Pathfinder Roleplaying Game: Strategy Guide (OGL)

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Pathfinder Roleplaying Game: Strategy Guide (OGL)
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Master the Game!

Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choose or spell to prepare? Detailed walkthroughs of all 11 core classes help you create and customize exactly the characters you want to play, and continue to offer advice as you take your adventurers all the way to the heights of power. At the same time, this book provides a quick and easy introduction to combat and advanced rules options, tips for battlefield domination and better roleplaying, and more!

The Pathfinder Roleplaying Game Strategy Guide is an indispensable introduction to the Pathfinder Roleplaying Game and companion to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

The Pathfinder Roleplaying Game Strategy Guide includes:

  • Illustrated, step-by-step guides to creating, advancing, and playing characters of all 11 core classes, with specific tips and tactics for 26 different classic character themes, such as the archer, the trickster, the crusader, the conjurer, and more!
  • A clear and user-friendly introduction to the basics of combat and narrative play, with easy-to- understand explanations of Pathfinder RPG terminology, systems, and core concepts.
  • Advice for getting the most out of game sessions, collaborating with other players, and succeeding both on and off the battlefield.
  • An overview of how to get started in the Pathfinder Society organized play program.
  • AND MUCH, MUCH MORE!

Written by Wolfgang Baur, Jason Bulmahn, John Compton, Jessica Price, Sean K Reynolds, and Russ Taylor.

ISBN-13: 978-1-60125-626-3

Note: This product is not part of any subscription, but Pathfinder Roleplaying Game subscribers who preorder this set will receive a free PDF edition of this product when the print edition ships. (Note that you will need to have an active Pathfinder RPG subscription at the time this product ships in order to receive the PDF for free.)

Note: This product was originally solicited for a June 2014 release. In order to ensure that it is the best book it can possibly be, we've decided to move the book to a February 2015 release. We appreciate your patience.

Note: Due to circumstances outside of our control, this product has been moved to the March 2015 product schedule. We appreciate your patience.

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Pathfinder Roleplaying Game: Strategy Guide (OGL)

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Perfect for new players

5/5

I tend to run a lot of games to introduce players who are new to RPGs to Pathfinder, a lot pick it up quickly but for some it can take longer, there is no better book for all of them than the Strategy Guide. I'm frankly amazed how well it's written, it's basically the Core Rulebook for new players in a far, faaaar more easily digestible format.

Every new player I've sat down with this book has come out of it with not only a solid character that actually fits the idea they had, but a much better grasp of the rules than those who don't, it's my go-to now for any new players.


Should have been the basis for an updated Core Rulebook

4/5

Page 5 'What this book isn't' tells you what you need to know about this book. To paraphrase, there are 2 main points:

1) This is not an optimisation guide for advanced (or even intermediate) players.

2) This book doesn't replace the core rules : it's a player's guide to them.

Fundamentally, the book brings the Pathfinder Beginner Box style of presentation & organisation to the full (core rulebook only) Pathfinder RPG.

The Pathfinder Beginner Box showed how much more concise and readable the same basic game could be made & showed up how wordy & non-visual the Core Rulebook is.

Unfortunately, Paizo haven't quite had the courage of their conviction to use this as the basis of a new Core Rules but instead have hedged their bets and made it basically a Player's Guide to the Core Rules - That's right a Player's Guide to the actual Player's guide !

Nevertheless - it's a really well presented guide to the 'Core 11' classes for a beginner. It's also very useful for experienced players stepping into a new type of class or a DM making NPCs for a class they don't normally play.


Great for New Players, Great for New to a Class

5/5

I picked this up out of curiosity, and as I'm bring in new players they are finding this a good resource for coming up with ideas for characters while understanding the change from 3.5 to Pathfinder. It's not just "I've never RPed" it's a good reference for "Oh, that changed to these names" type of resources.
I've pulled it up on occasion after being in a group that players had specific preferences for classes when I was branching out to new classes and wanted to get a good feel for ideal builds. I may not have stayed with all their choices but it's a good framework for ideas.


2/5


Great resource for new players!

5/5

Read my full review on Of Dice and Pen.

The Strategy Guide is a great resource for introducing players to the full Pathfinder Roleplaying Game, whether they are coming from the Beginner Box, have played a few times before but are still confused about elements of the rules, or are jumping straight into the game with no prior experience. While you will still need the Core Rulebook to play the game, this book is far less intimidating than that heftier tome, and succeeds at explaining the game far, far better. It's a book I'm proud to have on my shelf and I will be eagerly lending it out to new players who join my games in the future.


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Grand Lodge

Whoo! a $30 book for my new players to chew on for most of thier questions instead of my $50 core rulebook! My core books will last so much longer now.


dot, doT, dOt, Dot, dOT, DoT, DOt, DOT

DOOTTT ! ! ! !

Silver Crusade

1 person marked this as a favorite.

Hoping there's stuff on bringing themed monks up to snuff for Adventure Paths, particularly the unarmed gearless kind.

Silver Crusade

Vic Wertz wrote:

The main reason for this product is that I believe the Core Rulebook presents a number of barriers to entry into the game for many people, among them...


  • It's a big, heavy book filled with a bazillion words, tables, and lists that appear daunting to newcomers.
  • Really important rules, like how you level up your character, are split into multiple places, and much of it is easy to miss.
  • It tells you how to make a character, but it doesn't help you figure out which of the many choices you can make are the ones you want to make.
  • Options for *your* character class, like feats and spells, have to be extracted from dense chapters that also cover options that your character can't actually use.

This book is intended to solve those problems, and I believe that it will bring many more players to the table.

goldomark wrote:
160 pages? Seems pretty small.
I really, really wanted it to be 100 pages, but we just couldn't accomplish everything we needed in that space.

It'll be interesting to see what the designers think is good character design, at the very least. I don't need such a thing personally, but since I help run the welcome wagon for the local Pathfinder Society play, I might look into getting a copy anyway to help out the newbies - if the advice is worth the paper its printed on, at any rate.

Liberty's Edge

Renegade Paladin wrote:
Vic Wertz wrote:

The main reason for this product is that I believe the Core Rulebook presents a number of barriers to entry into the game for many people, among them...


  • It's a big, heavy book filled with a bazillion words, tables, and lists that appear daunting to newcomers.
  • Really important rules, like how you level up your character, are split into multiple places, and much of it is easy to miss.
  • It tells you how to make a character, but it doesn't help you figure out which of the many choices you can make are the ones you want to make.
  • Options for *your* character class, like feats and spells, have to be extracted from dense chapters that also cover options that your character can't actually use.

This book is intended to solve those problems, and I believe that it will bring many more players to the table.

goldomark wrote:
160 pages? Seems pretty small.
I really, really wanted it to be 100 pages, but we just couldn't accomplish everything we needed in that space.
It'll be interesting to see what the designers think is good character design, at the very least. I don't need such a thing personally, but since I help run the welcome wagon for the local Pathfinder Society play, I might look into getting a copy anyway to help out the newbies - if the advice is worth the paper its printed on, at any rate.

They have already repeatedly stated that this will not be an optimization guide.

My interpretation of what they have said this book will be is that this is a book to help people new to the system navigate the Core rulebook.


1 person marked this as a favorite.

Really, Really can't wait for this for my upcoming group...

(8 entirely new players to TTRPGs. 1 of which has been so sheltered she hasn't even heard of anything like this before.)


Azaelas Fayth wrote:

Really, Really can't wait for this for my upcoming group...

(8 entirely new players to TTRPGs. 1 of which has been so sheltered she hasn't even heard of anything like this before.)

that poor child...:(

Silver Crusade

graywulfe wrote:
Renegade Paladin wrote:


It'll be interesting to see what the designers think is good character design, at the very least. I don't need such a thing personally, but since I help run the welcome wagon for the local Pathfinder Society play, I might look into getting a copy anyway to help out the newbies - if the advice is worth the paper its printed on, at any rate.

They have already repeatedly stated that this will not be an optimization guide.

My interpretation of what they have said this book will be is that this is a book to help people new to the system navigate the Core rulebook.

Seems likely. The thing I find is that Society adventures tend to be pretty brutal, actually, and some basic optimization is basically required to succeed. I'm not talking the heights of Practical Optimization, but things like "if you're two handing a greatsword, take Power Attack," for instance. My second level Society character has had to go on adventures with third and fourth level characters before, and I carried the Glass River Rescue on my back using a paladin with a greatsword, Power Attack, and Cleave because most of the other players frankly didn't even make a solid build, much less an optimized one. :p

But the fact that Ultimate Magic expresses the opinion that magic missile is the best first-level spell in the game doesn't give me a lot of hope.


2 people marked this as a favorite.
Mythic +10 Artifact Toaster wrote:
Azaelas Fayth wrote:

Really, Really can't wait for this for my upcoming group...

(8 entirely new players to TTRPGs. 1 of which has been so sheltered she hasn't even heard of anything like this before.)

that poor child...:(

She was raised by her mother who was a Doctor and traveled to remote villages to treat places. She can speak 5 languages fluently and can speak enough of 30 others to get by on her own. She has experienced numerous ways of life.

I, honestly, am a bit jealous of her. She as seen somethings most of us wouldn't believe. & at the very least it is funny seeing her deal with things most people take for granted.


Ok,well played good sir...well played.

Shadow Lodge

Azaelas Fayth wrote:

Really, Really can't wait for this for my upcoming group...

(8 entirely new players to TTRPGs. 1 of which has been so sheltered she hasn't even heard of anything like this before.)

I dunno that it's THAT sheltered. This is a VERY niche hobby. I've me more than a few people who assume that Dungeons & Dragons is a video game.


Kthulhu wrote:
Azaelas Fayth wrote:

Really, Really can't wait for this for my upcoming group...

(8 entirely new players to TTRPGs. 1 of which has been so sheltered she hasn't even heard of anything like this before.)

I dunno that it's THAT sheltered. This is a VERY niche hobby. I've me more than a few people who assume that Dungeons & Dragons is a video game.

She barely knew what a T.V. was, didn't know what a video game was and still doesn't completely understand them, and she had only ever used a Computer to type up a paper and play Solitaire. Her typing gives a whole new meaning to hunt and peck.

Though she can get into this hobby's concept easily thanks to games played in the Villages. Think of the Manga Vinland Saga where the kids are playing war.

Paizo Employee

3 people marked this as a favorite.

I can understand why the sort of people who post on these threads are lukewarm to the idea of a strategy guide, but I have new players that are going to love this. The Core Rulebook is incredibly intimidating, as easy as it is to use when you already know everything in it.

So I'm very excited to see this coming out. Thanks, Paizo!

Cheers!
Landon

Dark Archive

will this book have any new classes or archetypes (please add jaguar warrior!) thanks!


Brawlen89 wrote:
will this book have any new classes or archetypes (please add jaguar warrior!) thanks!

Nope. Product description clearly states that it's an "extensive look at the Pathfinder RPG Core Rulebook rules." Same as the NPC Codex, it's Core only.

The Advanced Class Guide is the new classes book.


Will this book offer any advice in the vein of magic item management, i.e. is a given spell better selected as a potion, scroll or wand? Thanks!


This will definitely be a welcome addition to all 4 of my campaigns.

Sczarni

Lisa Stevens wrote:

Which is awesome if a new player has somebody like you to help them out. In my opinion, that is the best way to teach a new player the game. Unfortunately, we can't box great GMs and sell them to new players, so this book will be the next best thing. Think of it as that guy at your table that the rest of the players always ask questions when they are leveling their characters like "Which feat should I take?" "What new spell should I add?"

Many players don't have a great experienced GM to help them or a know-it-all fellow player. This book is meant to fill that gap.

-Lisa

This. I'm the guy everyone asks. In every group I play in. I know this will come across as negative, but that gets annoying. I'm buying this book.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Renegade Paladin wrote:
It'll be interesting to see what the designers think is good character design, at the very least.

There are numerous, numerous examples of what the designers think is good character design. The short answer is that they don't whorship at the alter of DPR. Or really even throw a passing glance at it.

-Skeld

Silver Crusade

There's actually an audience for this kind of book? I have to say of all the products, this one looks to be the most lame of them all. I sense many will pass on this as there's nothing new in here to use for a game (like GM rules or Player crunch like feats, spells and such) and it looks like a book that can easily be replaced by talking amongst your gaming peers in real life or online.

Rather disappointed, let's hope the next RPG book after this is something worthwhile. Like "Advanced Player's Guide 2" or maybe "Ultimate Combat 2" or "Ultimate Magic 2"


9 people marked this as a favorite.
Markolius Craggmorn wrote:

There's actually an audience for this kind of book? I have to say of all the products, this one looks to be the most lame of them all. I sense many will pass on this as there's nothing new in here to use for a game (like GM rules or Player crunch like feats, spells and such) and it looks like a book that can easily be replaced by talking amongst your gaming peers in real life or online.

Rather disappointed, let's hope the next RPG book after this is something worthwhile. Like "Advanced Player's Guide 2" or maybe "Ultimate Combat 2" or "Ultimate Magic 2"

I know right? Who would've guessed that Paizo caters to more customers than just you! ;)


Markolius Craggmorn wrote:
...let's hope the next RPG book after this is something worthwhile. Like "Advanced Player's Guide 2" or maybe "Ultimate Combat 2" or "Ultimate Magic 2"

Advanced Class Guide. Ten new classes. Whether or not that's worthwhile for you, only you can say, but it's been announced as the Gen Con '14 release.

Personally I'm looking forward to the Strategy Guide. It's not a book I'll use much myself, but I have a feeling it'll be very useful for a lot of gamers out there, certainly gamers new to this particular system.


Anyone else planning to use this as a sort off quick NPC Building Guide?


Azaelas Fayth wrote:
Anyone else planning to use this as a sort off quick NPC Building Guide?

Nope, thats what I have NPC Codex for.

I am already the group librarian, default GM, and 3pp collector. With the group all together we have multiple copies of every Paizo hardback, several different softcover books, and multiple 3pp books in hardback and softback.

Myself and another in all three games I play/run are encouraging every player we know to pick this up so that we do not have to give them every answer to every question every time.

Personally I will pick it up to see what the designers recommend, and see what I have missed that others have come up with.

Looking forward to it!


@Derfmancher: You misunderstood. I have found that while the NPC Codex works great for Random Encounters or bases for Unique NPCs they don't provide enough detail.

What I am hoping is that this book provides a sort of Checklist usable to expedite the Building Process for myself and the other GMs in my group.

Paizo Employee Developer

Azaelas Fayth wrote:

@Derfmancher: You misunderstood. I have found that while the NPC Codex works great for Random Encounters or bases for Unique NPCs they don't provide enough detail.

What I am hoping is that this book provides a sort of Checklist usable to expedite the Building Process for myself and the other GMs in my group.

Y'know, I can imagine certain chapters of the book being applied in NPC building as you describe it.


John Compton wrote:
Azaelas Fayth wrote:

@Derfmancher: You misunderstood. I have found that while the NPC Codex works great for Random Encounters or bases for Unique NPCs they don't provide enough detail.

What I am hoping is that this book provides a sort of Checklist usable to expedite the Building Process for myself and the other GMs in my group.

Y'know, I can imagine certain chapters of the book being applied in NPC building as you describe it.

Hey I will take any help I can get since my group typically has most Humanoid Enemies as Races built via the ARG and ignore the Bestiary Versions for little more than inspiration or to use as Primal/Throwbacks for the ARG Race.

This means most of our Encounters are with NPCs not Monsters.


2 people marked this as a favorite.

I wonder what the odds will be for making a second strategy guide that covers the APG/UC/UM classes as well as maybe some updated options for the base classes that incorporate those books.

I know it will have a lot to do with how well this one sells, which I'm hoping is like hotcakes. I just want to see basic guides for every class. We'll even need a third(or fourth, depending on how packed the second gets) for after they've released the Advanced Class Guide.

I dunno, I'm just getting a bit excited about this. I think it's because I've got a nephew who's steadily getting close to the age where I'll be able to put it to good use. It's still a good few years away, since he's only just turned 4, but the more I get for the system, the easier it will be to get him started as he gets older.

RPG Superstar Season 9 Top 16

3 people marked this as a favorite.

The sole necessity of this product strikes me as result of the Core Rulebook's poor organization and Ivory Tower Design.


2 people marked this as a favorite.

Or simply a lot of New Players aren't used to this type of game.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Azaelas Fayth wrote:
Or simply a lot of New Players aren't used to this type of game.

I've noticed a lot of new player and new GM threads lately.

-Skeld


14 people marked this as a favorite.

Not everyone wants to spend hours building up some high level of system mastery. A lot of people would rather just jump in and play while figuring things out as they go. That's how most of the people I've played with have done it, it's how I did it, and I really doubt that it's an uncommon occurrence.

Plus, there are people who prefer to play one type of character who may want to play another type. Say, going from caster to martial. they might know casters like the back of their hand, but have no clue about how to build an even remotely effective martial. I have enough system mastery to make me useful up until about level 5 in most classes before I start losing direction, but some classes(druid and bard, namely) I have no clue where to go from the start. And I've been playing D&D off and on since around 2002. I've just never bothered to play those classes before.

Maybe that's a result of the Ivory Tower, but that's just the way I see the game. Every game with a lot of options has a learning curve, and guides like this will always have a place for people who just want to jump in and try something without hours of studying.


Or in my case Martial to Caster. I still have a hard time building Casters the way I want.

Then again that might be because of my Dislike of Vancian Casting.


This looks awesome!


Azaelas Fayth wrote:

Or in my case Martial to Caster. I still have a hard time building Casters the way I want.

Then again that might be because of my Dislike of Vancian Casting.

See, I'm a bit of both. I can build a martial that's just good at beating faces with a stick, like a fighter or barbarian. You pick what weapon you want to hit people with, and you build up your ability to hit them with it. Pretty simple. But what about a monk? I've got little idea on how to make a monk effective. And I suck at understanding how to use combat maneuvers to their full effect, which makes building a monk a bit harder I think. Paladins and rangers I can do decently, but I never really know how to handle their casting to make good use of it.

And then with casters, I can build a blaster pretty easily, but battlefield control is not my thing beyond the first couple spell levels. Beyond color spray, grease, glitterdust, and the pit spells I've got no idea what makes for good battlefield control. And then druids, in general, just confuse the crap out of me for some reason. Bards do too, but to a lesser extent.


Mine I can do the Warmage (Light Control but mainly Blasting and Buffing) but I can handle the Martials well. Really I do best with Martials and Half-Casters (Magus, Inquisitor, Bard, and Alchemist*)

*: Technically the Alchemist, Paladin, and Ranger are Psuedo-Casters as they have no 0 Level Spells.


Magus is another class that I don't fully understand, right along with druids. Spellstrike and Spell Combat are what get me, I think. I'm sure I could figure it out if I needed to, but I've just never spent the time trying because it's never come up for me.

Which is why I'm hoping that this sells well and we see future guides like this for APG/UC/UM.


2 people marked this as a favorite.
Skeld wrote:
Azaelas Fayth wrote:
Or simply a lot of New Players aren't used to this type of game.

I've noticed a lot of new player and new GM threads lately.

-Skeld

Perhaps that's showing the Beginner Box is a success?

So you start with that, think "This is great, what's next?", and have the core rule book dropped in front of you. That's a huge step up. The Strategy Guide seems to me to be the next logical step in bringing new players.

Grand Lodge

4 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Chief Cook and Bottlewasher wrote:
Skeld wrote:
Azaelas Fayth wrote:
Or simply a lot of New Players aren't used to this type of game.

I've noticed a lot of new player and new GM threads lately.

-Skeld

Perhaps that's showing the Beginner Box is a success?

So you start with that, think "This is great, what's next?", and have the core rule book dropped in front of you. That's a huge step up. The Strategy Guide seems to me to be the next logical step in bringing new players.

Exactly. And I'm completely cool with Paizo dropping a major product every year that's focused on new(er) players.

-Skeld


1 person marked this as a favorite.
Markolius Craggmorn wrote:
it looks like a book that can easily be replaced by talking amongst your gaming peers in real life or online.

Not everyone has a circle of "gaming peers" who will take some real time to get them to understand the game.

And no one wants to be beholden to someone else's mastery. Sure, a new player can ask you X when X comes up, but why should they have to wait for X to come up in the first place? I'm sure they'd prefer to have their own eagle's eye view of the game and see how all the pieces of a complex puzzle like Pathfinder RPG fit together, than just get ad-hoc advice from those who just happen to be able to pore through that imposing tome (the Core Rulebook).

And to be frank, I have found in my experience that many gamers don't make good teachers. I have seen gamers tell people who are new, "Do this! And then do that!" but not figure out where they're coming from, plug up holes where in their misunderstanding, and present a variety of choices with pros and cons to each choice.

I haven't had formal teacher training (though I do teach a Pathfinder class!), but I would imagine this is the "independent study" component of well-rounded learning. Just as direct instruction has its place, so does study.

And as for that, there is no "textbook" for Pathfinder -- sure, the Beginner Box provides guidance for beginners, but what comes after that is a reference tome (the Core Rulebook). But there is no textbook.


Pathfinder Adventure Path Subscriber
The Rot Grub wrote:
Markolius Craggmorn wrote:
it looks like a book that can easily be replaced by talking amongst your gaming peers in real life or online.

Not everyone has a circle of "gaming peers" who will take some real time to get them to understand the game.

And no one wants to be beholden to someone else's mastery. Sure, a new player can ask you X when X comes up, but why should they have to wait for X to come up in the first place? I'm sure they'd prefer to have their own eagle's eye view of the game and see how all the pieces of a complex puzzle like Pathfinder RPG fit together, than just get ad-hoc advice from those who just happen to be able to pore through that imposing tome (the Core Rulebook).

And to be frank, I have found in my experience that many gamers don't make good teachers. I have seen gamers tell people who are new, "Do this! And then do that!" but not figure out where they're coming from, plug up holes where in their misunderstanding, and present a variety of choices with pros and cons to each choice.

I haven't had formal teacher training (though I do teach a Pathfinder class!), but I would imagine this is the "independent study" component of well-rounded learning. Just as direct instruction has its place, so does study.

And as for that, there is no "textbook" for Pathfinder -- sure, the Beginner Box provides guidance for beginners, but what comes after that is a reference tome (the Core Rulebook). But there is no textbook.

I don't know, the Core Rulebook feels a lot like a textbook to me. Textbooks are generally meant to accompany a class, and really depend on having a teacher to help you learn the material. Learning directly from a textbook is possible, but can be pretty challenging (believe me, I've tried).

This book reminds me of things like the "Head First" series of books. Unlike a textbook, they're meant to guide you through learning the topic without needing a teacher.

Otherwise, I totally agree with everything you've said here. I actually consider myself a pretty good teacher, but I still plan on getting at least one copy of this. If it turns out to be good, I'll get one for each of my less experienced players.


1 person marked this as a favorite.

Consider this book sold. Do I need it? Nope, sure don't. The thing is, what books like this offer is really invaluable. They offer a different take on the game. No matter how close you look at something you'll never see it from someone else's perspective, that's where the stuff you missed is usually at. And you always miss something....

Liberty's Edge

1 person marked this as a favorite.

I have decided this will become a book I need to purchase. I will have to pick up a physical copy though as I am teaching my niece to play the game currently. I was about her age when my mom started to teach the game to me. So this will make it easier if she asks questions on how to play a certain class, as it will have the information she can read in a much easier fashion.


I think I will be buying a few of these.


This is the first Paizo book that I have preordered. My 12 & 14 year old kids get lost in the Core Rulebook. They're fine with the Beginner Box and are starting to understand some of the more advanced rules, but they just can't seem to ever find what they're looking for in the Core book. I'm hoping this will help them transition more easily from the Beginner Box to the full rules.

Paizo, if this turns out to be half as useful as it sounds in the description I'm going to be one happy customer.

*psssst.. I'm already a happy customer* ^_^

Shadow Lodge

Cyrad wrote:
The sole necessity of this product strikes me as result of the Core Rulebook's poor organization and Ivory Tower Design.

Yah, to me it seems like a major logic fail. People find it hard to read/navigate the main book and get into the game, (maybe, not really my experience, but there might be some but there?), so lets make another 100-200 page book that teaches you to read the first book? Granted, 3E and 4E both had the Dummies Guide to D&D. Now, on the other hand, if it where more of a general guide to adventuring and play, (sort of like the Gamemaserty Guide, but with tips, explanations, examples, and less partial information and incomplete guides), aimed at both players and DM's, that could be pretty awesome. I don't know. Doesn't look very useful or needed, to me, but maybe it will be great for others.

Skeld wrote:
There are numerous, numerous examples of what the designers think is good character design. The short answer is that they don't whorship at the alter of DPR. Or really even throw a passing glance at it.

'Cause that's obviously ickyevilbadfun. :)

And it's not like worshipping and the alter of wankery can ever be bad. Anyway, hopefully it's not that elitist, and somewhere in the middle or making a decent character and balancing out what they can actually take and do with what's on the sheet.


been playing this game for 20+ years

and there is still one guy in my group who desperately needs this after all that time.

also it would be good for my nephew who is just starting to get into the game.

Shadow Lodge

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Pathfinder Lost Omens, Maps, Rulebook Subscriber

I'd wager that the people who could learn the most from this book are the ones who will be amongst the loudest voices claiming they don't need it.


This is one of those books I've been waiting for -- between it and the gamemaster's guide I feel I have specialized, direct and insightful books to help my new or amateur players mature and grow in the hobby without me pulling my hair out or them feeling like someone is bashing them over the head with 'the right way to do things'.

And hopefully it will include a few surprises or new ideas for myself as well.


5 people marked this as a favorite.

This isn't a dummies guide, it's a "kid friendly" guide. Nothing wrong with this at all. I have two kids ages 12 & 14 who I hope will get a lot of use from this. I plan on using this to help them transition from the Beginner Box to the core rules. It isn't meant for every Pathfinder player any more than the BB was made for every player. Whatever makes the game/rules more accessible to more players is a win for the hobby. Heck, I'll probably use this book and I started playing 29 years ago.

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