Pathfinder Second Edition Remaster Project!

Wednesday, April 26, 2023

Today, we are pleased to reveal the Pathfinder Second Edition Remaster Project, four new hardcover rulebooks that offer a fresh entry point to the Pathfinder Second Edition roleplaying game! The first two books, Pathfinder Player Core and Pathfinder GM Core, release this November, with Pathfinder Monster Core (March 2024) and Pathfinder Player Core 2 (July 2024) completing the remastered presentation of Pathfinder’s core rules. The new rulebooks are compatible with existing Pathfinder Second Edition products, incorporating comprehensive errata and rules updates as well as some of the best additions from later books into new, easy-to-access volumes with streamlined presentations inspired by years of player feedback.


Pathfinder Second Edition Remaster Project


This year saw a huge explosion of new Pathfinder players. Remastered books like Pathfinder Player Core and Pathfinder GM Core improve upon the presentation of our popular Pathfinder Second Edition rules, remixing four years of updates and refinements to make the game easier to learn and more fun to play.


Pathfinder Player Core Cover Mock


In time, the Pathfinder Player Core, Pathfinder GM Core, Pathfinder Monster Core, and Pathfinder Player Core 2 will replace the Pathfinder Core Rulebook, Gamemastery Guide, Bestiary, and Advanced Player’s Guide, which Paizo will not reprint once their current print runs expire. Existing Pathfinder players should be assured that the core rules system remains the same, and the overwhelming majority of the rules themselves will not change. Your existing books are still valid. The newly formatted books consolidate key information in a unified place—for example, Pathfinder Player Core will collect all the important rules for each of its featured classes in one volume rather than spreading out key information between the Core Rulebook and the Advanced Player’s Guide.

The new core rulebooks will also serve as a new foundation for our publishing partners, transitioning the game away from the Open Game License that caused so much controversy earlier this year to the more stable and reliable Open RPG Creative (ORC) license, which is currently being finalized with the help of hundreds of independent RPG publishers. This transition will result in a few minor modifications to the Pathfinder Second Edition system, notably the removal of alignment and a small number of nostalgic creatures, spells, and magic items exclusive to the OGL. These elements remain a part of the corpus of Pathfinder Second Edition rules for those who still want them, and are fully compatible with the new remastered rules, but will not appear in future Pathfinder releases.


Pathfinder GM Core mock cover


In the meantime, Pathfinder’s remaining projects and product schedule remain as-is and compatible with the newly remastered rules. This July’s Rage of Elements hardcover, along with the Lost Omens campaign setting books and our regular monthly Adventure Path volumes, continue as planned, as does the Pathfinder Society Organized Play campaign, which will incorporate the new rules as they become available.

Learn more with our FAQ here or read it below

Is this a new edition of Pathfinder?

No. The Pathfinder Second Edition Remaster Project does not change the fundamental core system design of Pathfinder. Small improvements and cosmetic changes appear throughout, but outside of a few minor changes in terminology, the changes are not anywhere substantive enough to be considered a new edition. We like Pathfinder Second Edition. You like Pathfinder Second Edition. This is a remastered version of the original, not a new version altogether.

Are my existing Pathfinder Second Edition books now obsolete?

No. With the exception of a few minor variations in terminology and a slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged. A pre-Remaster stat block, spell, monster, or adventure should work with the remastered rules without any problems.

What does this mean for my digital content?

Paizo is working with its digital partners to integrate new system updates in the most seamless way possible. The new rules will be uploaded to Archives of Nethys as usual, and legacy content that does not appear in the remastered books will not disappear from online rules.

We will not be updating PDFs of legacy products with the updated rules.

Will the Pathfinder Second Edition Remaster books be part of my ongoing Pathfinder Rulebooks subscription?

Pathfinder Second Edition Remaster books will be included in ongoing Pathfinder Rulebooks subscriptions. We are currently working on a method whereby existing subscribers will have the opportunity to “opt out” of these volumes if they wish and will provide additional details as we get closer to the release of the first two volumes.

What impact will the Second Edition Remaster have on Pathfinder Society Organized Play?

We are working closely with our Organized Play team to seamlessly integrate new rules options in the upcoming books as those books are released, as normal. In the rare case of a conflict between a new book and legacy source, campaign management will provide clear advice with as little disruption as possible to player characters or the campaign itself.

Will there be more Remastered Core books to come? What about Monster Core 2 or Player Core 3?

It’s very likely that we will continue to update and remaster the Bestiaries in the future, but for now we’re focusing on the four announced books as well as Paizo’s regular schedule of Pathfinder releases. Publishing 100% new material remains Paizo’s primary focus, and we look forward to upcoming releases like Pathfinder Rage of Elements, the Lost Omens Tian Xia World Guide and Character Guide, our monthly Adventure Path installments, and other exciting projects we have yet to announce.

Will the new Pathfinder Second Edition Remaster books have Special Editions?

Yes. We are looking into various exciting print options for these books and will post more information soon.

Will the new Pathfinder Second Edition Remaster books have Pocket Editions?

Yes. Pocket editions of the new books will appear roughly three months following the hardcover releases.

Will these changes impact the Starfinder Roleplaying Game?

Not yet.

How can I learn more about the Pathfinder Second Edition Remaster books?

To learn more about the Remaster books, check out our live stream chat about the announcement happening later today on Twitch. Beyond that, we’ll be making a handful of additional announcements in the coming days and weeks to showcase more about this exciting project, culminating in your first full look at the project during PaizoCon (May 26th–29th)!

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Tags: Paizo Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
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NECR0G1ANT wrote:

I also think 'Player Core Expansion' is a strong title and much better than 'Player Core 2'.

I dislike 'Monster Core', because it's a little simplistic, sounds like a music genre and is already the title of a series of fantasy erotica by one "Dante King" (google it).

kkkkkkkkkkkkkkkk

Including already have Monster Core 1, Monster Core 2!!!

Also this could be a real problem for Paizo.


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When are we getting Cottage Core?

Community and Social Media Specialist

1 person marked this as a favorite.

Correcting the derail before it goes further. Please keep to the topic, other ideas can be spun off into their own thread.


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Cori Marie wrote:
GM DarkLightHitomi wrote:
I'm not buying pf2 ever, so take this with a grain of salt, but I'd name a second phb as Advanced Player Guide. Of course, in my opinion, nothing should be in the second phb to make it "core."
That's not going to happen because there already is an Advanced Player's Guide for 2E.

Expanded Players guide. Then you can have CPH, APG, and EPG.

Just not any kind of core 2, as that makes it sound like a required book in order to play at the most basic level, and that's a bad thing in my opinion.


Red Metal wrote:
GM DarkLightHitomi wrote:

The combat-as-sport is also taken to extreme level and the mechanics are often dissociative. Play Neverwinter for a while

I played a s#*&ton of Neverwinter back when it first came out, it plays nothing like 4e.

Strange how our experiences can be so divergent on the issue. What made them seem so different to you?


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Jonathan Morgantini wrote:
Correcting the derail before it goes further. Please keep to the topic, other ideas can be spun off into their own thread.

I'm not sure what this was about, but my first assumption was the 4E talk. Now I'm not sure. I'm, assuming it wasn't about my cottagecore joke?

Because it wasn't a joke. I want Cottage Core. I'll derail a thousand threads before I let this cottagecore die!


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GM DarkLightHitomi wrote:
Cori Marie wrote:
GM DarkLightHitomi wrote:
I'm not buying pf2 ever, so take this with a grain of salt, but I'd name a second phb as Advanced Player Guide. Of course, in my opinion, nothing should be in the second phb to make it "core."
That's not going to happen because there already is an Advanced Player's Guide for 2E.

Expanded Players guide. Then you can have CPH, APG, and EPG.

Just not any kind of core 2, as that makes it sound like a required book in order to play at the most basic level, and that's a bad thing in my opinion.

Isn't it? It sounds like the bulk of magic and alchemical equipment will be in PC2, as well as all archetypes. Considering the popularity of the Free Archetype variant, that certainly sounds required to me.

Don't get me wrong, I understand what you're saying. But whether or not it has the most basic rules (which, won't that mostly be in the GM Core anyways?), it definitely sounds like there will be a lot of foundational material in the Player Core 2.


GM DarkLightHitomi wrote:
Red Metal wrote:
GM DarkLightHitomi wrote:

The combat-as-sport is also taken to extreme level and the mechanics are often dissociative. Play Neverwinter for a while

I played a s+*!ton of Neverwinter back when it first came out, it plays nothing like 4e.
Strange how our experiences can be so divergent on the issue. What made them seem so different to you?

I feel like it'd be easier to list the things that made them feel similar than it would to list the things that made them feel different, one being an action game and the other being turn-based is already such a huge difference that comparing them feels like comparing apples to oranges. I suppose the big one that distinguishes post-WoW MMOs from tabletop RPGs is resource management. All versions of D&D, including 4e, has some element of managing resources over the course of an adventuring day. 4e spreads that out to all classes, instead of constraining it to just casters, while also adding an element of per-encounter resource management with encounter powers. Modern MMOs I've played, including Neverwinter, are pretty much entirely focused on in-combat resource management, with the only continuity between battles being consumables that are bought en masse, or some resource gauge that builds up during fights. D&D wears on your resources as you have more fights during a day; MMOs are designed assuming that you go into each fight with everything available to you. In 4e, once you use a daily power, it's gone until you have a rest, and each daily stands on its own; in Neverwinter, your "daily" powers are attached to a gauge that fills up as you fight, and all your dailies consume the gauge, effectively locking each other out.


breithauptclan wrote:
Kobold Catgirl wrote:
I'd like it if you could pick multiple Edicts/Anathemas, and are encouraged to write your own. It'd be a shame if they really do just introduce nine new "tenants" that are alignment in all but name.

Yeah, I also like the idea of creating your own Edicts and Anathema as part of the character.

I do think there are going to be some premade ones that will have mechanical impact. But I think we could go even farther than just the two alignment axis directions.

I like the idea of three pairs. Holy/Unholy and Order/Chaos being two of the pairs so that we don't break things from alignment. Then something else to go with it. I'm not sure exactly what though. My first thought is something like Social/Independent, but Independent player characters don't really work well - the party comes together if the PCs want to be part of the team.

If like there to be a custom pair for players to make their own. Cause X, and Opposed to Cause X. So we could expand it as much as we want. Where the Cause could be emancipation, or magic, or environmental , or whatever. Just as long as it is significant enough to have a Patron divinity both for and against it


Gortle wrote:
breithauptclan wrote:
Kobold Catgirl wrote:
I'd like it if you could pick multiple Edicts/Anathemas, and are encouraged to write your own. It'd be a shame if they really do just introduce nine new "tenants" that are alignment in all but name.

Yeah, I also like the idea of creating your own Edicts and Anathema as part of the character.

I do think there are going to be some premade ones that will have mechanical impact. But I think we could go even farther than just the two alignment axis directions.

I like the idea of three pairs. Holy/Unholy and Order/Chaos being two of the pairs so that we don't break things from alignment. Then something else to go with it. I'm not sure exactly what though. My first thought is something like Social/Independent, but Independent player characters don't really work well - the party comes together if the PCs want to be part of the team.

If like there to be a custom pair for players to make their own. Cause X, and Opposed to Cause X. So we could expand it as much as we want. Where the Cause could be emancipation, or magic, or environmental , or whatever. Just as long as it is significant enough to have a Patron divinity both for and against it

These seem like interesting ideas, but they have no relation to alignment at all and should not replace alignment regardless of whether alignment is handled mechanically or ignored.


Red Metal wrote:
GM DarkLightHitomi wrote:
Red Metal wrote:
GM DarkLightHitomi wrote:

The combat-as-sport is also taken to extreme level and the mechanics are often dissociative. Play Neverwinter for a while

I played a s!#&ton of Neverwinter back when it first came out, it plays nothing like 4e.
Strange how our experiences can be so divergent on the issue. What made them seem so different to you?
I feel like it'd be easier to list the things that made them feel similar than it would to list the things that made them feel different, one being an action game and the other being turn-based is already such a huge difference that comparing them feels like comparing apples to oranges. I suppose the big one that distinguishes post-WoW MMOs from tabletop RPGs is resource management. All versions of D&D, including 4e, has some element of managing resources over the course of an adventuring day. 4e spreads that out to all classes, instead of constraining it to just casters, while also adding an element of per-encounter resource management with encounter powers. Modern MMOs I've played, including Neverwinter, are pretty much entirely focused on in-combat resource management, with the only continuity between battles being consumables that are bought en masse, or some resource gauge that builds up during fights. D&D wears on your resources as you have more fights during a day; MMOs are designed assuming that you go into each fight with everything available to you. In 4e, once you use a daily power, it's gone until you have a rest, and each daily stands on its own; in Neverwinter, your "daily" powers are attached to a gauge that fills up as you fight, and all your dailies consume the gauge, effectively locking each other out.

Interesting. These are aspects that I least pay attention to in comparison though.

It's like how ddo uses the spellpoints variant rule. Now I used spellpoints at the table too, but using spellpoints never felt like a departure from the fundamental structure of 3.x neither at the table nor in ddo. Likewise, switching dailies to some recharge thing didn't really feel like a real departure from the fundamental structure of 4e.

It always just felt like a natural adjustment to the new medium, much like how movies have to change things no matter how faithful they are to their source material, a scene that works for a book will fail on screen, so adjustments need to be made, and in a good adaptation these alterations don't change the fundamentals of the story and the feel, while a poor adaptation is almost defined by the departure from the core of the work they are based on.


idk, I don't really feel like the two changes (spell slots to spell points vs. daily powers to gauge) are comparable. A lot of the things you can do with spell slots can still be done with spell points, but that applies less to changing a dailies to a gauge. With spell slots, spell points, and daily powers, I can whip out a whole bunch of them right at the start of a fight to make that one fight much easier, but I can't really do that with an ability that requires time to charge up. It has an entirely different structure around using it compared to the alternatives.


It would be awfully silly if they put a bunch of alchemical items into PC1 when the alchemist class is in PC2.


Red Metal wrote:
idk, I don't really feel like the two changes (spell slots to spell points vs. daily powers to gauge) are comparable. A lot of the things you can do with spell slots can still be done with spell points, but that applies less to changing a dailies to a gauge. With spell slots, spell points, and daily powers, I can whip out a whole bunch of them right at the start of a fight to make that one fight much easier, but I can't really do that with an ability that requires time to charge up. It has an entirely different structure around using it compared to the alternatives.

First, such a minor part of the system I don't think by itself changes the feel all that much. It's a very superficial change, and quite frankly, I've never seen anyone actually use a daily power at the table anyway. Too much of a limited resource to "waste" and so it ends up never getting used. But even in older dnd, one generally doesn't lead with the high powered options that are most limited, especially not on anything less than a boss.

Now it's been years since I played neverwinter so I might be remembering wrong, but I'm pretty sure you build up charge on the minor battles so you have the daily ready for the bigger battles.

Honestly I find limiting the powers to the few hotslots to be a bigger change from the ttrpg myself.

Second, so far, most of the arguments against 4e being mmo like seem very superficial to me, like the top layer is distracting from the underlying foundational structure.


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AnimatedPaper wrote:


Don't get me wrong, I understand what you're saying. But whether or not it has the most basic rules (which, won't that mostly be in the GM Core anyways?), it definitely sounds like there will be a lot of foundational material in the Player Core 2.

Which seems wrong to me. The phb number one "core" book should be the be-all end-all of what a player needs to know to play the game. Any other books after that should merely additional player options (or non-mechanical stuff like lore books and adventures). The dmg should include the additional stuff that the gm might need to know to get started on running the game without an adventure (as I believe using an adventure as a point to learn becomes a crutch that inhibits real gming ability). Monster manual likewise should just be options with no real required mechanics,

The only other books that should have any kind of mechanics should be alternative rules, like an alternative magic system or a book of rule tweaks like dnd's unearthed arcana.

For clarity, I do not consider player options to be real mechanics. They are not required for play (you need some but you don't need any particular ones) nor are any required to be understood if not chosen.

Thus, any second players book should not be core because it should not include anything fundamental to the game, just additional options.

That's just my personal feelings on it.


Well, the CRB had multiclass archetypes to introduce the concept, while the APG introduced more of them. I imagine PC1 and PC2 will follow the same format, since PC2 won't have space taken up by things like "how proficiency works" or "what the basic uses of skills are". I don't think it'll be missing anything foundational, but you'll still want PC2 in order to have the full suite of basic options.


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QuidEst wrote:
Well, the CRB had multiclass archetypes to introduce the concept, while the APG introduced more of them. I imagine PC1 and PC2 will follow the same format, since PC2 won't have space taken up by things like "how proficiency works" or "what the basic uses of skills are". I don't think it'll be missing anything foundational, but you'll still want PC2 in order to have the full suite of basic options.

As I said, I think it will be missing some foundational stuff. Such as the majority of level 1+ equipment. They're in a unique position to get away with that, since the CRB is already out in the wild and the fundamental numbers won't be changing. They can put an extremely sparse selection of items in the Player Core, and ask that everyone refer to the already existing item stats while PC2 is being printed.

I also don't think Player Core will have archetypes at all. By the product descriptions, it sounds like all of them, including the rules for them, will be in PC2.

Naturally, I don't know more than anyone else. But I think do think that when they say this book will be core to play, they might mean it, and this might be how and why.


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graystone wrote:
DaverdGM wrote:
I'm referring to the use of Metric system along the Imperial one, something like every time a distance or a weight is called in the rules it could be displayed in both units like 10f(22m). If it's not to much to ask.
There generally aren't weights in the game and adding meters would add a LOT of ink to the game and most likely some reformatting [every range, every range increment, maps {squares and other distances} and miscellaneous rules]. I'm a BIG NO for this, if for no other reason, I have to go back and edit them out when I copy/past things into a list or character sheet.

Spanish edition of Pathfider has measurements both in Metric and Imperial because that edition serves Spanish-speaking players both in the United States and normal countries. So, it's perfectly doable.


GM DarkLightHitomi wrote:
AnimatedPaper wrote:


Don't get me wrong, I understand what you're saying. But whether or not it has the most basic rules (which, won't that mostly be in the GM Core anyways?), it definitely sounds like there will be a lot of foundational material in the Player Core 2.

Which seems wrong to me. The phb number one "core" book should be the be-all end-all of what a player needs to know to play the game. Any other books after that should merely additional player options (or non-mechanical stuff like lore books and adventures). The dmg should include the additional stuff that the gm might need to know to get started on running the game without an adventure (as I believe using an adventure as a point to learn becomes a crutch that inhibits real gming ability). Monster manual likewise should just be options with no real required mechanics,

The only other books that should have any kind of mechanics should be alternative rules, like an alternative magic system or a book of rule tweaks like dnd's unearthed arcana.

For clarity, I do not consider player options to be real mechanics. They are not required for play (you need some but you don't need any particular ones) nor are any required to be understood if not chosen.

Thus, any second players book should not be core because it should not include anything fundamental to the game, just additional options.

That's just my personal feelings on it.

Tried to find a specific section to snip, but pretty much all of it seems relevant. I don't necessarily disagree with you on this, but I'm not sure, based on the descriptions of the various core books and theirn page counts, that is what wound up happening.

Basically, I see a lot of people making the assumption that Player Core 2 isn't actually Core to play experience, based on how they'd organize things, and I feel like that might not be a correct assumption to be making. Specifically, it sounds like most of what you need to start play will be in PC, but much of what you'd need to level your character will be in PC2, with the assumption that the current Archive will serve to tide us over during that 8 month gap.


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ChickenParm wrote:
For the alignment system, the more I think about how the move away from it is being described, the more it grows on me. However, I do hope that there’s not just a replacement of good and evil with holy and unholy so that there can be a broader understanding of the good and the evil that is not necessarily bound up with a spiritual dynamic.

I could be completely wrong, but I've been thinking of the new use of holy/unholy as more a reference to positive/negative energy than as reference to the old good/evil alignments.


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graystone wrote:
DaverdGM wrote:
I'm referring to the use of Metric system along the Imperial one, something like every time a distance or a weight is called in the rules it could be displayed in both units like 22f(10m). If it's not to much to ask.
There generally aren't weights in the game and adding meters would add a LOT of ink to the game and most likely some reformatting [every range, every range increment, maps {squares and other distances} and miscellaneous rules]. I'm a BIG NO for this, if for no other reason, I have to go back and edit them out when I copy/past things into a list or character sheet.
Totally Not Gorbacz wrote:
Spanish edition of Pathfider has measurements both in Metric and Imperial because that edition serves Spanish-speaking players both in the United States and normal countries. So, it's perfectly doable.

can also be useful when different players use different measuring systems.


Gisher wrote:
ChickenParm wrote:
For the alignment system, the more I think about how the move away from it is being described, the more it grows on me. However, I do hope that there’s not just a replacement of good and evil with holy and unholy so that there can be a broader understanding of the good and the evil that is not necessarily bound up with a spiritual dynamic.
I could be completely wrong, but I've been thinking of the new use of holy/unholy as more a reference to positive/negative energy than as reference to the old good/evil alignments.

I expect that holy/unholy damage works as any energy damage. No more "no effect against that target because it's neutral or isn't a fiend" with just some creatures with resistance or immunity to that damage (like fiends immune to unholy and celestial immune to holy).


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YuriP wrote:
Gisher wrote:
ChickenParm wrote:
For the alignment system, the more I think about how the move away from it is being described, the more it grows on me. However, I do hope that there’s not just a replacement of good and evil with holy and unholy so that there can be a broader understanding of the good and the evil that is not necessarily bound up with a spiritual dynamic.
I could be completely wrong, but I've been thinking of the new use of holy/unholy as more a reference to positive/negative energy than as reference to the old good/evil alignments.
I expect that holy/unholy damage works as any energy damage. No more "no effect against that target because it's neutral or isn't a fiend" with just some creatures with resistance or immunity to that damage (like fiends immune to unholy and celestial immune to holy).

This works, and also patches the issue that "divine lance" could be used in place of "detect evil" that a lot of parties discovered independently.

Like as a GM I never wanted people to go around firing divine lances willy nilly, and now they won't have a reason to want to.


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If Divine Lance did damage to enemies with the Holy/Unholy/Anarchic/Axiomatic trait, I would accept it not working on Joe the Average, a level -1 commoner down the street who skims from the top to help get by from an expensive, overly taxed town.


Darksol the Painbringer wrote:
If Divine Lance did damage to enemies with the Holy/Unholy/Anarchic/Axiomatic trait, I would accept it not working on Joe the Average, a level -1 commoner down the street who skims from the top to help get by from an expensive, overly taxed town.

This would be fine, if clerics also had the option of a basic blasting cantrip, which is one of the places they're thin.


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Yeah, clerics need another attack cantrip. It would also be nice to have a nonlethal cantrip that isn't daze or torturous trauma--daze's damage is somewhat nerfed to account for the huge potential on a crit fail, making it kind of weak as a damage spell (and, due to its huge swinginess, kind of unfun to use). Meanwhile, torturous trauma is. Well. Most characters who care about taking an enemy alive aren't gonna use that spell.


Totally Not Gorbacz wrote:
Spanish edition of Pathfider has measurements both in Metric and Imperial because that edition serves Spanish-speaking players both in the United States and normal countries. So, it's perfectly doable.

I never said it couldn't be done but it's going to be different formatting for English; It's different wedging it in after formating is done than planning for it from the start. Almost every weapon/shield table has to be altered as the speed/range/thrown entries would double in size and a significant number of spells [like battle forms that have to alter speeds, sometimes multiple ones, and ranged of attacks] could see entries get bigger than their footprints currently... Personally, I'd rather see the time that would take put to better use [IMO] in other area that could use fixing and would be more universally wanted/needed.

Now if they had all the time and resources needed to make each and every change possible, I'd still be against it as it'd make extra work for me [I know from experience with games that already use dual measurments] but I can see where others would like the measurements they most commonly use in the book.


On measurements, why not use exclusively shortcut terms, similar to close and long range for spells, but for all the different places, then you can just put dual measures in the one place that describes the different distances or alternatively, you can include just imperial in most places alongside the shortcut term but a table somewhere can show the conversions. Either way, you could then include metric and imperial but also others such as how many spaces on a game board or how many quarter inches on the tape measure when measuring the minitures. Such a table could be easily printed on a gm screen or kept with a character sheet if it was needed.

Spell ranges can be close, medium, long, plus reach (10 feet).
Weapon ranges can be reach (10 feet), a chain (20 feet), a yardshot (60 feet), etc. These can also be double, so a longbow can have a range of two yardshots for 120 feet. The table can then show how far a tardshot is in metric or spaces on a grid (which should be 1.25 inch spaces).


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I mean, it really doesn't matter whether a grid square length is 5' or 1.5m. The combat rules are not actually the physics of the setting, so you could refer exclusively to squares in the context of combat.


PossibleCabbage wrote:
I mean, it really doesn't matter whether a grid square length is 5' or 1.5m. The combat rules are not actually the physics of the setting, so you could refer exclusively to squares in the context of combat.

That only works for games where there is no functional connection between game mechanics and milieu physics. Including the in-world measurements is more flexible, excluding them will make it so you basically can't play in any style that requires more concrete connections between mechanics and the milieu.

Silver Crusade

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GM DarkLightHitomi wrote:
PossibleCabbage wrote:
I mean, it really doesn't matter whether a grid square length is 5' or 1.5m. The combat rules are not actually the physics of the setting, so you could refer exclusively to squares in the context of combat.
That only works for games where there is no functional connection between game mechanics and milieu physics. Including the in-world measurements is more flexible, excluding them will make it so you basically can't play in any style that requires more concrete connections between mechanics and the milieu.

Well the game is Pathfinder and pathfinder only requires Squares.


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There's also a clean break between "encounter mode" and "exploration mode" and "downtime mode" so the former could use only squares, the the latter two can use "whatever units the people at the table prefer" (measure distances in rods, if you want, whatever.)

The fact that 5ft is 1.524 meters not 1.5 meters is only going to really matter over a larger number of squares than combat most likely involves.


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I personally will not be removing Alignment from my games. Kind of upsetting that I just bought all these books in the last 2 weeks just to have new versions. Coming out but I don't think that really matters. I feel this could have been done in a better way, but I also understand this is a business. As long as to much doesn't change it should not effect to many people. For me "Alignment" is the key thing for me. This should not be taken away in my opinion you should just offer different options to play without it.


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Just using Squares can get wonky if you're on maps where a Square doesn't equal 5 feet, though.


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Kobold Catgirl wrote:
Just using Squares can get wonky if you're on maps where a Square doesn't equal 5 feet, though.

Shh, you are not supposed to say things that make sense on the Internet.

/s


Kobold Catgirl wrote:
Just using Squares can get wonky if you're on maps where a Square doesn't equal 5 feet, though.

Not really as maps with larger squares are normally are divisible be 5', so is a map square is 20'x20', you just note that map squares are 4x4 encounter squares. Same for 10'x10' squares, 30'x30' ones or even 25'x25' ones.

So, no wonky for me, as it's super easy to get your numbers especially in a game where you are expected to figure out how many squares and where 30' bursts and 60' orthogonal cones fit.


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I get what you're saying, but I feel like then you run into the old "level" problem--suddenly "square" means two different things. If it works for you, that's fine! Personally, I find feet easier to manage. They also help me with visualizing, and they ensure that I'm measuring tactical distance and character height by the same metric, which just feels better to me.


Kobold Catgirl wrote:
I get what you're saying, but I feel like then you run into the old "level" problem--suddenly "square" means two different things. If it works for you, that's fine! Personally, I find feet easier to manage. They also help me with visualizing, and they ensure that I'm measuring tactical distance and character height by the same metric, which just feels better to me.

IMO, it's not the same: you are using them for different things. The VAST majority of encounters would be using encounter squares [5' squares], while you'd likely only see Map squares of bigger amounts in exploration. As such, it's fundamentally different that encountering level where you might have to deal with both version at the same time on a regular basis like on a caster.

That said, I have NO issue with just feet either, so either system would work for me. If I had to pick, I'd say feet as it has a greater level of granularity but that makes it harder to have a simple transition between feet and meters if you find that important [5' = 1.5m makes things easy]


graystone wrote:
Kobold Catgirl wrote:
Just using Squares can get wonky if you're on maps where a Square doesn't equal 5 feet, though.

Not really as maps with larger squares are normally are divisible be 5', so is a map square is 20'x20', you just note that map squares are 4x4 encounter squares. Same for 10'x10' squares, 30'x30' ones or even 25'x25' ones.

So, no wonky for me, as it's super easy to get your numbers especially in a game where you are expected to figure out how many squares and where 30' bursts and 60' orthogonal cones fit.

I use 4' per inch grids. Multiples of 5 are not the only alternative sizes.


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Earth has a historical unit of measurement that equals about 5 feet or 1.5 meters. That unit is the Roman double-step pace (Pace unit). The single-step pace was more common and is half the length, 2.5 feet or 0.75 meters, but we can pick the pace we like. Thus, Pathfinder could use paces as its distance measurement rather than 5 feet or 1.5 meters or one length of a standard square.


I think "pace" would be kind of fun! It might be confusing if we used the double-step, though, and the single would lead to much higher numbers for everything's movement.

Dark Archive

I'd honestly prefer they would switch to "squares" so we don't have to think about "wait this giant creature is only this sized?" implications xD

Well okay, that wouldn't change ;P But for real main reason I want to that to change is that they are never going to do monte cook book thing of "include both meters and feet" and I don't understand what feets are in real life so they might as well be squares to me x'D


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The average length of a cat's tail is one foot. The average height of a bantam chicken is a bit over one foot. The average height of a large fowl chicken is a bit over two feet. The average height of thirty baby chicks standing perfectly balanced upon one another's heads is ten feet. The average height of a male golden retriever is two feet. The average length of an adult bull elephant's reproductive apparatus is six feet. The average circumference of two hundred and eighteen chicken eggs, if you broke them all and perfectly flattened them out to rest side by side in a straight line, is ten feet. The average height of four hummingbirds standing perfectly balanced atop one another's heads is one foot. The average number of feet of a standard PC ancestry is two feet. The average loss from accepting hospitality during a blizzard from an eccentric fan of your novels is one feet. The average number of skill feats a 4th-level rogue will have is five feats.

I hope these standard measurement comparisons make the game easier! :)

Dark Archive

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:'D Sorry, I do think its much easier to be like "average height of door is 2 meters"


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Kobold Catgirl wrote:

The average length of a cat's tail is one foot. The average height of a bantam chicken is a bit over one foot. The average height of a large fowl chicken is a bit over two feet. The average height of thirty baby chicks standing perfectly balanced upon one another's heads is ten feet. The average height of a male golden retriever is two feet. The average length of an adult bull elephant is six feet. The average height of four hummingbirds standing perfectly balanced atop one another's heads is one foot. The average number of feet of a standard PC ancestry is two feet. The average loss from accepting hospitality during a blizzard from an eccentric fan of your novels is one feet. The average number of skill feats a 4th-level rogue will have is five feats.

I hope these standard measurement comparisons make the game easier! :)

I give up. I have to admit defeat.


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The average result of QuidEst engaging with me on the matter of units of PF2 measurement is defeet.

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