Tuesday 4 January 2011

[G382.Ebook] PDF Download Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

PDF Download Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

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Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn



Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

PDF Download Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

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Pathfinder Roleplaying Game: Core Rulebook, by Jason Bulmahn

  • 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!

  • Sales Rank: #3977 in Books
  • Brand: Paizo Publishing
  • Model: 1110
  • Published on: 2009-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 1.30" w x 8.60" l, .44 pounds
  • Binding: Hardcover
  • 576 pages
Features
  • 576-page full-color hardcover
  • Pathfinder Roleplaying Game Core Rulebook

Most helpful customer reviews

14 of 14 people found the following review helpful.
A Necessity for a Pathfinder Player or GM.
By Ethan C. F.
As a player of D&D 3.5, I was somewhat hesitant in purchasing this book. My primary concerns were:

1) Is Pathfinder different enough from 3.5 to warrant switching systems? Are the differences enough to warrant this switch?
2) Is this going to teach me anything new? Will it give me something I didn't have before?

The answer to the first question is yes- while the differences may not seem overly apparent at first when switching from 3.5 to Pathfinder, the simplification of some rules (namely grappling) and the adjustment of the skill system make it well worth switching. I also prefer the leveling system; in 3.5 there were quite a few "dead levels". For me, the most exciting part about RPG gaming is developing your character through leveling up- dead levels take the fun out of this. The initial excitement of leveling up is there, but when you don't get any new abilities or your old abilities aren't improved in any way, it's somewhat anticlimactic. Pathfinder still suffers from this to some extent, but not as much as 3.5 did, and only for a few classes (specifically the Cleric and Wizard classes). Furthermore, the classes are differentiated in more ways that allow for more robust character development and customization. For example, the Sorcerer class is now much different from the Wizard class. In 3.5, the differences between the two were very subtle: the Sorcerer knew less spells but could cast more per day, where the Wizard had access to a wide variety of spells but could not cast as many. This basic aspect is still the same in Pathfinder, but the Sorcerer now also has a "Bloodline", which grants him or her different special abilities or spells- a unique feature that allows for the player to tweak their character more to their liking.

For the purposes of answering the second question, I will compare the Pathfinder Core Rulebook to the Dungeons and Dragons 3.5 Players Handbook. To answer the question succinctly: yes. This book not only gives you any information you'll need to be an adventurer in the Pathfinder system, it includes information on how to run a game. A very experienced 3.5 DM may not learn anything new from this section of the book, but I will say that it is very nice to have both a Player's Handbook and Dungeon Master's Guide in one volume.
If you are already familiar with the Pathfinder system, you may be aware that you can actually access all of the information contained within the Core Rulebook online or in legally downloadable PDF format. Why, then, would anybody choose to buy this book when they could have it on their computer for free? The answer to that question is a more personally specific one, and I do not doubt that many gamers will choose the free option, but for me it was a number of reasons. First of all, I prefer physical books to electronic copies. It's easier to flip through, or flip back and forth between pages (which you may find yourself doing quite often to compare tables or classes). Secondly, the art included in the book is easily the best I've seen in any fantasy RPG text. While this isn't needed in order to enjoy the game or understand the rules, it is a nice edition that will make owning the book more pleasing than just flipping through the PDF. Personally, I use the PDF as well- in fact, sometimes instead of flipping between different pages of the book, I flip between the PDF and the book, keeping one page up on my laptop and another page open in the book.

For closing notes, I'll just wrap up by saying that the book is bound well and durable. I will definitely be purchasing more Paizo Pathfinder products in the future, and if you are either looking to get into tabletop RPGs, or seeking a new system for your group, I highly recommend this book.

9 of 10 people found the following review helpful.
Sewn binding!
By John
I thought I'd post specifically on the quality of the book's construction, because it was a bit of a gamble when I bought it for myself due to lack of info:

The Pathfinder Core Rulebook as well as the Pathfinder Bestiary, hardcover editions, have sewn bindings. Why is this important? It means the books will still be intact after years of use. In short, if you're in to Pathfinder, the hardcover Pathfinder series seems to be a good investment in terms of longevity.

Regarding the book's contents:
In theory, any player's handbook contains enough information for both players and GM, simply because it lays out the core mechanics necessary for the players to interact with the game world - Fleshing out the world and interactions is up to the GM. In other words, you don't need a monster manual, a spell manual, a specific GM guide, a campaign setting, etc. - just the core handbook.

However, those accessory books are helpful in giving you starting points as you try to bring your world to life - pre-made creatures and spells that have been play-tested and balanced to work well within the rule system. If players or GM are uncomfortable with bending rules as a method for balancing gameplay or with creating new monsters/spells/items/etc., these accessory books become essential...and the game becomes very expensive, too.

The Pathfinder Core Rulebook offers plenty of info on race, class, items, skills, spells, and even devotes a decent chunk specifically to game-mastery. The only thing it really lacks is monsters and monster creation, so I would recommend purchasing the Pathfinder Bestiary I if you've purchased the Core Rulebook and decided you like the system. Bestiary I includes many, many, monsters as well as info on creating your own.

Basically, the Core Rulebook gives you the structure of the rule system and enough info to get the ball rolling, and then it guides you in using your own imagination to build on that system...if you're comfortable designing your own creatures without a specific guide to do so.

So...to come up with your own stuff, or to rely on accessory material? The cost of additional books aside, this is essentially a question of confidence and competence. If the players are willing to trust the GM to bend rules as necessary to balance customized gameplay AND the GM is competent enough to do it, there is no problem. But many players feel it is essential to rely on pre-made material that has been play-tested, and that's where the other books come in (along with endless arguments over little details). Thankfully, with Pathfinder you need only the Core Rulebook and Bestiary I for a basically fully-defined, 90% fudge-free campaign. If you're willing to fudge as necessary, all you need is the Core Rulebook.

If you're new to tabletop RPGs, expect some rule-bending or you'll get so bogged down that it will lose its fun. If you're a new GM, expect to HAVE to bend rules once in a while because no matter how many accessory books you purchase you're going to run into situations that aren't adequately covered by existing material.

The #1 thing to keep in mind: The Core Rulebook is a GUIDEbook. It's ok to modify the rules - nobody's going to get hurt. Hopefully.

2 of 2 people found the following review helpful.
A well done and well supported D&D rpg w/ new name.
By Gravy229
I began playing D&D in 1981 w/ the Tom Moldvay magenta basic D&D box set. Those were the days. Up until college (aside from D&D) my game friends and I were playing Traveller, Gamma World, Star Frontiers, Recon, Marvel Superheros, GDW's Twilight 2000, Boot Hill,(all I can remember at the moment.

During and after college I became more busy and did not have as much time for gaming, or, I did it w/ mmorpg systems. Since online games are a different animal, I've since gotten back in touch w/ my old table top RPG friends and we looked into getting back into an RPG. Since most of our time was spent w/ D&D of years past, we had two options. Pathfinder and D&D 4.0.

I looked at the D&D 4.0 rules and discovered it was almost like playing on my World of Warcraft account. I can do that w/out buying a whole new set of rule books and my friends had no interest in WoW. Particularly when word came that D&D 5.0 was in the process of being created, dropping 4.0 on it's face (it deserved it).
That left D&D 3.75 (Pathfinder). I had the 3.0 D&D basic set and thought it decent when playing w/ my nephews but had never heard of Pathfinder. I gave the Pathfinder beginner box a try and was really impressed. Character creation was more involved than any previous rpg I had played but really enjoyed it. So did my group friends who I took through it.

That brings us to the Pathfinder Core Rulebook. My old game group is now playing RotRL and we are easing into the core rules as we play and really enjoying it. The CRB is very big as it is a combined DM guide and Players Handbook. Some of the most important rule changes from the Beginner Box are mentioned in the Paizo BB Transitions .pdf, free at Paizo. This means we can add more precise rules from the CRB as we play and adjust. From what I have read so far, the rules are clear and logical. Any questions are quickly addressed at the Paizo forums. Over all, well done and I've confidence it won't be dropped any time soon (@ WotC).

ETA: When transitioning to the Core Rulebook, because of the complexity of character creation, I purchased the Hero Lab program. I can't say enough about how easy this makes creating, printing, and updating characters. It does all the math and rules for you. Well worth checking out.

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