Pathfinder: Core Rulebook
List Price: $49.99
Your Price: $39.99
(Worth 3,999 Funagain Points!)
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Enter a fantastic world of adventure!
The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!
This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
Weight: 1,877 grams
Language Requirements: This is a domestic item. The text of this item is printed in English.
- The Pathfinder Roleplaying Game Core Rulebook includes:
- All player and Game Master rules in a single volume
- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs
- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more
- Streamlined and updated rules for feats and skills that increase options for your hero
- A simple combat system with easy rules for grapples, bull rushes, and other special attacks
- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more
- Hundreds of revised, new, and updated spells and magical treasures
- Quick-generation guidelines for nonplayer characters
- Expanded rules for curses, diseases, and poisons
- A completely overhauled experience system with options for slow, medium, and fast advancement
- ...and much, much more!
Adventure Deck #6
Adventure Deck #5
Character Add-On Deck
34.5 x 48 inch, 2-sided w/ 1 inch squares / hexes
23.5 x 26 inch, 2-sided w/ 1 inch squares / hexes
Average Rating: 5 in 2 reviews
The only reason to keep any AD&D around is for resource material. Once you play third edtion you will never go back. It would take an hour to read this if I mentioned every new or improved thing in this edition so I will attempt to be brief.
This is the best thing for D&D since I started playing 20 years ago. It is easy to teach to new players and brings a new wonder to the veteran players as well.
All those friends of yours who bailed on AD&D will come back and play this one. I am bold enough to say this because in my circle of gamers it has held true. The mechanics are easy to grasp (roll a D20 add your modifiers and state the result.) The old character restrictions are gone. You want to play a dwarven wizard, sure. Halfling Paladin, by all means. Elven Barbarian, what are you waiting for? Even level limit restrictions have been abolished along with the racial ability score min/max rules.
On a DM's level the rulebook is easy learn, the game runs faster, and players are less likely to slow down game play with a rules question.
Long Live the King!
I belive my gaming history is necessary for context. From 1981 to 1993 I played in D&D/AD&D campaigns semi-regularly. First edition only, of course. However, in 1990 I was first exposed to other RPGs, like Champions, Shadowrun, and Rolemaster. And although I continued to play D&D for 3 more years, its flaws were becoming obvious to me. Then, in 1992 I started running an Amber game, and quickly came to the conclusion that 'roll'-playing was lame, and even if I was in the mood, there were much better games than D&D. Once Ebay hit, I sold off my D&D stuff (for an impressive return) and spent the $$$ on board games.
I've mostly stopped playing RPGs since 1996, but I still continue to buy them. I like reading the source books, and critiquing the mechanics. I also like making characters, even though I don't get to play them. The same is true of plotting adventures. I still spoke disdainfully of D&D though.
Then I read about D&D third edition, and I got interested. Then I read the PH, and I got excited. Tweet, et al, have done something I would have considered impossible. They've fixed AD&D. Almost everything that I consider 'essential' D&D (lots of cool spells, strongly differentiated classes, alignment, d4-d20, etc.) is still there, but now it all hangs together. The number of improvements they have made can't even be listed. Suffice it to say that Clerics can now take non-Cure spells without getting the party mad at them, the Thieves' 'backstab' is now easy to adjudicate, the Bard, Monk and Barbarian seem to be well balanced and interesting classes, multiclassing is sensible and easy, and everyone gets Feng Shui type 'feats' that allows characters (esp. Fighters) to differentiate themselves. I think I may make up a couple of competing 9th level parties just as a creative writing exercise.
Obviously, as I said above, this is still D&D. If you truly do hate D&D and all it stands for, you probably didn't even click on this page. Also, if you are looking for anything about the setting of the D&D world, or background on the Elvish race, or a description of why Magic works, well, it's not in here. You have 250+ pages of rules and spells. In small type. I found it refreshing myself.
Basically, if you ever thought D&D was cool, I think you'll enjoy this book. And if you are a younger gamer, I firmly belive that this is the best high-fantasy RPG on the market.