the other hand, it's terrible if you already have a specific concept you want to play. Both cases have equal allowance for people who only care about the numbers, and so I don't think that's really a factor at all.

Most every game I get into has a fiar bit of rp, but never any merbing of the rp with the rules. They treat the rp as filler between the rules.

When was the last time you had a player deal with a trap without resorting to the anti-trap skill?

When was the last you had a player that fought in-character, using the character to choose actions first, then second figured out what mechanical action woukd best fit? Heck, when was the last time you had a not new player try something despite having to chat with the gm about the best way to handle it mechanically?

Cause frankly, I never see it. I had my old group and a couple players in the army that did this, and for them and me if was the normal way of playing. But otherwise, no one ever does.

Everyone else makes choices based on mechanics the afterwards they might make some excuse for why their character did it. More often they complain because the mechanics aren't balanced or traps seem pointless because it is just a skill roll. For many of the them, the rp is not in adventuring, but rather the rp is left entirely to the in-between moments, the social moments, and the out-of-game. Enjoyment of rp for most players is in the witty remarks, the funny voices/accents and perverting tropes.

No longer do I see people who problem solve in-character. Nor interact with the world in-character when they can just make a mechanical check instead.

I personally suspect that none of them have ever seen nor experienced roleplay in which mechanics are secondary. I believe that is why they don't do so themselves. They pick up a rulebook and treat it like they would a rulebook for chess or checkers.

Sure, I've met some players who truly roleplay, but they see the rules like modern players and discard them completely, never seeing the rules as a tool either and so they stick entirely to freeform.

I'm sure exceptions are out there. I've just never seen them.


TOZ wrote:
TheAlicornSage wrote:
What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?
He doesn't. Hence the problem.

That makes no sense. If two aspects are equal in importance, then why would it be okay to randomize one but not the other?

Grand Lodge

3 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber
TheAlicornSage wrote:
That makes no sense.

I know! Number of siblings is useful to how you develop and roleplay your character, but it pales in magnitude to how important determining ability scores is to the game engine.


@ Grognardy and thejeff

There is a reason why Gygax complained about how so many players completely failed to play the game. The guy who everyone looks to as having made rpgs a thing himself complained that most players entirely missed the point and never actually played his game despite playing with his rules.

New school vs old school is truly a misnomer, but folks generally understand what they reference.


thejeff wrote:
TheAlicornSage wrote:
Gorbacz wrote:

The "roll to determine stats" is the pnp RPG equivalent of "roll dice to move" in board games. Seemed cool back then. Big old honkers (D&D and Monopoly) used that. Pretty much nobody uses it nowadays, since it leaves you at total mercy of RNG with little to no ability to influence the outcome when it comes to a very fundamental element of gameplay.

I'm with RNG generating stuff like "how does my Aasimar look like" or "how many siblings does my PC have" if I feel like it, but having to endure being worse off than others at the table only because dice? No, thanks.

^ An example of the modern player.

Fundemental? What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?

When you say "designers of d20" are you talking the designers of 3.0, which was the first system I know of billed as "D20" or Gygax and the other designers of OD&D/AD&D/Basic?

There is key overlap there. Most of the ideals in design were present in both groups and they knew each other and that "old school" playstyle.


TriOmegaZero wrote:
TheAlicornSage wrote:
That makes no sense.
I know! Number of siblings is useful to how you develop and roleplay your character, but it pales in magnitude to how important determining ability scores is to the game engine.

My point is that only "new school" players would actually agree with ability scores being more imoortant, and that would be because of the difference in how they view and use the rules.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
TheAlicornSage wrote:
My point is that only "new school" players would actually agree with ability scores being more imoortant, and that would be because of the difference in how they view and use the rules.

Categorically incorrect, given the number of 'old school' players that are very concerned with their ability scores.


TheAlicornSage wrote:
TriOmegaZero wrote:
TheAlicornSage wrote:
That makes no sense.
I know! Number of siblings is useful to how you develop and roleplay your character, but it pales in magnitude to how important determining ability scores is to the game engine.
My point is that only "new school" players would actually agree with ability scores being more imoortant, and that would be because of the difference in how they view and use the rules.

That's because of the nature of the rules.

In my own games I actually use 3d6 in order, but I strip 90% or more of the functions away from ability scores.


TheAlicornSage wrote:

Most every game I get into has a fiar bit of rp, but never any merbing of the rp with the rules. They treat the rp as filler between the rules.

When was the last time you had a player deal with a trap without resorting to the anti-trap skill?

When I first started to GM with Runelords, one of my very first experiences with traps was a floor-activated trap in Thistletop. After the party accidentally set it off via a floor panel, and seeing that it automatically reset, the party as a group went back for a long table they had seen in a previous room. They carried it back and finagled it so that it straddled the part of the floor where the panel was, then everyone just climbed across the table. There have been other instances of similar ingenuity over the 6 or so years that I've been playing, but that one sticks out to me as the most memorable because it was my first.

TheAlicornSage wrote:
When was the last you had a player that fought in-character, using the character to choose actions first, then second figured out what mechanical action woukd best fit? Heck, when was the last time you had a not new player try something despite having to chat with the gm about the best way to handle it mechanically?

The answer to both of these questions is literally every time I run the game.

TheAlicornSage wrote:

Cause frankly, I never see it. I had my old group and a couple players in the army that did this, and for them and me if was the normal way of playing. But otherwise, no one ever does.

Everyone else makes choices based on mechanics the afterwards they might make some excuse for why their character did it. More often they complain because the mechanics aren't balanced or traps seem pointless because it is just a skill roll. For many of the them, the rp is not in adventuring, but rather the rp is left entirely to the in-between moments, the social moments, and the out-of-game. Enjoyment of rp for most players is in the witty remarks, the funny voices/accents and perverting tropes.

No longer do I see people who problem solve in-character. Nor interact with the world in-character when they can just make a mechanical check instead.

I personally suspect that none of them have ever seen nor experienced roleplay in which mechanics are secondary. I believe that is why they don't do so themselves. They pick up a rulebook and treat it like they would a rulebook for chess or checkers.

Sure, I've met some players who truly roleplay, but they see the rules like modern players and discard them completely, never seeing the rules as a tool either and so they stick entirely to freeform.

I'm sure exceptions are out there. I've just never seen them.

Your experience is so utterly alien to me that I have difficulty even assessing it.


Bluenose wrote:
Steve Geddes wrote:
thejeff wrote:
Souls At War wrote:
TheAlicornSage wrote:
Finarfin wrote:

...

4. Now that you know everything important about the character, you can come up with a background that explains him.
That is very backwards. You're suppossed to have your character concept, bg, personality, etc done first, then select the mechanics that best represent those things. Thus race first, then class. The big mechanics like class are chosen earlier than feats and skills because then it is easier for the gm to modify the class to better suit your character (and yes, the gm is supposed to do so if appropriate, at least in 3.x).
Roll stats in order. < try to have your concept survive that.

Part of the reason that worked - to the extent it ever did - back in the old days is that people just accepted a lot of character attrition.

Lousy stats that don't match something you want to play? Play this one stupid and get it killed off quick, so you can move on to another set of rolls that might match better.

Not really much different than rolling up a bunch of stats and just picking the best one - you just had to play them each for an encounter or two first.

I think a significant difference “back then” was that stats early on made hardly any difference (typically a PC might have one +1 and one -1 - and often those bonuses had negligible impact functionally). Also, save or die effects were much more prevalent, so even low levels were something of a lottery, regardless of how well you rolled. When the stats don’t matter so much it’s easier to be more relaxed about it. We certainly never felt the need to churn through PCs until we found one we liked.
I'd say something rather different. Anything but the most extreme stat (an 18 or maybe 17 depending on the system) wasn't really significant in 1e AD&D or BECM D&D except at low levels. Once you'd got a few levels behind your character the things that gave you outweighed the benefits from your...

I clearly didn’t explain myself very well, since your “rather different” was pretty similar to what I meant. :)


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TheAlicornSage wrote:
Gorbacz wrote:

The "roll to determine stats" is the pnp RPG equivalent of "roll dice to move" in board games. Seemed cool back then. Big old honkers (D&D and Monopoly) used that. Pretty much nobody uses it nowadays, since it leaves you at total mercy of RNG with little to no ability to influence the outcome when it comes to a very fundamental element of gameplay.

I'm with RNG generating stuff like "how does my Aasimar look like" or "how many siblings does my PC have" if I feel like it, but having to endure being worse off than others at the table only because dice? No, thanks.

^ An example of the modern player.

Fundemental? What makes you think the designers of d20 saw the ability scores as any more important or fundemental than how many siblings your character has?

The wordcount they devoted to ability scores compared with how much they reference number of siblings.

Silver Crusade

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TheAlicornSage wrote:
Gygax

Wrote a rules-lighter RPG compared to the d20 v3.x base we've grown accustomed to. There wasn't a d20 roll you could make for a vast majority of things and it required RP and adjudication by the DM in order to resolve various situations.

That isn't d20 v3.x where there is a mechanic for everything and it can all be resolved by a die roll.

Now, you can play it much more RP and the rules do allow for that. However, you're bagging on players who play the game as written and a large chunk of the player base wasn't gaming age until v3.x came out.

It's both a generational difference and a difference in the game system we're dealing with.


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Gregg Reece wrote:
TheAlicornSage wrote:
Gygax

Wrote a rules-lighter RPG compared to the d20 v3.x base we've grown accustomed to. There wasn't a d20 roll you could make for a vast majority of things and it required RP and adjudication by the DM in order to resolve various situations.

That isn't d20 v3.x where there is a mechanic for everything and it can all be resolved by a die roll.

Now, you can play it much more RP and the rules do allow for that. However, you're bagging on players who play the game as written and a large chunk of the player base wasn't gaming age until v3.x came out.

It's both a generational difference and a difference in the game system we're dealing with.

I've played rules-lite RPGs. AD&D (or even Basic) wasn't one. I can't really say for OD&D, but I don't really think so.

Gygax wrote a rules heavy game, with a lot of holes in it because it was the first of its kind. Perhaps more accurately: Gygax wrote a small unit fantasy wargame, with the beginnings of roleplaying attached.
It was all tables and charts and obscure rules for every which thing. And big gaps where they'd never expected to need anything. Often groups filled those gaps with complicated house rules, since that's what the design of the game encouraged.

But roleplay as we think of it today took awhile to develop. The idea of actually portraying characters with their own personalities and their own knowledge and skill sets wasn't really there at the start. There were hints of it - Fighters should act boldly, etc, but mostly characters were tokens using their stats, but their players knowledge.

The traps AlicornSage is so fond of solving "in character" are a perfect example. You would have described how your token went about finding and disarming the traps, but that's not really "in character". You were expected to learn as a player how to deal with traps and apply that knowledge with any character you played. A character dies to a trap? Now you know about that kind of trap and should look for it with the next character. It was explicitly an out of character, player skill.
Much of the game was like that - partly why the DMG & monster manual were supposed to be off limits to mere players.


TheAlicornSage wrote:
thejeff wrote:
When you say "designers of d20" are you talking the designers of 3.0, which was the first system I know of billed as "D20" or Gygax and the other designers of OD&D/AD&D/Basic?
There is key overlap there. Most of the ideals in design were present in both groups and they knew each other and that "old school" playstyle.

Key overlap in that both were gamers, I suppose.

The idea that they shared some key design aesthetic that's somehow missing from later work on what's essentially the same system (3.0/3.5/PF) is kind of boggling.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Leedwashere wrote:
TheAlicornSage wrote:

Most every game I get into has a fiar bit of rp, but never any merbing of the rp with the rules. They treat the rp as filler between the rules.

When was the last time you had a player deal with a trap without resorting to the anti-trap skill?

When I first started to GM with Runelords, one of my very first experiences with traps was a floor-activated trap in Thistletop. After the party accidentally set it off via a floor panel, and seeing that it automatically reset, the party as a group went back for a long table they had seen in a previous room. They carried it back and finagled it so that it straddled the part of the floor where the panel was, then everyone just climbed across the table. There have been other instances of similar ingenuity over the 6 or so years that I've been playing, but that one sticks out to me as the most memorable because it was my first.

TheAlicornSage wrote:
When was the last you had a player that fought in-character, using the character to choose actions first, then second figured out what mechanical action woukd best fit? Heck, when was the last time you had a not new player try something despite having to chat with the gm about the best way to handle it mechanically?

The answer to both of these questions is literally every time I run the game.

TheAlicornSage wrote:

Cause frankly, I never see it. I had my old group and a couple players in the army that did this, and for them and me if was the normal way of playing. But otherwise, no one ever does.

Everyone else makes choices based on mechanics the afterwards they might make some excuse for why their character did it. More often they complain because the mechanics aren't balanced or traps seem pointless because it is just a skill roll. For many of the them, the rp is not in adventuring, but rather the rp is left entirely to the in-between moments, the social moments, and the out-of-game. Enjoyment of rp for most players is in the witty remarks, the

...

Yep, I'm similar here. In fact, the ones the more likely to do things outside of the rules were usually the noob ones. I remember in RotR, during that attack of the gobs at the start, the Dwarven Barbarian player, at total noob (it was her first ever TTRPG experience), asked me, the DM, if she could take the table a pair of gobs were standing on and flip it during her round. I was overjoyed by that, as the other 3 players where old-school players and their first reflex was to say "nope, just attack...". That ended up throwing the gobs and one did a fumble and died, his head safely impaled on a tent piton nearby. She did many more during the adventures, and she was the only one to do so.


I feel like the big difference I've found between oldbies and newbies for lack of a better term is that new-school players seem to loathe talking to the GM, getting permission, asking for an exception, or a ruling, etc. Rules exist to protect you from the GM whose role should be little more than as a referee. Rules on the page must be followed to a degree of legalistic precision.

Since for me, "working stuff out with or as the GM" is the way I conceive of the game working. GM exists to be a storyteller or a facilitator, someone who can make the things everybody wants to have happen happen. Since in the end, all the rules are optional and things only need to work the way the people in the game want it to work.

I guess it's a matter of how loose you see the system as?


Elfteiroh wrote:
Yep, I'm similar here. In fact, the ones the more likely to do things outside of the rules were usually the noob ones. I remember in RotR, during that attack of the gobs at the start, the Dwarven Barbarian player, at total noob (it was her first ever TTRPG experience), asked me, the DM, if she could take the table a pair of gobs were standing on and flip it during her round. I was overjoyed by that, as the other 3 players where old-school players and their first reflex was to say "nope, just attack...". That ended up throwing the gobs and one did a fumble and died, his head safely impaled on a tent piton nearby. She did many more during the adventures, and she was the only one to do so.

New school GM: "Sure, do you have the Table Flipping feat? No? Okay, roll at -3 and they get an attack of opportunity."

Old School GM: "Yeah, you can do that. That got added to the house rules back in '92 or so when Bruno the Barbarian tried to flip the king's table. Hmm, let's see if I can find those notes."

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