
Aldath |

Well guys, I'm new to Pathfinder. I TRIED to learn 3.5e, but it was way too complex to me; so here I am, challenging my mind and trying to get a hold on this game, since it REALLY seems to be marvelous.
I already know how to generate the basics on a character, such as defenses and attack calculations, class progress, etc... What makes my mind blown are EVERYTHING related to combat.... specially spells which seem over complicated to me.
Is there some kind of recommended order for me to study the rules? I want to have fun without becoming a rule checker... I've heard what made Pathfinder/3.5 so dull was the fact something as fancy as swinging a blade could lead to a half an hour discussion about rulings.
Some kind of study plan? :/

Undeterred |

The way that always works best for me is actually PLAYING. Sure, it might not all go fast or work exactly how its supposed to at first, but it inevitably comes together. Also, some mock battles with random monsters could help seeing as the monsters would require you to look up different spells and abilities. Of course, I'm almost always a GM when I play, so my view is a bit one sided.

JrK |

First thing is to get into your head that the whole thing isn't that complex or hard, there's just a lot of it. Everything basically boils down to 'd20 + X meets target number or not'.
I'd further recommend to read the combat chapter, and read it well. It isn't that much, but it is the only part of the book everyone needs to know.
Then, make sure you know every detail pertaining to your character. Class abilities, skills, spells and so on. Write stuff down on index cards so you can easily grab the ability you are going to use with all important rules right in front of you.
It is mostly a matter of attitude. If you go into this with a motivation of 'I hate reading' or 'Rules are for the weak' then you're not going to learn any of this, except maybe through practice.
If you have a hard time sifting through all the options, try sticking to a concept you had in mind when building a character. If you want to do a certain thing well (for example: be a good combat ranger), read one of the guides.

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The Beginner Box is a great deal. The rules are streamlined and explained. Start with it, and study the Core Rules in the downtime, or whenever you want to add a specific rule.

Rynjin |

Seconded for "learn it as you go along". Really all you need to know is
"d20 + BaB + Str (for melee) or Dex (for ranged) mod for attack bonus" and your weapon damage "dX + Str mod (1.5x Str mod for two handers)" and you're good. You learn the rest as you go along.
Best way to learn combat is to just roll up a big dumb Fighter with a Greatsword and go to town.

SuperSlayer |

-Read through the Pathfinder core-rulebook and take notes on things you need help with.
-Then go back and study the notes until you mastered what you have been having trouble learning.
-Consult the forums for any help you have regarding the game if you need to.
-With a little dedication and effort you should be playing this game in no time, it's not as hard to learn as you may think.

Morten Olsen |
Well that is a pretty big question.
I'm probally not the right person to answer that question, because I have been playing D&D since it came in that red boxed set (with dice and everything) and have been all the way through AD&D (1. and 2. ed) 3rd ed. 3.5 and Pathfinder as well as a lot of other RPGs. But here is my 0.05$
The best way to learn any RPG is to have a group teach you - never be afraid to ask. From experience I know of a lot of groups that have been happy to teach their skills to newcommers. But I guess that is not an option since you write here.
You say that you know some of the basics so some of this will be known to you.
The most important rule to remember:
#1. Roll a d20 and add something. If your roll is high enough you succeed.
Combat
Lets take the basics of combat - forget everything about suprise, grappling etc. JUST BASICS.
A combat is started by roling initiative (rule #1)
The combatant with highest initiative roll acts first and so on.
A combatant can make one of the following:
Full round action
Move and standard action
Two move actions
(you can also combine in free, immediate and swift actions - but lets forget those for now)
There is a list of different actions in the rules and if they provoke attack of oppotunity (AOO) (more on AOO later)
The most basic action to do in combat is attack. To do that you use rule #1 (adding attack bonuses vs. targets AC). For characters with less than +5 base attack bonus (BAB) these attacks is almost always standard actions - but if you want to make more attacks (two weapons, +6 BAB, etc) you must use a full action.
You can also cast a spell in combat.
In the spell description you find how long it takes to cast a given spell (standard most often). The effect of the spell is described in the spell description.
The fireball spell does 1d6 fire damage per caster level - reflex save for half damage. This means that a level 5 wizard does 5d6 damage with this spell to everything within 20' radius unless the targets make a save (rule #1)
AOO
Many actions provoke attack of oppotunity. This means that you do not defend properly when doing this action (casting spell, moving in certain ways, etc.).
If you make an action that provokes AOO and an enemy threatens you - that means he is holding a melee weapon and is within reach (5' for most human sized enemies) - he gets a free attack called an attack of oppotunity before you can make that action. This attack may disrupt your action (spellcasting) or just be annoying.
When all participants in the combat has had their turn, the combat round is over and a new round starts. The characters keep their initiative roll.
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That was the most basic of the basics. But like I said the best way to learn the game is to play it.
If you don't have anyone to try the rules with I suggest that you make two level 1 fighters (forget skills and names - just basic fighters) and let them fight a few combats against each other. In this way you get a feel for how combat works. Then you can slowly start to make tings more complicated - feats, movement, combat maneuvers, other classes, more combatants etc.

Mark Hoover |

1. research online for local games stores in your area that host games.
2. grab your keys and a sandwich
3. go to the store; along the way eat the sandwich since you probably can't have outside food or drink
4. sign on to a Pathfinder Society game
5. ...
6. profit
Another way to pull this off is to get into some online gaming. If all else fails roll up 4 characters, make up a dungeon, then run the characters through it.

Dustin Ashe |

I can't believe no one has mentioned the Strategy Guide yet. Well recommended if you're new to Pathfinder or tabletop RPGs in general. Though it's mostly a character-creation guide, it has a little of everything, including combat.
Also, you might be interested in the Rules Cards as study aids.