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Review of Pathfinder Beta


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Pathfinder is a direct descendant of D&D v3.5 and ensures backwards-compatibility with that system, making use of the Open Gaming License which D&D 3.x and the d20 supplements were published under. The Beta version of the Pathfinder RPG received the gold ENnie award for "best free product or web enhancement" in 2008; it is a near-complete game system, albeit still rough at the edges, offered freely and with what is the largest open playtest known. In their initial announcement, the design goals were pretty much motherhood statements; compatibility with the 3.5 ruleset, more options, and game improvements. The lead designer Jason Bulham, doesn't exactly have an extensive list of design credits to his name (although managing editor of Dragon magazine does stand out), and Monte Cook is listed as the design consultant.

Whilst freely available for download from Paizo (http://paizo.com/), a print version is also available: It's big, some 406 pages, or 410 in the PDF version. It's heavy with the pages on gloss paper and full colour artl, sans serif font, two column throughout. There's a table of contents for the 17 chapter headings , no index to speak of, although there is an extensive glossary with excellent "spot rules". The layout is clean, the artwork of acceptable to good quality, and the writing is also clear, somewhat unexpected for an pre-edition of the game. Scattered throughout the text is a number of "Designer's Notes", providing explanation for particular feature and especially those that are different to the 3.5 rules.

Character generation is random or point-buy with the classic six stats which roll off the tongue of every D&D gamer; Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. There is a +/- 1 modifier for every two points above the 10-11 range and bonus spells for high scores. The classic seven races are available (Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf) which come with a clear explanation of their various racial abilities and with greater balance between the races, although the +2 Wisdom bonus for Half-Orcs strikes as an oddity. Alignment is still along the Lawful - Neutral - Chaotic and Good - Neutral - Evil dimensions. Favoured classes give +1 hit point or +1 skill point per level instead of the confusing XP/multiclass modifications. Three rates of experience point advancement are offered (slow, medium, fast) depending on the play-groups style.

The available character classes are a familiar Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer and Wizard. There are significant changes here as a key design imperative was to provide more options for each character class. Most characters receive special benefits in most levels now; there has been a concerted effort to reduce the number of "dead levels" where characters are biding time for the next bonus. Barbarians now get "rage points" rather than a number of rage's per day. The bard has a slightly improved hit die (yes, hit points per level are still random), Clerics now have 0-level at-will Orisons and gain extra domain powers with level advances whereas Druids gain a 'Nature Bond', which gives them access to one of more elemental Cleric domains. The Fighter remains a character class of simplicity and effectiveness. The major changes from D&D v3.5 is that they now also have a bonus to fear checks, armour and weapon usage. The Monk has been toned down a notch, but now also receives a Ki power pool beginning at fourth level for extraordinary feats. The Paladin receives a range of aura abilities which suit the idea of a charismatic leader. Rangers now have a favoured terrain (DragonQuest players would have a slight chuckle at this "discovery" - they had it in 1980). The Rogue goes up a notch in hit points to d8, a far cry from the days of d4 for Thieves, and receive an additional range of "Rogue Talents" and less restrictions on their Sneak attack. The Sorcerer too gains a notch on hit points, to d6, and now has bloodlines which provide a package of powers, spells and feats. Finally, the wizard too gains hit points, also to d6, and gains an Arcane Bond with an object or animal and has School Powers, a optional area of specialisation.

Skill and skill resolution has been simplified somewhat. The enormous multiplier at first level has gone, meaning that character generation is a somewhat quicker. Classes gain a number of skill points per level from 2 (Cleric) to 8 (Rogue) plus INT modifier. Class skills now simply provide a +3 bonus to the normal ability check system which is still 1d20+ skill rank bonus + ability bonus. The highest possible rank bonus is equal to the total hit dice. There has been some simplification to the number of skills (e.g., Balance, Jumping and Tumbling have all been rolled into Acrobatics; Listen, Spot, Search into Perception; Hide and Move Silently into Stealth; Decipher Script, Forgery, Speak Languages into Linguistics) which is welcome. There is a total of thirty six basic skills listed, and they are still differentiated between those which can be conducted untrained and those which cannot, some still have an armour check penalty, some of which you can "try again" and there is good detail on what constitutes target numbers for Difficulty Checks. There is no longer any option for "Taking 10" or "Taking 20", both of which should probably be re-introduced. There is a hefty list of Feats, taking up three pages (a fifty percent increase from D&D 3.5) which can be broken up as General Feats, Combat Feats, Item Creation Feats and Metamagic Feats. As per the previous edition, most of have certain prerequisites, either minimum ability scores, other Feats, or caster levels. Magic items, it should be noted, no longer cost XP to create which spellcasters will welcome; a career as an alchemist is now plausible! Cleave has been fairly reduced in power, now requiring a full round action.

Equipment is similar to D&D 3.5 with a better and clearer explanation of size modifications; essentially a -2 penalty "to hit" for changes in size category and an equivalent modification in effort; the listed size categories are Tiny, Medium, and Large. Apart from that there a few obvious changes. Weapons still have a variable range for critical effect and different critical multipliers. Armour still provides a bonus to a character's armour class, comes with check penalties, maximum DEX bonuses (oddly, full plate is +1 and half-plate is +0) and a chance for arcane spell failure. Apart from that the offering is pretty much weapons, armour and adventuring gear. The following "Description" chapter however also provides detail on the effectiveness of various items of utility equipment, along with size modifiers.

Combat is generally the same; six second combat rounds, start with an Initiative roll, a DEX check, roll to hit on d20 plus bonuses, attempt to beat an opponents Armour Class, roll damage if successful, apply multiples if a critical is scored. Zero hit points equal unconsciousness, -10 or -CON (whichever is less) equals death. Saving throws are still based on Fortitude (CON), Reflex (DEX) and Will (Wisdom). A unified Combat Maneuver Bonus (base attack plus strength, plus special size modifier) is used for grapples, bull rush, overrun, trip and disarm attempts.

Magic is largely unchanged; a character selects a spells, concentrates using casting (making a check if injured or otherwise distracted), with the possibility of counterspells, notes concerning stacking (in general, no), and with magic defined by school (abjuration, conjuration, divination, evocation, illusion, necromancy, and transmutation) and with variable range, duration and verbal, somatic and material components. Major changes have been implemented to the Polymorph spell which was prone to variant interpretation and abuse. The spell has now been broken down into several other spells which are specific in their benefits. So no more Pun-Pun The Kobold, at least for the time being. Clerics can spontaneously cast cure or inflict spells in lieu of those already prepared, and Druids can do the same for Nature's Ally. Find The Path is undergoing substantial revisions, deemed to be too powerful for its level and suffering from "sucking the fun" out of the game. As per previous editions of the game, spell lists and descriptions make up a substantial portion of the rules; from page 171 to 290 of the 410 page PDF. Explained in the glossary, negative levels no longer require "unbuilding a character", rather it literally means gaining a negative level, a streamlined solution.

The final chapters refer to running the game and additional rules, and there is minimal differences here. The challenge rating system is slightly different to D&D 3.5, and there is more XP bonus for progressing the storyline rather than the martial defeat of opponents. To keep treasure in line, a recommended quantity of wealth per level is provided along with expected treasure for Challenge Rating. Extensive notes are provided for Monster design, although unlike a Monster Manual there are no actual creatures described in this publication. Environmental factors (i.e., dungeons, wilderness environs, urban areas) is also described in some detail, along with weather conditions, heat and cold effects, fire and drowing. A chapter of non-player character classes includes the Adept, Aristocrat, Commoner, Expert and Warrior. Again, like previous editions, the chapter on magic items takes up notable space, especially given the specifc descriptions provided and come in the usual flavours of weapons, armour, wands, staves and rods, potions, scrolls and various and many, many wondrous items.

Overall, Pathfinder is a solid, albeit cautious, production especially given that it has been in playtesting for nine months now, and the parent publication for five years. The changes that have been made to date are the most obvious rules that required fixing, which is not surprising that these crop up, given that d20/OGL is pretty rules-heavy system - they probably could be summarised on a few pages which does give pause for thought. Despite the fact the page count has been cut down from prior editions, there is still a need for a hefty red pen as the game does suffer somewhat from being wordy. I also hope they find a new name; "Pathfinder" is meaningless in the context of what the game is and what it is about. Even something a dry as 'OGL Fantasy 3.6' would be better. For what it is, and for its history, the designers can be quite pleased with their efforts so far.

Style: 1 + .6 (layout) + .6 (art) + .7 (coolness) + .7 (readability) + .7 (product) = 4.4

Substance: 1 + .6 (content) + .7 (text) + .7 (fun) + .7 (workmanship) + .7 (system) = 4.5

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Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)adaenJuly 11, 2009 [ 06:51 am ]
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Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)joenr76January 25, 2009 [ 04:12 am ]
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Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)Lev LafayetteJanuary 25, 2009 [ 02:49 am ]
Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)jeremywolf81January 25, 2009 [ 01:11 am ]
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Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)jeremywolf81January 24, 2009 [ 09:32 am ]
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Re: [RPG]: Pathfinder Beta, reviewed by Lev Lafayette (4/4)Lev LafayetteJanuary 22, 2009 [ 05:49 pm ]
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