Reading Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game: GameMastery Guide in one day


Pathfinder First Edition General Discussion


As the thread implies I am attempting to read these three books with understanding in one day. I am just wondering what my page/word per minute ratio should be to pull this off? Reason for doing this is I am running a game for some local kids on Saturday and I have only read the core before back when it was released and am rust on rules. Also am looking at developing my own game world and adventure.

Dark Archive

I think you need a longer day.

Unless you are plan to start some where in the arctic or antarctic circle


David Wickham wrote:

I think you need a longer day.

Unless you are plan to start some where in the arctic or antarctic circle

I could maybe get by with a 2 day read at most


Mageye wrote:

As the thread implies I am attempting to read these three books with understanding in one day. I am just wondering what my page/word per minute ratio should be to pull this off? Reason for doing this is I am running a game for some local kids on Saturday and I have only read the core before back when it was released and am rust on rules. Also am looking at developing my own game world and adventure.

I think if you are able to pull it off, an angel might get its wings.

Perhaps you don't need to read the bestiary cover to cover. I would look to the adventure and what creatures might be called for and look up their particular entries.

Scarab Sages

I'd say spend a lot of time going over the rules regarding;

Core Rulebook:
Skills
Combat
Feats
Magic Items
Class Abilities

Gamemastery Guide:
The section on keeping a game interesting

Bestiary:
As others have mentioned, look up the critters that appear in the adventure you're running, so you have an understanding of that as well.

I'd also suggest getting familiar with the rules regarding CR from the Core Rulebook and the section of the game mastery guide that relates to Rewards.

Will you be running an adventure module? If so, which one?


Good luck Mageye. I hope that you and your players have a wonderful time.

Dark Archive

My suggestions are the following

-Skim the GMG for anything that applies to you and your situation and leave the rest for a later date, right now you just want to try to get acquainted with the rules and the GMG is really quite low on actual rules. Maybe take a look at the pre-generated NPCs section in particular as well as the part on linear Vs non-linear plot lines.

-Read up on each class from the CRB, get to know what they can do and what they are likely to try in a game.

-Spend about 15-30 mins each on chapters 7, 8, 9, 13, and appendix 1 from the CRB. These are the sections that you are going to need the most out of everything.

-Don't bother looking over more than the cantrips/orisions, 1st level, and 2nd level spells of any spell list as for the first few games you should not be running into anything past that level.

-Spend 1-2 hours each on chapters 12 and 14. If you are going to be making your own world and adventure you will NEED to be intimately aware with.

-Browse the Bestiary when you are eating or otherwise engaged in something else, that thing is 90% stat blocks. The sections you will want to brush up on are the the Universal monster rules towards the end of the book and some of the low CR monsters you will want the party to face (Indexed on Page 318).

-Take the time to read the section on feats so you know what they do, and how they DO and are INTENDED to help players. If someone in your group wants to make a Fighter who focuses on combat maneuvers then it would be best not to throw too many monsters that can't be tripped or disarmed at the party, that is unless you want to frustrate players for wasted feat selection. This is something that I have seen tear groups apart more than once, where a player can end up unhappy with their PC if they are under-performing from where they thought they were supposed to be.

-Don't forget to sleep, eat, and bathe.

-More than anything else have fun and don't be afraid to come back here and ask the community for advice or clarification on something that is sticking you in a weird way.


I got good news won't have to do all the books in a single day there giving me another week one of the players wants to use the APG which my copy hasn't arrived yet supposed to be here by Monday so I will be adding that to my reading and to reply to the question it will be both my own world and adventure wish me luck most of the group will be new to Pathfinder and RPG's except for one the one that asked to use APG aka my brother. :)

Sovereign Court

Books in a week = Doable...

Creating a whole game world in a week? Ruh roh...

Granted, you can just focus on the area the campaign is going to start and build the rest later but, just in case, it might be a good time to see if you can borrow Doc Brown's Delorean.


Carbon D. Metric wrote:

My suggestions are the following

-Skim the GMG for anything that applies to you and your situation and leave the rest for a later date, right now you just want to try to get acquainted with the rules and the GMG is really quite low on actual rules. Maybe take a look at the pre-generated NPCs section in particular as well as the part on linear Vs non-linear plot lines.

-Read up on each class from the CRB, get to know what they can do and what they are likely to try in a game.

-Spend about 15-30 mins each on chapters 7, 8, 9, 13, and appendix 1 from the CRB. These are the sections that you are going to need the most out of everything.

-Don't bother looking over more than the cantrips/orisions, 1st level, and 2nd level spells of any spell list as for the first few games you should not be running into anything past that level.

-Spend 1-2 hours each on chapters 12 and 14. If you are going to be making your own world and adventure you will NEED to be intimately aware with.

-Browse the Bestiary when you are eating or otherwise engaged in something else, that thing is 90% stat blocks. The sections you will want to brush up on are the the Universal monster rules towards the end of the book and some of the low CR monsters you will want the party to face (Indexed on Page 318).

-Take the time to read the section on feats so you know what they do, and how they DO and are INTENDED to help players. If someone in your group wants to make a Fighter who focuses on combat maneuvers then it would be best not to throw too many monsters that can't be tripped or disarmed at the party, that is unless you want to frustrate players for wasted feat selection. This is something that I have seen tear groups apart more than once, where a player can end up unhappy with their PC if they are under-performing from where they thought they were supposed to be.

-Don't forget to sleep, eat, and bathe.

-More than anything else have fun and don't be afraid to come back here and ask the community for advice or clarification...

Thanks for the good advice.

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