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Pathfinder Roleplaying Game: Core Rulebook
 
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Pathfinder Roleplaying Game: Core Rulebook [Hardcover]

Jason Bulmahn
4.5 out of 5 stars  See all reviews (10 customer reviews)
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Pathfinder Roleplaying Game: Core Rulebook + Pathfinder Roleplaying Game: The Pathfinder Bestiary + Pathfinder Roleplaying Game: Advanced Player's Guide
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Product Description

Product Description

This complete, standalone, fantasy roleplaying game takes your fantasy campaigns to new heights of adventure! Backward-compatible with 3.5 fantasy rules but offering new solutions and options that place it firmly on the cutting edge, the Pathfinder RPG is the culmination of the largest open public playtest in RPG history. The Pathfinder Roleplaying Game Core Rulebook includes: revised rules for the classic seven fantasy RPG races; updated options for the 11 core classes; a streamlined skill system that makes things easier for players and GMs; a host of new and familiar feats, including innovative combat feats and item creation rules; new equipment; additional combat options; overhauled rules for domains, familiars, bonded items, specialty schools, and more; dozens of new and revised spells; updated rules for NPCs, including quick-generation rules; new rules for curses, diseases, and poisons; a completely overhauled experience system with options for slow, medium, and fast advancement; hundreds and hundreds of magic items... and much, much more!

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10 Reviews
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4.5 out of 5 stars (10 customer reviews)
 
 
 
 
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8 of 11 people found the following review helpful
4.0 out of 5 stars A much needed overhaul., April 9 2010
By 
I. G. Howe "Apolloin" (Calgary, Canada) - See all my reviews
(REAL NAME)   
This review is from: Pathfinder Roleplaying Game: Core Rulebook (Hardcover)
In summary, Pathfinder is the new revision of the old Dungeons & Dragons Third Edition system that essentially retcons the asinine Fourth Edition out of existence for those who can't stand where Wizards/Hasbro took the franchise in that version.

I usually view any 'reimagining' by ex-team members with a degree of dubiety, and so should you, but to understand why Pathfinder is such a good thing you really need to dig into the history of the D&D franchise. From it's humble beginnings in First Edition, D&D slowly evolved away from the 'you are in a ten foot by ten foot room, an orc guards a chest in the center of the room' school of roleplaying to become more complex and nuanced. In the eyes of many, however, second edition took a wrong turn at the corner of Matrix and Calculus, becoming baffling and needlessly arcane for the casual fan.

Third Edition removed several of the legacy systems, such as THACO, which had caused controversy and streamlined the system to work well with miniatures and mapboards and less higher math. Unfortunately some of the major pieces of Third Edition were unbalanced and broken, which caused a backlash similar to New Coke (albeit much smaller in scale). 3.5 made a gallant attempt to resolve these issues, but by this time the jury was largely out on the matter of Third Edition being broken and its market share suffered badly therefore - at the hands of more dynamic systems, such as the White Wolf series and also at the hands of the MMORPGs such as World of Warcraft which were becoming more popular.

At this point Wizards / Hasbro decided that the problem was TOO MUCH SYSTEM. Streamlining things even more, they also made the game virtually unplayable without miniatures. Borrowing concepts from computer based online games, they reduced the list of options available to the player in combat, but placed many of those powers on cooldowns so that once used they could be used later in a session. They also railroaded the DM's participation in the game by mandating the actions that monsters took - telling the GM which powers a monster would use in certain circumstances and even which player the monster would target.

Obviously there are many people who enjoy this sort of structure. It takes the weight off the DM, so as to speak. With preprepared adventures and detailed instructions on precisely how to run every encounter, the amount of prep a DM has to do for a session is reduced. There are, equally, many for whom this approach is anathema. Some people want to create characters who are individuals and who change considerably during their development - they want to avoid the kind of 'one true build' phenomenon that bedevils World of Warcraft. Many DM's prefer more lattitude in how they run their encounters and what their monsters actually do in a combat, rather than running them from an algorithm.

If you thought Third Edition was misguided but essentially well intentioned, then Pathfinder is perfect for you. Many reviews already extol the virtues of its design changes, the great need for detailed supporting material and a single campaign world, that is nonetheless full and varied. Pathfinder addresses the issues of low-level character survivability and evens out the power curve for wizards - the days of a single first level spell per day and then being reduced to poking things with a stick are over, but wizards no longer leave Fighters in the dust at high levels..

If you like 4th Ed but want to try something a bit more flexible you could also do worse than to go for Pathfinder!
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5 of 5 people found the following review helpful
5.0 out of 5 stars A fantastic game, very impressive book, Jan 21 2010
By 
Chris Papworth (British Columbia, Canada) - See all my reviews
This review is from: Pathfinder Roleplaying Game: Core Rulebook (Hardcover)
An absolutley huge book! While it is easily recognized as a version of D&D 3.5, it does represent a big improvement in key areas. Classes no longer have "dead" levels, lower level characters are more survivable, combat manuevers such as grapple no longer need a phd in math to figure out. Quality of the book is impressive, with high production values throughout. It can be a little intimidating for new players that have only played 4e, but man is it worth the effort! My group has switched over to Pathfinder, and even our newest players are so much more satisfied with what this book provides. This is what a tabletop RPG is suppose to be. Highly recommended, just don't throw out your back lugging this beast around!
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4 of 4 people found the following review helpful
5.0 out of 5 stars The next logical evolution of D&D, Aug 5 2010
This review is from: Pathfinder Roleplaying Game: Core Rulebook (Hardcover)
While WotC decided to take a giant step backwards and turn their flagship RPG into little more than a slightly more in-depth version of their miniatures game, the people at Paizo picked up the flag where WotC had discarded it and carried it on with a brand new CRB. Pathfinder RPG is to D&D 3.5 what D&D 3.5 was to 3e. The skill system is streamlined, but not dumbed-down, the core races and classes have been tweaked based on years and years of play experience, and you can still use your D&D 3.5 splatbooks with little to no conversion necessary.
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