
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Just a thought... Figure out a way to keep Alpha 3 rules intact, but find "innovative" ways to make it less daunting for someone who has never played an RPG before.
It might be interesting running "Pathfinder Basic" playtests with people who have never gamed before and give people an execuse to introduce their hobby to a wider circle of friends and family.
Just read this in another thread and found the idea intriguing.
In fact, I'd be interested in seeing some sort of "Pathfinder Basic" as an independent release. Something that strips out a lot of the more complicated existing rules (the way 4e does) but that (unlike 4e) doesn't invent a whole new subsystem of rules to take their place.
A sort of 'bare bones' version of Pathfinder for folks who want to play a pick-up game now and then instead of a full-blown, twenty-level adventure path. Would anyone else be interested in seeing something like that?

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I think the easiest way to do this is to do what the old basic editions did; strip out everything over a certain level. Instead of level three, I'd aim for level five or six. That eliminates 2/3 of the spells, a lot of advanced feats and class features etc. You can even remove monsters of too high a power and magic items outside the PCs' price range.
Then I would go through and look for any other overly complex bits that can be removed or simplified even further, without unbalancing things.
If nothing else, it makes a more accessible product just in terms of the heft of the rulebook!

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I think the pregenerated character sheets really help newcomers too. This is a simple way to start playing right away without getting into all the details of character creation.
Having a pre-gen character sheet that highlights the basic offsensive and defensive info so it stands out from the lesser used info is also a helpful thing for new players.

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Pathfinder Basic would be a great idea! However, here's what I'd do, if I were the editor of such a project:
1) Take out Attacks of Opportunity, and simplify a number of the special combat maneuvers. In fact, it would be possible to take out a lot of the miniature/battlemat-dependant items.
2) Shorten the feat and spell choices
3) Limit the game to 10th level
4) Limit the monsters, and print their XP value in the stat block (eliminating the XP chapter of the GM's section)
5) Limit the magic items to items available to 10th level, and avoid the complicated ones
6) Simplify certain skills (Perception, Survival)
The more I think about this, I might do something like this for my son ... we had the black dragon version of the D&D basic game, and he loved it. I even posted a kid-friendly character sheet for it on www.dmtools.org ... hmmm ...

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You could always strip it down and remove some combat options and stuff, shouldn't be real hard to do.
Microlite20 is a product made using OGL but to an extreme of stripped down D20. I would use that as a sort of guide to help with the streamlining process for a basic game. Obviously it is a bit too stripped down but the point is good and the system is a good guideline in helping get the rules pared down. If Paizo doesn't make one from the Beta I may try....if I can wrangle the time which isn't likely.

Dennis da Ogre formerly 0gre |

I would love to see something like this, the problem is you would break compatibility with 3.5... which means you would have to provide another complete set of adventures, supplements would work, etc.
@ Fake -- Microlight is IMO way too stripped down and it would probably be easier to strip existing stuff down than vice versa.
For the basic version I think I would go with:
Fighter <-- No iterative attacks, maybe an increasing damage bonus
Rogue <-- Simplify the skills system even more
Sorcerer <-- Close to the Battle-caster variant
Cleric <-- Converted to spontaneous casting
I think spontaneous casting would be better because in my group memorizing spells is generally the most confusing part for beginning players. I suspect one just flat out cheats not because she's malicious but because she's lazy.
Actually maybe a better idea would be some 'basic' classes that could drop into PfRPG. They would be slightly lower power than their core equivalents but engineered for easier play and would be playable in existing modules.

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Would the purpose of this be to make a full game, or to make something that could be used as an introductory product only, sort of a "test drive" kind of thing?
Several other game systems, including GURPS and Savage Worlds, have released "intro" versions of their systems for the purposes of bringing new players in, but I have no idea whether they have been successful, or whether Pathfinder Quickstart would either...

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Would the purpose of this be to make a full game, or to make something that could be used as an introductory product only, sort of a "test drive" kind of thing?
I think there are alot of people gaming today after being introduced to the "Red Box" when they were 10-12 years old (or so). For instance, I bought the red box at Waldenbooks when I was 12. None of my middle schools friends played until I bought that set and taught myself to play. Once we played through the box sets, we sort of "graduated" to AD&D.
-Skeld

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I can attest to the usefulness of the GURPS Lite rules for 3rd and 4th edition. It was because of those rules that I play GURPS now and have a rather extensive library of supplements. I also own the latest version of the 3.5 Basic Set and the older 'Purple Box" Basic Set. I've even added the Rules Cyclopedia for Basic D&D.
Essentially, what I am saying is that "Basic" editions of games are a wonderful thing. The main idea is to keep things simple without monkeying around with the rules.
For example, GURPS offers a way to completely customize your characters armor. But instead of including this in the basic set they included full suits of armor that add up to the same bonuses and are the same thing as what is in the main rulebook. All other values are the same, just there aren't as many of them.
I like what Rambling Scribe says in regards to a Basic Pathfinder. Just limit it to the first five levels. I'd also say that it should be limited to Fighter, Rogue, Wizard, and Cleric just like the other sets. Take out Attacks of Opportunity and pare down the feat selection to only what is useful during the first 5 levels. Offer some pre-generated characters using these rules to give people an idea of what it all should look like and send them into Burnt Offerings.
This way nothing major needs to be changed. When a group reaches 5th level they can decide to either start over again, keep going as they are, or buy the full Pathfinder Book. Everything they already have is still valid, the only thing they have to do is add in Attacks of Opportunity, or anything else that is taken out. That way its' more of a smooth graduation instead of a confusing re-working of the character sheet.

Duncan & Dragons |

Are you guys serious? Paizo has too much stuff on their plate. The truth is 4e is an intro to D&D. If you want to move up to Pathfinder, play a PfRPG fighter. Admittedly, that does not help a brand new DM much. If PFRPG has time to spend, making PfRPG forward compatible from 4e should be the objective.
EDIT: OK, maybe a 5 level intro book that the fans create.

Baquies |

I did something similar with 3rd ed, I had almost a complete group turnover resulting in mostly new players. What I did was start a new campaign that I knew was only going to last until level 5 at the most. I then parsed the classes down to Fighter, Ranger, Cleric, Monk, Sorcerer, and Rogue.
I then just pre-assigned all the choices as set class abilities, feats skills etc. Racial abilities were parsed down too.
The basic idea was (oddly enough going against the actual idea of PFRGP) to not give the brand new players choices, instead have them focus on learning the mechanics presented to them.
They were quick learners and we moved onto the full rules by 4th level, some people kept their basic characters with minor tweaks and one made a whole new character, Druid.
I could see something like that working, the Quick Start rules they made for Alternity way back when got me into that system.

Dennis da Ogre formerly 0gre |

Are you guys serious? Paizo has too much stuff on their plate. The truth is 4e is an intro to D&D. If you want to move up to Pathfinder, play a PfRPG fighter. Admittedly, that does not help a brand new DM much. If PFRPG has time to spend, making PfRPG forward compatible from 4e should be the objective.
EDIT: OK, maybe a 5 level intro book that the fans create.
I agree, Paizo has their hands full if you figure PfRPG hardback in August '09, maybe Monster Manual in '10... I love the idea but wouldn't drop it in their lap. This would be a great project though.

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One thought. A “freemium” business model would go really well with Pathfinder Basic and help to overcome challenges with distribution and the cost of acquiring new players.
http://en.wikipedia.org/wiki/Freemium_business_model
1) Make Pathfinder Basic available on the Internet to anyone who wants it for FREE in pdf form. Allow for FREE character generation software. Build a microsite that streamlines the entire roleplaying experience from cradle to grave for a new roleplayer: everything from what the heck is roleplaying to graduating to more advanced forms of roleplaying. Potential features: 1) email Pathfinder Basic to a friend, 2) system for announcing events similar to meetup, 3) system for inviting people to events, 3) registry of events that any web visitor can search, etc. While to many experienced gamers they may know where to find this, for new gamers it may be a much more difficult hurdle and consolidating it in one spot makes sense.
2) Also have “youtube” DM training videos covering both the basics of how to run a game, as well as getting some of the best DMs around to cover asthetics to really bring a game to life. Give away a couple of the best introductory modules that have been thoroughly playtested to see how they appeal to new players. Heck if people really like "Burnt Offerings" during Pathfinder Basic, chances are they could become a new subscriber.
3) Leverage the power of crowdsourcing. Instead of building it themselves, see if the online community can build it for them with some degree of supervision.

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Ok, I'm going to throw this out here. If I put together a Wiki or a Blog would anyone be interesting in plonking around with this and maybe playtesting it?
I'm obviously very interested, but would want to get the official "thumbs up" from someone at Paizo. I wouldn't want to overstep my bounds, because there could be very good reasons for not doing this.
Team Paizo, would you guys be okay with us taking a crack at this?

Dennis da Ogre |

Well the Pathfinder rules are OGL which is a way of giving everyone permission to use them. We can't use their artwork or any of the Golorian stuff though. Even if the Pathfinder stuff is not free we can still do this using the SRD as the base instead.
So I propose "Redbox RPG -- Getting back to Basics"

R_Chance |

I don't know how succesful basic versions of D&D have been. It's a complex game. You can't tell that 4E is "simpler" (personally I think it's just different / non-compatible) by the length of the books can you? Even the "Basic D&D" / Rules Cyclopedia version was not exactly simple... you can artificially limit it by level (as was mentioned above) to create a shorter product, but essentially you're selling an incomplete product. Not IMO a good thing, even though you could argue that all RPGs are "incomplete" -- which is why supplements are popular. Giving away a "light" version of the final rules as a PDF might not be a bad idea although I think that's a decision that Paizo needs to make...

Dennis da Ogre |

Well the idea I had in mind was releasing a classes that had fewer options, preselected feats, eliminate iterative attacks, limit spell selection, one page class descriptions, etc
As for whether it is Paizo's decision or not, if it were a Paizo branded product then yes. But making a modified version of the rules is simple because they are all OGL:
We leave for Origins on Tuesday so there may not be enough time to cook it up for a few more days, but we're making a "Pathfinder RPG Enabled" logo and drafting a couple short paragraphs of legal text that you have to include in order to use it. It'll say something about Paizo not being responsible for the content, that the logo is our trademark, etc.
Anyone will be able to use that logo. Of course, anyone can use our rules as they are already open under the OGL.
You don't need to ask permission because they have already granted it.

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Pathfinder RPG: the Red Box!
Honestly I would make it lvls 1-5
a blue box 6-10
and a black box 11-20
perfect for the younger crowd in junior high wanting to play but unable to deal with a HUGE book.
It would open up a new market for Paizo, and support with a few adventures. Nothing major. Just a nice marketing plan for the next generation of gamer.

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Well the idea I had in mind was releasing a classes that had fewer options, preselected feats, eliminate iterative attacks, limit spell selection, one page class descriptions, etc.
I was thinking that it would be the four basic classes (Cleric, Fighter, Rogue, Wizard). I don't like preselected feats, but definately cutting down the number of choices. The spell lists would have to pared down also. If you limit the Basic set to levels 1-5, you don't have to worry about iterative attacks (of the FRA action either). You can also eliminate things like grappling, sundering, bull rushing, and overrunning from the basic rules. Limit the races to Dwarf, Elf, Human, and Halfling. Include a monster booklet that has Goblins, Kobolds, Orcs, and some of the simpler monsters with maybe one color of young adult dragon (like red). In the player booklet, it would be very helpful to have a detailed section on how to read a stat block and a comprehensive glossary of terms. Include a character booklet that has sample character sheets of each class (Kyra, Valeros, Merisiel, and Ezren). Finally, include a short, single character, "choose your own path" type adventure you can run straight out of the box. Also, maybe include a simple DM booklet with a short dungeon crawl to run your friends through (ala Hollow's Last Hope, but geared for someone who's never DM'ed before).
-Skeld
EDIT: Krome and I are, like, right there!

Baquies |

Well there are a couple of things that need to be figured out. Is this going to be a product, a freebie, or a promo (meaning a product sold cheaply enough it may as well be a freebie.
If it is a freebie or a promo, then the whole "selling an incomplete product" thing is less of an issue.
Again I have in mind something like the quick start rules they made for Alternity, or something akin to the player's guides they have put out.
If you limit it to levels 1-5 you can bypass a lot of the complicated issues. Plus, after 5 levels of play you should understand the premise and rules enough to move onto the real thing.
Again I had luck with somehting like this with 3rd, DnD with training wheels.
But if it is a product, you have much more overhead in getting somehting like this to work.

Dennis da Ogre |

I was thinking a PDF or series of PDFs. First one for each class that included the core class, plus spells if applicable, this way a player could have all the rules that apply to his class in hand. Then once the classes are fleshed out a set of simplified rules for combat, equipment, armor, and weapon lists.

jdh417 |
I've seen a couple of other threads on this topic, but this one is certainly the best developed. I think the idea of a simpler game speaks to a lot people for several reasons.
To our Paizoian masters, please keep this idea in the back of your mind while you are completing the Pathfinder game. Depending on the results of the release, consider expanding the base of the game beyond the 3.5 refugees. Perhaps a Basic rules set for next year's Free RPG Day? Or announcing at next year's Gen Con some alternative rules sets, such as a Basic version or versions that incorporate some of the funkier ideas from various Indy RPG's. Don't sweat backward compatibility with these. Just put in a short appendix guideling stats to convert and rules to drop or change for those wanting to use published 3.5/Pathfinder adventures.

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Dennis da Ogre wrote:Well the idea I had in mind was releasing a classes that had fewer options, preselected feats, eliminate iterative attacks, limit spell selection, one page class descriptions, etc.I was thinking that it would be the four basic classes (Cleric, Fighter, Rogue, Wizard). I don't like preselected feats, but definately cutting down the number of choices. The spell lists would have to pared down also. If you limit the Basic set to levels 1-5, you don't have to worry about iterative attacks (of the FRA action either). You can also eliminate things like grappling, sundering, bull rushing, and overrunning from the basic rules. Limit the races to Dwarf, Elf, Human, and Halfling. Include a monster booklet that has Goblins, Kobolds, Orcs, and some of the simpler monsters with maybe one color of young adult dragon (like red). In the player booklet, it would be very helpful to have a detailed section on how to read a stat block and a comprehensive glossary of terms. Include a character booklet that has sample character sheets of each class (Kyra, Valeros, Merisiel, and Ezren). Finally, include a short, single character, "choose your own path" type adventure you can run straight out of the box. Also, maybe include a simple DM booklet with a short dungeon crawl to run your friends through (ala Hollow's Last Hope, but geared for someone who's never DM'ed before).
-Skeld
EDIT: Krome and I are, like, right there!
you gotta have gnomes. 4E killed the gnomes so we have to have gnomes in everything :)

Dennis da Ogre |

Ok, so how about default feats that players can swap out?
From my experience beginning players find it easier to play a sorcerer than a wizard so I was planning on using the sorcerer for the arcane class. I was thinking of doing a spontaneous cleric but now I'm not so sure I want to build a class so far removed from core.
I like the idea of Red Box and Blue Box but I think once you get past that point the characters are so complex you might as well just have a transition document for converting characters into full on PfRPG Characters.

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you gotta have gnomes. 4E killed the gnomes so we have to have gnomes in everything :)
That works. Halflings or Gnomes. I said Halflings because of LotR's popularity. Really, you just need a race to showcase "small" adventurers.
Just like the old D&D basic set, you could easily expand Pathfinder Basic beyond the "Red Box."
- Hero Set would include levels 6-10; "new" races (Gnome or Halfling, Half-elf, & Half-Orc); "new" classes (Bard, Druid, Paladin, & Sorcerer); more feats, skills, spells, & monsters; some expanded rules for combat; and a new level 6-sh adventure (ala D1.5).
- Expert Set would be levels 11-15; "new" classes (Barbarian, Monk, Ranger, and Specialist Wizards); new feats, skills, spells, & monster; more actions and combat options; and the obligatory short adventure.
- Master Set includes level 16-20, plus all the other new stuff.
- Altenatively, you coupld cap the basic rules at level 15 and just include something saying that if you've mastered Pathfinder Basic, it's time to move to PFRPG.
I'm sure we could argue for days about which classes really go with what set and how to create "basic" rules for something like wildshape. That's probably for smarter folks than I to puzzle out.
-Skeld

Dennis da Ogre |

4e did not kill gnomes. They're right in there in the MM and on page 277 you get the stat blocks to make a gnome character. :)
Except if you are going with the idea that the Players Handbook is for Player options and the other 2 books are DM references then this breaks down. Oh you want a Gnome PC? Just buy this other book. You want a gnome druid then you need 3 books. You want a gnome druid with a full spell list? Then you need 4 books... etc. One of the big things I REALLY like about PfRPG is the fact that one book gets you all the rules. Sure monsters will come later and you can certainly play other races out of it but the base races are covered and complete.
I'm a monster Rawr!...
I'm thinking Human, Elf, Dwarf, short guy for Redbox.

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4e did not kill gnomes. They're right in there in the MM and on page 277 you get the stat blocks to make a gnome character. :)
no no no no... they are in the MM so you are supposed to KILL gnomes now :) Silly kids at WOTC get confused sometimes...
Sung to the tune of Kill the Rabbit
Kill the gnomies
kill the gnomies
kill the gnomies
hehehehehe I'm gnomie hunting hehehehehehe

jdh417 |
Other than to agree with the points already mentioned, to add my two cents for ideas for a Basic set.
Make sure the game can be played without miniatures. Not that it has to be, but that it is an equally valid option.
Keep the modifiers to a minimum. One modifier per roll would be optimal. No more than two.
Keep feats and skills limited, probably limiting them to being specific to only certain classes. (Yeah, Back to the Future, 1st Edition.) Drop a bunch of general skills and don't even worry about them.

Dennis da Ogre |

Ok, take 1, Redbox Fighter... needs work.
What do you guys think of just eliminating the Max Dex and Armor check penalty from the Redbox version entirely which would change the armor training.
Also, I'm having a bit of trouble with formatting in Google Docs. This will apparently be a temporary home.
Incidentally I would prefer to make changes by consensus that means we would all have to compromise on some stuff or it won't go forward.
So to start things in the spirit of compromise I suggest the Gnomeling, or maybe it should be the Halfgnome?
Ok... so less compromise and more humor ;)

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Since you guys are working on rules here is a straw man microsite that could support the rules...
RPG ORIENTATION
- Five minute video on what is roleplaying: The ability to invent the next chapter in your favorite movie
- Email RPG orientation video to a friend
- Benefits of roleplaying in general
- Advantages of roleplaying vs. online roleplaying: 1) more social, 2) more flexible, and 3) more creative
PLAYER SECTION: Pathfinder Basic Rule Orientation
- Free Pathfinder Basic Rules PDF
- Email Pathfinder Basic to a friend (requires registration)
- Video Tutorial of Pathfinder Basic
- Character generation tool
DM SECTION: Run a Pathfinder Basic Game
- Video training on the mechanics of roleplaying
- Video training on the asthetics of roleplaying by the masters
- Three free beginner level module PDFs
- Video to see the actual play sessions in each of the three modules
- Tips and tricks
- FAQ
EVENT MANAGEMENT SYSTEM
Organizer-Initiated
- Create a Pathfinder Basic event
- Trigger-based event orientation email
- Invitation system to invite people to events
Gamer-Initiated
- Search event registry by time and geography
- Register for an event
PLAYER/GROUP REGISTRY: searchable by location
TAKING THINGS TO THE NEXT LEVEL
- List of Resources
- Merchandising for regular Pathfinder products
- I support Pathfinder Basic web link: Build organic search traffic
- Text ad support is dumped back into PPC advertising for site
- Donate money to PPC efforts

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Odd, just saw a post today about a company trying to make a stripped down 3.5 ruleset. See thread. They even addressed Pathfinder in their FAQ
Q5: WHAT ABOUT PAIZO'S PATHFINDER?
Paizo's Pathfinder RPG is being designed to replace the void left by the original 3rd Edition rulebooks going out of print.Dream Machine Productions feels strongly that this is a void that needs to be filled, and we champion Paizo's efforts. In the fall of 2007, when it became apparent that 4th Edition was going to be radically divergent from the design traditions of 3rd Edition, we began exploring the idea of re-tasking Legends & Labyrinths as a replacement core rulebook to fill that void.
In March 2008, however, when Paizo announced their plans for Pathfinder, we scrapped those plans. We feel strongly that 3rd Edition gaming should continue to be supported, and we feel equally strongly that this can't be accomplished if our collective efforts are diluted through unnecessary competition.
However, Legends & Labyrinths was not originally designed to compete with the 3rd Edition core rulebooks, nor do we feel that it competes with Paizo's Pathfinder. Rather, Legends & Labyrinths complements those products and serves a unique niche in the market. Think of it as the red box Basic Set for 3rd Edition.

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Ok, take 1, Redbox Fighter... needs work.
Dennis,
My initial thought is that is there a way to simplify it even further. For instance, in terms of feats and the new player. Maybe letting them chose between 3 options for their initial fighter feat: weapon focus, power attack, and dodge (just throwing these out there). It gives introduces them to the concept of chosing between options without overwhelming and minimizes the amount of detail they have to sift through. A new player will not have the appreciation for a mass of options in the same way a seasoned player would. So to the extent any choice can be limited to a couple options. Beyond that the finalized character will need to be able to 1) make it through to beginning adventure and 2) introduce them to key concepts without throwing the book at them.
There is a good intro book on web usability called "Don't Make Me Think" which talks about designing a website so the user can accomplish their objectives with minimal friction. I think initial character design for a "basic" edition should be the same way. A new player should be able to put together a character without really having to think about it.

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I would buy this product. I think it is a matter of cost. If Paizo does do such a thing, I think we will be looking at a whole other animal entirely (as Paizo would graduate to another realm). It takes a lot of projects going here and there for something like this to break thru.
IF.....however....if.... Paizo decides to take up the mantle of introducing new gamers to the 3.5 system (which I do believe is their responsibility, at this point), I think they have a full cadre of products in which to do this right. They have metallic minis, excellent maps and quite a bit of clout in the adventure department. I don't believe they would have a problem other than the cost. They would also have the WotC basic sets to examine and make better. If anything, they could actually make a better basic set for 3.5. My son and I had great fun playing the WotC Basic Set, and I would guess that Paizo could do even better.
So, Basic Pathfinder is something that (I think) must be done. It is a badge of responsibility that one takes when passing on the torch. Paizo has 3.5 for themselves basically. Us forty-somethings want our kids to play and we want them to see through our eyes. Paizo is the company we want them to look to on the authority to D&D roleplaying.
This tool will assure a longterm future for Paizo.
Cheers,
Zux

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I learned first hand this last weekend why such a thing as a basic box is needed.
A few years ago I bought my nephew 3.5, since he liked games and he was so intrested in my own D&D games. He was 12 at the time. This last weekend I finally got to see him and his friends "play." He is now 15.
In essence they take and give all stats 18+ for starters. Then they roll some dice. Seemingly regardless of what the roll actually is, they hit and apply amazing damage, again regardless of the rolls. I have never seen their spells in any book. And the monsters just are kind of there and bear no resemblance to what is in the MM. They didn't even use a dungeon or a city or anything. Just sort of an arena fight at best.
When I asked about their version, they said they had no one to teach them (live in a different city from me), the book was too boring and complicated, so they made up their own rules.
I just about fell over! They are bright kids, but the book was too boring and complicated for twelve year olds (when they started). I tried to show them the rules and how to play, but they decided it was fun their way.
There is an obvious need for a book for younger kids to understand the game. A simpler presentation, limited abilities for low levels, and better instructions. Something easy enough for kids to read and hold their attention.
I thought it sad that these kids were probably going to be lost to real Role playing. And I have only myself to blame for not providing guidance. I wish I could have handed them a game tailored to their level.

Dennis da Ogre |

Made a few updates to the fighter. I'm trying to figure out how the best way to work feats is. I was trying to build the class so you don't have to refer to multiple sections when building a character. So rather than having Bonus Feats and normal feats I just said "Fighters gain 2 feats at first level and one for each additional level". That's much simpler but then it eliminates the whole concept of fighter bonus feats. I'm working on it. I'll see if I can get a wiki up or if someone wants edit privileges shoot me an email mtbogre axe gmail and I'll hook you up.
I'll see if I can get started on the Rogue or the Sorcerer this afternoon.
Updated: Rebox Fighter

Mark Rennick |

There's a lot of good thoughts here, but really, I've always thought it was the DM's job to teach new players the rules! You don't have to show them everything the first time you sit down, and most players are fine with learning a bit at a time! Paizo has enough on their plate already without teaching new players a soft core version of the game. Having one main sourcebook makes the job of selective teaching much easier, and players like the idea of only one book. The Rules Cyclopedia contained all the rules from the basic set (a very fun game if I do say so!), but it was not designed to be simple!

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I know I'd like to see this. It might just be nostalgia, but I don't think I'd have gotten into gaming if it wasn't for my pink box Moldvay/Cook Basic Set. All other intro sets I've seen since then were just a set of pregens and one or two adventures. This wouldn't have excited me very much. I would have played those two adventures, and the box would have ended up in the closet right on top of Monopoly, never to be played again. With the D&D Basic Set, I was able to make up my own characters and adventures, and knew more was available to me when I was ready for them (this broke down with the confusion between Expert and Advanced, but that's a different discussion). If I had tried to learn the full AD&D rules before I was ready, I would have been overwhelmed and given up.
A basic set with just some of the options would really help out Pathfinder a lot. 5 races, 5 classes, 5 levels, enough feats, spells and equipment to give options, a mini-adventure tutorial and one full size adventure. I wish I was twelve again, it makes me so excited!

synchretist23 |

If you do complete this, I will translate it to German.
For September i am indeed looking for an introductory system for use with players who probably never participated in roleplaying before. So far I had 4e in mind, but PF would suit me so much more ...
I think there should be an central editor/writer for this project. I have seen so many internet conversion projects fail because there was nobody to take charge.
If you need a free website, try pbwiki.com.

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If Paizo did this, I would buy it in a blink of an eye, as I have a 3 & 5 yr olds that I wish to introduce to roleplaying one day.
I have said that it is the one thing that would induce me to buying 4E, but this would trump that.....

Dennis da Ogre |

There's a lot of good thoughts here, but really, I've always thought it was the DM's job to teach new players the rules!
I agree but the rulebooks are quite complex and frankly much too big for a beginning player to grasp. A 20 page handout with the most basic rules would be an excellent way for younger or starting players to get into the game. Then once she gets a handle on that you can give her the full game and she can learn the more complex stuff.

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Okay, resurrecting this thread with a rough sketch. Keep in mind this is a first draft. Many things are missing, but I am trying to cover the "basics". As of now I am expecting the game to go from 1st to 10th level. Comments are welcome and appreciated!
Pathfinder Basic
1. Ability Scores
Each character receives the following 6 scores: 15, 14, 13, 12, 10, 8. These can be arranged between the following abilities in any order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Each ability grants a bonus on related checks. Subract 10 from the number, divide by 2, ignore any decimal places.
2. Races
Choose one from the following and gain the indicated benefits.
Dwarf: Add +2 to your Constitution, you can see in the dark, you can use axes, you are slow.
Elf: Add +2 to your Intelligence, you can see secret doors, you can use bows.
Half-Elf: Add +2 to your Wisdom, you can see secret doors.
Half-Orc: Add +2 to your Strength, you can see in the dark.
Halfling: Add +2 to your Dexterity, you gain +1 to your AC, you gain +1 on all attacks, you gain +1 on all saving throws, you are slow, you are Small.
Human: You gain +1 on all skill checks, you start with 1 extra Feat.
Gnome: You gain +2 to your Charisma, you gain +1 to your AC, you gain +1 on all attacks, you can cast distraction 1/day.
3. Classes
Choose one from the following. This is your class, once chosen it cannot be changed. When the DM says you gain a level you improve as noted in the class.
Barbarian:
Hit Points: 6+Constitution modifier
Saves: Fortitude (2+1/2 level rounded down), Reflex and Will (-1+1/2 level rounded up)
Skills: Add level+3 to Strength, add level to Dexterity and Wisdom.
Attack: Add level to all attacks.
Damage: You deal 7+Strength modifier + 1/2 Strength modifier damage.
AC: You gain +4 AC if you wear armor.
Fast Movement: If you are not slow, you are fast. If you are slow, you are no longer slow.
Rage: If you take damage you gain +2 on all attacks, +2 to Will saves, and -2 to AC.
Bard:
Hit Points: 4+Constitution modifier
Saves: Fortitude (-1+1/2 level rounded up) Reflex and Will (2+1/2 level rounded down)
Skills: Add level+3 to Charisma and Intelligence, add level to Dexterity and Wisdom.
Attack: Add 3/4 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain +4 AC if you wear armor.
Bardic Performance: Add +2 to attacks, saving throws, and skills of all allies.
Spells: Cast spells of 1/2 level (rounded down). Spellcasting ability is Charisma.
Cleric:
Hit Points: 4+Constitution modifier
Saves: Fortitude and Will (2+1/2 level rounded down), Reflex (-1+1/2 level rounded up)
Skills: Add level+3 to Intelligence, add level to Wisdom.
Attack: Add 3/4 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain +8 AC if you wear armor.
Channel Energy: Heal 3 hit points for all allies and you.
Spells: Cast spells of 1/2 level (rounded up). Spellcasting ability is Wisdom.
Druid:
Hit Points: 4+Constitution modifier
Saves: Fortitude and Will (2+1/2 level rounded down), Reflex (-1+1/2 level rounded up)
Skills: Add level+3 to Wisdom, add level to Strength and Intelligence.
Attack: Add 3/4 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain +2 AC if you wear armor.
Animal Companion: You have an animal that follows you. It fights as if it were you, but divide hit points, attacks, and skills by half. The animal cannot use weapons or armor.
Spells: Cast spells of 1/2 level (rounded up). Spellcasting ability is Wisdom.
Fighter:
Hit Points: 5+Constitution modifier
Saves: Fortitude (2+1/2 level rounded down), Reflex and Will (-1+1/2 level rounded up)
Skills: Add level+3 to Strength, add level to Dexterity.
Attack: Add level to all attacks.
Damage: You deal 7+Strength modifier + 1/2 Strength modifier damage. If you use a shield you gain 4+Strength modifier damage.
AC: You gain +8 AC if you wear armor. If you use a shield you gain another +2 AC.
Bonus Feats: You gain a feat at every level instead of every 3 levels.
Monk:
Hit Points: 4+Constitution modifier
Saves: Fortitude, Reflex, and Will (2+1/2 level rounded down)
Skills: Add level+3 to Strength and Dexterity, add level to Wisdom and Charisma.
Attack: Add 1/2 level to all attacks.
Damage: You deal 2+1/4 level (rounded down) + Strength modifier damage.
AC: You gain 1/4 your level to AC. You gain your Wisdom modifier to AC.
Fast Movement: If you are not slow, you are fast. If you are slow, you are no longer slow.
Flurry of Blows: You make 2 attacks every time you attack.
Evasion: You take no damage when you make a Reflex save.
Paladin:
Hit Points: 5+Constitution modifier
Saves: Fortitude (2+1/2 level rounded down), Reflex and Will (-1+1/2 level rounded up)
Skills: Add level+3 to Strength, add level to Wisdom and Charisma.
Attack: Add level to all attacks.
Damage: You deal 7+Strength modifier + 1/2 Strength modifier damage. If you use a shield you gain 4+Strength modifier damage.
AC: You gain +8 AC if you wear armor. If you use a shield you gain another +2 AC.
Detect Evil: You can tell if a creature, object, or place is evil.
Smite Evil: When you attack an evil creature you gain Charisma modifier on your attack and deal extra damage equal to your level.
Divine Grace: You add your Charisma modifier to all saving throws.
Ranger:
Hit Points: 5+Constitution modifier
Saves: Fortitude and Reflex (2+1/2 level rounded down), Will (-1+1/2 level rounded up)
Skills: Add level+3 to Strength and Dexterity, add level to Intelligence and Wisdom.
Attack: Add level to all attacks.
Damage: You deal 4+Strength modifier damage.
AC: You gain +4 AC if you wear armor.
You may select one of the following:
Combat Style: You can choose to make 2 attacks every time you attack. If you do, you take a -2 penalty on those attacks. You must have two weapons in hand or a ranged weapon to use this attack.
Track: You can follow creatures using Wisdom.
Rogue:
Hit Points: 4+Constitution modifier
Saves: Reflex (2+1/2 level rounded down), Fortitude and Will (-1+1/2 level rounded up)
Skills: Add level+3 to Strength, Dexterity, and Charisma, add level to Intelligence and Wisdom.
Attack: Add 3/4 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain +4 AC if you wear armor.
Sneak Attack: You deal +3 damage if you attack the same enemy an ally has attacked this round.
Trapfinding: You can disable traps with Dexterity.
Evasion: You take no damage when you make a Reflex save.
Sorcerer:
Hit Points: 3+Constitution modifier
Saves: Will (2+1/2 level rounded down), Fortitude and Reflex (-1+1/2 level rounded up)
Skills: Add level+3 to Charisma, add level to Intelligence.
Attack: Add 12 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain no AC if you wear armor.
Spells: Cast spells of 1/2 level (rounded down). You may cast level 1 spells at 1st level. Spellcasting ability is Charisma.
Wizard:
Hit Points: 3+Constitution modifier
Saves: Will (2+1/2 level rounded down), Fortitude and Reflex (-1+1/2 level rounded up)
Skills: Add level+3 to Charisma, add level to Intelligence.
Attack: Add 12 level to all attacks.
Damage: You deal 3+Strength modifier damage.
AC: You gain no AC if you wear armor.
Spells: Cast spells of 1/2 level (rounded up). Spellcasting ability is Intelligence.
Materials: You must pay 1 gold piece every time you cast a spell.
3. Skills
When attempting a skill, use an ability that applies to the skill, plus any bonuses from classes, feats, or spells. Skills require you to meet or exceed a DC depending on what the DM determines as the difficulty. DC 5 for simple tasks, DC 10 for common tasks, DC 15 for hard tasks, DC 20 for difficult tasks, DC 20+ for very difficult or impossible tasks. If you are using a skill on another creature they may oppose your skill roll with their own, choosing an ability as appropriate.
4. Feats
When a character gains a Feat they may add the following to their character permanently.
Augment Summoning: Creatures you summon gain +2 attack and +2 damage.
Deflect Arrows: You ignore one ranged weapon attack against you each round.
Dodge: +1 to AC. Stacking.
Improved Initiative: +4 to initiative.
Power Attack: You can take -1 attack for +1 damage with melee attacks, up to your level.
Rapid Shot: Make two attacks at -2 penalty on the attack roll, deal 3+Strength modifier damage with each attack. Must wield a ranged weapon to use this feat.
Save Focus: +2 on saving throws with one save type of your choice. Multiple.
Skill Focus: +3 to skill checks related to one ability score of your choice. Multiple.
Spell Focus: +1 to DC of all spells you cast. Stacking.
Spell Penetration: +2 to level checks to beat spell resistance. Stacking.
Toughness: Gain 3 hit points, and gain +1 hit point per level.
Two-Weapon Fighting: Make two attacks at -2 penalty on the attack roll, deal 3+Strength modifier damage with each attack. Must wield two melee weapons to use this feat.
Weapon Focus: +1 to all attacks. Stacking.
Weapon Specialization: +1 damage with weapons or spells. Stacking.
5. Spells
Spellcasters may cast a number of spells of each level per day equal to their ability score bonus.
When you cast a spell, you may choose to do the following:
Ability Enhancement: A creature gains +1 per spell level to one ability score of your choice.
Animate: You turn an object, plant, or dead body into a weapon. It attacks using your attack bonus and deals damage equal to your damage, with a bonus on attack and damage equal to the spell level.
Bane: All enemies take -1 on attacks per spell level. Will save negates.
Bless: All allies, including you, gain +1 attack per spell level.
Blur: Attacks have a 10% chance to miss you per spell level.
Break Enchantment: From one creature you remove one negative condition allowing a Will save, per spell level.
Breathing: You gain the ability to breathe normally in one type of environment (your choice) per spell level. Choose from: atmosphere, deadly gas, liquid, vacuum.
Charm: You make one creature per spell level your ally. Will negates.
Control: You make one creature your slave. Will negates.
Cure: You heal one ally 4 hit points per spell level. Cleric and druid only.
Curse: A creature takes a -1 penalty per spell level to one ability score of your choice. Will negates.
Darkness: You turn a lit area within your sight of you into a dark area.
Death: One creature takes 10 damage per spell level. Fortitude save for half damage.
Detect: You gain one benefit per spell level from the following: see secret doors, see evil creatures, see invisible creatures, see magic objects, speak all languages.
Dispel Magic: You remove one magic effect from up to one creature per spell level.
Elemental Group: All creatures standing next to each-other take 3 damage per spell level. Choose acid, cold, electricity, or fire. Reflex save for half damage.
Elemental Cone: All creatures in front of you take 2 damage per caster level. Choose acid, cold, electricity, or fire. Reflex save for half damage.
Elemental Ray: Attack with a ranged attack dealing 3 damage per spell level. Choose acid, cold, electricity, or fire. You may fire one ray each round for a number of rounds equal to the spell level.
Elemental Shield: Creatures that attack you in melee take 1d6 damage per spell level. Choose acid, cold, electricity, or fire.
Energy Resistance: You gain resistance to one type of energy equal to 12 points per spell level.
False Life: You gain 5+ spell level hit points.
Fear: One creature per spell level takes -2 penalty on all rolls. Will negates.
Find Traps: You can find and disable traps like a Rogue.
Fly: You can fly until you are affected by damage equal or greater to the spell level. If you take damage while flying you move to the ground without penalty.
Fog: Create a fog that grants concealment for all creatures within sight of you. All creatures are slow while in the fog. May choose to deal 3 damage per round. The fog lasts 1 round per spell level. Fortitude save for half damage.
Haste: One ally per level gains an extra attack per round.
Hold: One enemy cannot act for 1 round per spell level. Will negates, can attempt each round.
Inflict: Melee attack deals 4 damage per spell level. Cleric and druid only. Will save for half damage.
Invisibility: One creature is not visible. If they deal damage greater than 4 per spell level they become visible.
Knock: You open one lock or barrier per spell level without needing a skill check.
Light: You make an object into a light source, removing darkness in the area around you.
Mage Armor: You gain a +4 bonus to AC.
Magic Missile: You fire 1 missile per spell level, you can target any creature with each missile. Each missile deals 3 damage, no attack roll is required to deal damage.
Magic Weapon: One creature gains +1 attack and +1 damage per spell level.
Mind Spray: One creature per level is asleep. Will save changes to -1 on all rolls.
Nondetection: Detect spells do not reveal you, except for see invisibility.
Protection from Evil: One creature per spell level automatically succeeds on all Will saves made against evil creatures.
Rage: You cause one creature to gain the benefits and drawbacks of a Barbarian's rage.
Restoration: From one creature you remove one negative condition allowing a Fortitude save, per spell level.
Sanctuary: One enemy per spell level cannot attack you. If you make an attack roll or deal damage this spell ends. Will negates.
Shield: You gain a +4 bonus to AC and immunity to magic missile for one round per spell level.
Skillful: You gain +2 per spell level on skill checks with one ability score.
Slow: One enemy per level can only move or attack in a round, not both, and is slow. Will negates.
Spell Resistance: You gain spell resistance equal to caster level, plus 2 per spell level.
Stoneskin: You reduce all weapon damage by 2 points per spell level.
Storm: You create a storm that affects an area around you within sight. All creatures take a -2 penalty on ranged attacks. You can target one creature per round with electricity dealing 3 damage plus 1 per spell level. Reflex save for half damage. The storm lasts 1 round per spell level.
Summon: You call a non-humanoid creature with a number of hit dice equal to the spell level.
Telekineses: Per spell level, you can move one object you can see to any other place you can see this round.
Teleport: You can move 100 feet per spell level. You can take 1 creature per spell level after 1st.
Vampiric Touch: With a melee attack against one creature you deal 3 damage per spell level and heal the same amount of damage as hit points.

Mairkurion {tm} |

My two coppers: class is a good place to simplify. Fighter, Rogue, Sorcerer, Cleric--as Dennis said. This frees you up for more choices within limited classes. I might be tempted to go with the four classic races too (a la old D&D Basic box). The closer you made these (fewer) choices to their final form in PfRPG, the easier it would be transition after the basics of the game are mastered. A la, Basic D&D boxed sets 2000, 2004, 2006, and D&D for Dummies.

jreyst |

Okay, resurrecting this thread with a rough sketch. Keep in mind this is a first draft. Many things are missing, but I am trying to cover the "basics". As of now I am expecting the game to go from 1st to 10th level. Comments are welcome and appreciated!
By the way, this is a great idea. I have three kids and have thought for some time how there is a real need for a basic or *starter* edition of DnD (or now Pathfinder).
I was thinking of some derivative of the word "Scout" as the name or code name, ala Girl Scouts or Boy Scouts. Perhaps, "Pathfinder Scouts"?