Newly Separated - Which Rulebooks to Buy?


Advice


Hi there,

Tragic tale, much simplified, my partner got most of the rpg collection in the divorce.

I'm rebuilding, because I've got a new group lined up already who're keen to play Pathfinder but who have minimal experience.

However. Last time I was looking at running Pathfinder it was still 1E.

These days, what're the most important books to grab?

Should I buy:
The Core Rulebook (no?)
The Gamemastery Guide (maybe?)
The GM Core (I think this is the newest one?)

Do I need Player Core? Or should I be looking at the Advanced Players Guide?

There's been a lot of changes to Pathfinder that I've kind of skimmed over (I'm more into Starfinder, personally), so I need to catch up without breaking the bank by just buying one of everything :D

Any help much appreciated!


Player Core 1 and 2 have the key remastered classes and archetypes and key stuff to play a game, like action descriptions and equipment. I'd go with those if you plan on being a player in a PF2E game.

GM Core has pretty important stuff for GMing, but probably not necessary if you think you will be a player not a GM. I'd say ditto for Monster Core.

If you are on a tight budget I would browse around Archive of Nethys and see where that fulfills your support needs. Then make your purchases based on where it doesn't scratch your itch. Like maybe you're good with the class support it gives so Player Core 1 doesn't make sense, but you want a more expansive world description so you instead use your money to buy Howl of the Wild or War of Immortals.

I would personally choose not to invest in 'pre-remaster' individual books at this point. NOT because I think they are poor options - many of them are great - but because Paizo regularly throws a bunch of them into Humble Bundles, which come around 2-3 times per year. So for the older books, you may find yourself able to get a whole ton of them (in pdf) for a cheap price, if you are willing to wait for the next bundle. The newer material is unlikely to show up in those bundles, so that's where I'd focus my individual book purchases. But, that's just me.


Regarding bundles, the last one on HB did include a couple of the remastered books (Player Core and GM Core), so that's starting to happen.

Regarding the Core Rulebook and Advanced Player's Guide books specifically, these are largely superceded by the Player Core books if you're playing using remastered rules.

If you wanted to *start* a campaign, I'd encourage starting with remastered rules first. There's various errata and guidelines around for mixing in legacy content as needed, such as if somebody wants to play a class from "Dark Archives" or "Secrets of Magic".


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The current "Core" is the Player Core 1 & 2, GM Core and Monster Core. Player Core 2 isn't essential, though, since it's just more options (As opposed to the first Player Core, which contains the rules for how to play, create characters, and the most fundamental spells and equipment).

Archives of Nethys is a wonderful resource and can supplement a lot, but it isn't the easiest way to read the rules in their totality. I think picking up Player Core and the GM Core is a good idea so you have something readable you can show players. The archivea can cover your monster needs for the most part. That leaves Player Core 2. It's a good resource with a lot of the iconic classes players familiar with dungeons and dragons and pathfinder will recognize, but it isn't essential.

The other purchase of note is the Beginner Box. It's a simplified ruleset and beginner adventure designed to teach players and GMs the game. It will eventually be set aside (It only goes to level 4, and that's with an expansion from Trouble in Otari), but it's a very good way to learn and teach the game.


Thanks heaps guys, you've all been hugely helpful :)

I will be running - at least to start - since I'm the only one who has any real experience with 2E at all (I've played the beginner box and really enjoyed it - nothing but compliments to the designers).

Based one what you've all said I should definitely start with the GM Core and probably the Monster Core (it's a small group so guides on scaling will probably be useful, for instance, and I firmly believe you can never have too many stat blocks).

Sounds like I'll get good use out of Player Core 1 as well and maybe 2 ... I don't know that I *need* it, but I do love gnolls.

I'm probably safe to hold off on buying PC2 til the next time I'm paid though :D

3 pdfs isn't a bad start, and I can build up physical copies and assorted extra materials as time goes on.

I appreciate all your advice on the topic, thank you :)

Liberty's Edge

If I were going to buy ONE book it would be Player Core 1. If I were to buy exactly two, the second would be Player Core 2. Behind that, it really depends (1) whether you’re going. To play or GM, and (2) what your specific interests are.

To echo earlier comments, if you’re starting now, concentrate on Remaster books first.

Liberty's Edge

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For building PCs quickly, the Pathbuilder2e app is free and awesome.


Largely what other said: Player Core is your most essential book, as it includes how to make a character and how most of the rules work, and its hard to learn to do this from the online rules (the actual book is laid out to help with it).

Player Core 2 by comparison is basically all options. Nice to have, but if you want to use a class/spell/etc from this book, it's on Archives of Nethys and in Pathbuilder and those are very budget friendly during a tough time.

GM Core/Monster Core are both useful for the GM but again, that stuff is on AoN if you really need it and can't afford the book.

If you plan to run an adventure path, I'd argue that is the #2 most important book after Player Core. It's giving you story/maps/NPCs/treasure/lore and will get you up and running pretty quickly. When it references monsters that aren't in its own book it tells you which ones they are and you can look up the stats on Archives of Nethys. You can run an entire adventure with nothing but the adventure book and Player Core if you need to.

The other rulebooks add more options which depending on which ones you want is nice, and the Lost Omens books add world lore and sometimes also options, which again is nice. None of it is required to get up and running, so feel free to add ones of interest as you see fit.

Core Ruleboook/Advanced Players Guide/Gamemastery Guide are the old versions and at this point I wouldn't get them over Player Core/Player Core 2/GM Core.


Rats-n-Rittens wrote:
Based one what you've all said I should definitely start with the GM Core and probably the Monster Core (it's a small group so guides on scaling will probably be useful, for instance, and I firmly believe you can never have too many stat blocks).

Gentle reminder that Archive of Nethys has ALL the monster stat blocks. For free. With lots of search filters you can use if you have a vague idea of what you want (e.g. "what does Paizo have that is level 3-5 with the fire trait"). I fully believe in supporting Paizo by recommending purchasing their content, however depending on how you run your games I would likely prioritize Player Core 1 over Monster Core, since PC1 has all the basic 'how to play' rules that your players may need to reference. This is especially the case if you plan on running Paizo Adventure Paths, because they will come with the relevant monster stat blocks "in the box."

I also give a thumbs up to Raven Black's suggestion that you try out the Pathbuilder app. It makes it super easy to build 90% of PCs. And if YOU know it, it makes it easy for you as the GM to walk a newbie player through character generation with practically no references to the books at all. That's what I did for my son, who was coming from D&D. No books, just pathbuilder + my guidance and he had a good starting character in about 20 minutes (Orc Wood/Fire Kineticist. He's loving it). The main caveat I'd make is that someone (you, probably, as GM) should familiarize yourself with the general and skill feats before you start, because those can be very long lists for players to sort through and it's probably good to prepare a 'short list' of feats they should consider to prevent analysis paralysis.
Pathbuilder can also export to Foundry, if you use that for your games.

Quote:
I appreciate all your advice on the topic, thank you :)

Happy gaming, and happy holidays!

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