|4 people marked this as a favorite.|
An Endzeitgeist.com review
This massive game clocks in at 606 pages, 1 page front cover, 1 page editorial, 1 page ToC, 7 pages of SRD, 8 pages of helpful index, 1 page back cover, leaving us with 585 pages of content, so let’s take a look!
So before we dive into what this book is, and what it isn’t, let’s recap: Pathfinder Playtest very much defined that Pathfinder Second Edition would feel like a radically different game in many ways; as you have probably noticed, Pathfinder Playtest left me hopeful, but also filled with quite a lot of trepidation, and to say that I was ecstatic would be simply false. I am currently in the process of analyzing Pathfinder’s Second Edition, and I can say two things for sure: 1) It is a better game than Pathfinder Playtest in many regards. 2) It is a very different game from Pathfinder’s first edition.
This stark difference between systems offers chances, but also means that the game focuses on something else in many ways. Enter Porphyra RPG.
Purple Duck Games’ Porphyra RPG, in many ways, behaves to Pathfinder’s first edition in a way that Pathfinder’s first edition acted in comparison to D&D 3.X – in presents a conservative refinement of the content of the system we’ve learned and loved for years. Much like Pathfinder’s first edition, it presents a series of changes, but as a whole, you can use the material for Pathfinder’s first edition without any issues in the context of a Porphyra RPG game. Somewhat like you can use e.g. OSRIC-material in a B/X-game. Sure, there will be some minor differences and aesthetics at play here, but where Pathfinder Second Edition opted for a new start, this instead represents a kind of progression for the game. As such, Porphyra RPG begins in a surprisingly smart and concise way – it briefly explains what an RPG is, and then presents rules conventions – it explains the core building blocks of its system, the minimum vocabulary, if you will, on one page – which also highlights several changes of the system. This page both serves as a recap for veterans and a helpful introduction for newbies – I like this, as it, among other things, explicitly explains the difference between caster and character level, for example. Similarly, descriptors are properly defined.
Ability penalties can never reduce a score below one; got that; things become more tight in the instance where the game explains saving throw defaults, spellcasting modifiers, etc. Similarly, halving/rounding up is covered; the game explains how its bonuses stack, and does something different here: Untyped modifiers and modifiers with different names add together – they stack. If you have two modifiers of the same name, only the greater of the two is used. This is particularly important for e.g. dodge bonuses and how builds based on them for defense are used. A second and pretty important difference would be the caster check – this is a d20 + caster level + spellcasting ability modifier. These are used BOTH as spell attack rolls, AND to bypass SR – in short, they have streamlined this process. Much like CMB/CMD, this is an aspect that will have to grow, and it is one where backwards compatibility with PF1 might present some rough spots: Touch AC does not exist anymore per se, which means that a full casters behave like a full BAB class when attacking with spells, making such options, balanced for use with ¾ BAB or ½ BAB-classes, something that requires oversight. So yeah, we have a pretty significant component that has changed here.
After these basics, we are talked through the process of making a character – traits have now been hard-coded into the basic character creation framework, but do remain an optional step. Ability score modifiers, bonus spells per day by spell level, etc. – all listed. Each of the ability scores provides a summary of what the ability score influences and modifies. This, once more, makes “getting” the game pretty easy.
Now Porphyra has a pretty rich lore, and this book touch upon a few choice, relevant pieces of lore before the race section – this information is carefully curated, and once more, smart, as it provides a small baseline and context, without throwing an info-dump on the reader; neither does this lock you into Porphyra per se as a setting. (Though I do genuinely encourage you to take a look at the patchwork planet!) The races presented here would be the Anpur (jackal folk), the dragonblooded (think of mighty human-like beings with magical blood), dwarves, elves, orcs, half-humans (yes, you can be a half-gnome or half-dwarf), erkunae (Cult at this point!), eventual (those with inevitable bloodlines), orcam (orca-folk; purely aesthetic nitpick – their ability scores are listed as the abbreviations, like “+2 Str” instead of “+2 Strength”, like the others) and zendiqi (Porphyr’s xenophobic natives, sworn to the elemental lords). Balance-wise, I was positively surprised by this chapter, as its different races are not only chosen with an eye towards cool creatures, but also sport a great blending of the strange and familiar. The different races also check out regarding their respective power-levels, offering a nice, yet potent baseline.
The section also highlights a series of different changes of the game: Darkvision lets you see in darkness and low-light areas sans penalty – there is no more range. Low-light vision works as before. You can also see ability score abbreviations in brackets behind some abilities – if e.g. a racial ability nets you a spell-like ability, it might state “(Cha)” behind its name – this designates it as being based on Charisma. Not all abilities have such a tag – it shows up when a spellcasting ability modifier is relevant. This is an elegant solution, as far as I’m concerned. There is another pretty important component – with some few exceptions (probably oversights), spell-like abilities and spells in the rules text are no longer printed in italics. I get how this makes formatting easier for a small publisher like Purple Duck Games, but it’s the first choice I am genuinely not a huge fan of, as it renders the parsing of information slightly harder.
The game then proceeds to explain different classes – these are called “Heroic Classes”, and from Hit Dice to skills to tables, all the little bits are explained. Class ability saving throws are also defaulted – 10 +1/2 class level + the respective key ability modifier. The game presents two HUGE improvements, as far as I’m concerned. 1) Iterative attacks suck less. At BAB +6, you get a second attack at +1. At BAB +11, however, you get another attack at full BAB, and one at -5 (+11/+11/+6); at BAB +16, you get a second attack at -5. (+16/+16/+11/+11). This keeps the iterative attacks at high levels relevant. You do not gain iterative attacks if using a mixture of natural and manufactured weapons or unarmed strikes.
The second major factor that changed is tied to magic – first of all, there is no difference between divine and arcane magic. The separation is gone. Spell lists are based on descriptors. These are both permissive and prescriptive – that is, they lists specify the descriptors that you HAVE access to, but also those that you NEVER have access to. If a spell on a list has a descriptor called out, and another not called out, you have the spell; however, if your class specifies that you NEVER have access to a descriptor, you also don’t have access to any spells featuring that descriptor, regardless of how many other descriptors you get the spell might have. Once more, this is imho a pretty elegant solution, and one that lets you use descriptors to make classes feature distinct identities without constantly requiring the reassessment of different spells, expansion of spell lists, etc. Spells also are grouped in three classes – simple spells are widely known; complex spells can’t even be mimicked by nonspellcasters, and exotic spells are often unique, nigh unknown, personal or signature spells – once more allowing for nuanced world/magic-building. IN a way, this takes two smart strategies of Pathfinder Second Edition and Arcana Evolved for a nice combination. In case you were wondering: Concentration is handled by caster checks as well, and the explanation of different spell baselines also includes a clearly presented hierarchy of items affected by spells targeting . I love this.
But back to the heroic classes – we have arcane archer and eldritch knight, as well as stalwart defender and wizard. Rogue, slayer, fighter etc. are provided. Among the classics, we have the fighter gaining a Stamina pool, combat tricks, etc.; rogues get additional sneak attack benefits; the classes have been changed to represent the design-aesthetics of unchained classes, with a variety of valid choices. This also is represented by other classes – like clerics, whose gods now actually (THANKFULLY!) have their ethos and require compliance with them. Deity and faith influence proficiency, domains, etc. Champions also show up – think of these as alignment-less paladins; if you know Arcana Evolved, you’ll get the idea of being a champion of a people, of a person, etc. – I liked this one as well. The rather impressive Assassin of Porphyra class has also been brought to the fold here, differentiated by the rogue getting e.g. skill unlocks. And yes, a stalwart defender is included. A big plus would be the inclusion of starting packages to choose from. This quickens introduction of new characters and helps newer players.
After choosing traits (massive selection provided, with bonus types properly codified), we move on to character advancement – and a quick glance shows us that the XPs required have been shrunk: The advancement speeds and advancement by milestone are provided, but the numbers required have been condensed to be much lower. We’ll see how this works out in the long run.
The skill chapter is another section wherein some streamlining has taken place – Swim and Climb are both now parts of one skill, namely Athletics. Similarly, Bluff and Disguise are now the Deception skill (which makes sense to me!); breaking objects and damaging them is now handled with the Sap skill, and e.g. Scrutiny is a new complement to the Perception skill – it lets you explicitly determine phenomena, interpret haunts, recognize patterns, etc. – it is basically akin to what Investigation does in 5e, save that it is a defined in a tighter manner. Autohypnosis is also a core skill now, and no longer just for psionic characters – it btw. lets you 1/day heal some hit points!
Feats have been similarly streamlined, now featuring a unified save DC formula, if applicable; they also have another aspect – many feats gain new benefits once the character reaches certain BAB or saving throw values, skill ranks, or caster levels. Some also require certain minimum class levels in a given class., or certain minimum class features – Elemental Channel, for example, gets its upgrade at channel energy 5d6. This paradigm of scaling feats keeps e.g. bleeding critical relevant. Blind Fight, for example, now lets you ignore any miss chance from concealment below total concealment once you’ve reached 10 ranks in Perception. This particularly makes styles more accessible – as e.g. there is no more style feat chain – instead, styles unlock the subsequent abilities once the character reaches certain requirements. Endurance now allows for sleeping in heavy armor and provides a bigger bonus if you reach 6 HD; Dodge upgrades to +4 dodge bonus at 3 HD for the purpose of moving through threatened areas – essentially rolling Mobility into the feat. Feats like Iron Will later unlock a 1/day reroll – in short, the chapter takes many classics and fixes some of the traditionally underwhelming options and decreases the feat-tax required for some of the more interesting combat options. As a whole, scaling feats are an excellent idea, and one I wholeheartedly welcome. Feat-chains still exist, but I noticed no more whole series of feats required to excel at one particular thing – Improved XYZ maneuver feats now scale, making their choice still required to excel, but not just an unlock. There are many design-decisions here that I genuinely liked seeing.
The book also contains a massive equipment section, once more explaining basics in a smart manner – critical multipliers and threat ranges, weapon damage by size, weapon categories and special features – you get the idea. There are some crucial differences – you can spend skill points to gain proficiency in ONE type of shield or armor – the heavier the armor, the more skill points. This also holds true for weapons – you can get weapon proficiencies with skill points – simple ones cost 2, exotic ones 6, to give you a framework. The equipment section also includes a metric ton of items, poisons, clothing, etc. From food to mounts to transport, the book covers a wide array of options. Vital statistics and encumbrance, movement tables (including handy overland walk distance covered etc.) is included. The card-based chase rules are also included, and since Sap changes pretty drastically how objects may be broken, this also includes a pretty extensive section.
Tactical combat is explained in an easy to grasp manner, and how actions are used, the whole tactical combat thing – everything explained in a pretty concise and clever manner. There is a massive list of arcane traditions, as well as domains – as noted before deity disapproval is a thing, and this genuinely changes how clerics etc. feel – and I love it. It makes the faithful more rewarding to play AND it makes them feel like, you know, agents of a higher power. And yep, it takes some time to lose your abilities – it’s not just an annoying, discussion-causing instant loss, it requires some time and serious wrongdoings. Spell interaction is also explained in streamlined in simple ways – if two spells operate in the same area, the higher-level spell operates, the lower spell doesn’t – INCLUDING the targets affected. Small explanations and rules-interactions like this add more to the game than I genuinely expected them to. Similarly, descriptors are tightly-defined.
A huge chapter of spells can be found here, and the book also covers rules for spellblights. Crafting gets an overhaul as well – you get Craft Points every level, and may use them to craft and assist. I do not yet have sufficient experience with the system to make a final verdict on this aspect, but it does look promising. Wealth by level, stats for walls and doors, rules for getting lost, a nice array of both creative and classic hazards are included. Suffice to say, we also get rules for storms, weather, winds, cold dangers…and traps.
The trap-making engine deserves special mention: It is an elegant and concise table, with damage, poison levels, spell levels, atk, etc. all defined – the engine is elegant and mighty and allows for quick and painless trap creation for simple traps – for the traps that are basically invisible lines of damage, this engine is super helpful. While it doesn’t allow for the generation of complex traps, it does what PFRPG’s first edition understands as the standard trap exceedingly well. Kudos!
Magic items are defined, and note their DCs to identify them in the header – super helpful! The game provides a massive magic item chapter; this also includes magic item creation, obviously. The book also features rules and abbreviated stats for sample NPCs, and curses, diseases and poisons – all covered. The latter use btw. the unchained-like rules, with progression tracks. It should, however, be noted that there now is a poison damage type as well, coexisting with the track-system – which makes sense to me, and yep, one glance at the Dc lets you know the default poison damage caused. The massive tome ends with summaries of terms, negative energy, SR, etc. – all helpful and easy to parse.
The game comes with a character sheet, and a SUPER-BRIEF errata that currently contains one entry regarding a single capstone.
Editing and formatting are very good on a formal and rules-language level. Considering the vast density of the rules material herein, the book is exceedingly precise in its presentation of the subject matter. Layout adheres to a printer-friendly two-column standard with purple highlights, and the book features a lot of rather nice full-color artwork. The pdf version comes fully bookmarked for your convenience, making navigation pretty simple.
Mark Gedak’s background in the higher education teaching sector shows rather well in this book – in a way, the Porphyra RPG’s presentation always makes sense in an almost uncanny manner: The book feels, much more than other d20-based books, like it guides you through the process of playing, like the sequence of information presentation simply makes sense. This is a huge deal for a core book like this.
The changes made to Pathfinder 1st edition’s chassis also proved to be, for the most part, absolutely welcome – the streamlining of the magic system, its spell classes and descriptor focus – they make sense and I adore what this offers – it makes spells feel more magical, allows for the creation of casting traditions and the like, for limitations, if desired. Similarly, the changes to clerics are excellent and welcome. The scaling feats also are great and truly welcome – as is the notion of using skills to pay for proficiencies. There is a ton to love about the system. There are a couple of instances, where the game needs more context and time to allow me to properly judge facets – how crafting points pan out, how the whole caster check to attack pans out, etc. – particularly the latter is something that does not instill me with confidence. On a personal note, I really dislike spells and SPs not being in italics anymore – and surprisingly, those remain my most pronounced gripes with this tome.
In a way, Porphyra RPG is a bit like one of the OSR-systems that don’t just seek to replicate a given edition; it feels like a labor of love, like a love-letter to Pathfinder’s first edition, and I really adore this book for it. While there are things I love about Pathfinder’s Second Edition, there also are components that I already can say that just, by virtue of different systems, will behave in different ways and appeal to me in completely different ways.
The best explanation, perhaps, would be as follows: I really like old-school games. I also love games like D&D 5e,Starfinder, etc. I wouldn’t derive the same sort of enjoyment from these; I’d use them to tell different stories. This very notion, to me, seems to hold true for Pathfinder 1st edition and its 2nd edition – the systems feel as different to me as e.g. AD&D and 3.X did.
And this is where Porphyra RPG comes in – it takes the heritage of Pathfinder 1st edition and adds a whole array of improvements and changes to the game, much like how Pathfinder 1st edition did for 3.5 – only to an imho more efficient degree. Pathfinder’s first edition, to me, only grew a proper identity with the release of the APG. Same goes for e.g. how 13th Age only came into itself with 13 True Ways. Porphyra RPG, on the other hand already feels like a very distinct streamlined take of PFRPG’s 1st edition, one with a distinct identity.
In many ways, I consider this to be a great game to own, and one I wish to see prosper – not only because of the money I have invested in Pathfinder’s first edition, but because I do believe that, regardless of how much I might like other systems, I will always enjoy Pathfinder’s first edition – and if I can have it with a lot of tweaks, heck, that’s a good thing. The sheer complexity of combat and build options available can make for seriously outstanding combat “puzzles”, if you will – in ways that a system with a more tightly-wound math can’t account for. Porphyra RPG revises without invalidating – and its changes and their extent, mirror in many ways how Pathfinder and D&D 3.5 used to operate. The changes in Porphyra RPG’s rules tend to affect the rules in an overall positive manner, while still allowing for the use of older components with a bit of quick hacking. In a way, this almost feels like a love-letter hack of d20-based games – the continuation for people who didn’t want a hard break.
If you’re fed up with the old Pathfinder, then this won’t blow your mind; if, however, you had hoped for a PF 1.75 at one point, for something akin to what Pathfinder’s first edition was for D&D 3.5, then this delivers, in spades. And considering that this was the work of such a small team, it is a genuinely impressive achievement. Speaking of team: Beyond Mark Gedak, Derek Blakely, Carl Cramér, Keith J. Davies, Perry Fehr, Kent Little and Patrick Kossmann have provided designs to this book, with the Purple Duck Games-patreon supporters credited also for their help; as such, I’ll mention these valiant souls as well: Derek Blakely, Raphael Bressel, Carl Cramér, Nicolas Desjardins, John Gardner, Brett Glass, Von Krieger, Gregory Lusak, Cecil Maye, Andre Roy, Justin P. Sluder, Mike Welham. Oh, and guess what? All herein is open game content. That’s impressive generosity, and while not new for Purple Duck Games, it still impresses me for a book of this size. Oh, and there is an evolving rules-wiki!
How to rate this? Well, if the above appealed to you, then consider this to be an explicit recommendation. My direct comparisons for this book would be PFRPG 1st edition’s core rules and 13th Age, as both are +.75-versions of previous games. Both of these books, divorced from the expansions that would help them come into their own, are 4-star books for me. And in a way, Porphyra RPG fares better in many regards. Yes, there are a precious few instances like caster checks to attack, which frankly worry me, as I can’t see their math working out, but I can’t yet fully judge how this will develop in the future. That being said, the vast majority of the changes are pretty significant and straight improvements, as far as I’m concerned. And yes, I freely admit to loving this game, not in spite of its inheritance, but because of it. So yeah. If you can manage to take a neutral look at Pathfinder’s first edition, you should probably consider this to be a 4-star game as well; however, if you enjoy the game, but want some evolution of what you already love, then this delivers in spades. As such, my final verdict will clock in at 4.5 stars, and I’ll round up. Finally, this also gets my seal of approval – because I genuinely adore many of the decisions made herein. Here’s to the future for both this game and Pathfinder Second Edition – two distinct playstyles I both enjoy for different reasons.
Looks like mostly win with a few things I'd just houserule away. Question is, is it worth switching to versus just applying houserules to Pathfinder RPG?
This is really the key question. There is a resource expenditure issue: switch over, or simply steal great stuff and add to a PF1 game?
Thanks for the review. unfortunately, admittedly your review left me with mixed feelings.
While the changes to feats, and using skill points to buy proficiencies sounds great. I'm genuinely intrigued by the idea. The changes to BAB, the reduced skill list (a pet peeve of mine), and much of the book being based after pathfinder unchained (A paizo product I didn't like), seems unnecessary. While other changes like to the spell casting system are kinda a mixed bag. Well my feelings are now just mixed. I was hoping for something slightly closer to pathfinder 1st edition.
I also feel like the new races, while interesting ideas, feels to setting specific. And, when I checked out a earlier preview some classes, specifically the druid, where missing. Not sure if it made it into the finally product or is now just a cleric variant.
Don't know still might be worth a pdf download if just to support the company, and steal some ideas.
Not sure if it made it into the finally product or is now just a cleric variant.
Classes are: Arcane Archer (like the prestige class, but full 20), Assassin (ditto), Champion (can't describe simply, but not just a paladin), Cleric, Eldritch Knight (another prestige > full class, not a magus), Fighter, Rogue, Slayer, Stalwart Defender (that dwarven prestige class), and Wizard.
Personally, as much as I wanted the race and class line-up shaken, I don't enjoy the choices. I lucked out, since apparently downloaded the thing as a playtest got me the final document for free, but if I had to go "Yea/Nay" I'd say save your money and write up your own version.
|David knott 242|
Are half-humans really supposed to be as generic as Endzeitgeist's review indicates? A few versions ago, "half-human" was just the Porphyra RPG's name for half-orcs. Did that change in a later version?