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Pathfinder Beginner Box Review

Hello buckaroos! We return once again from the feet of the golem with a new PAIZO PRODUCT REVIEW! Today we’re looking at the new Pathfinder Beginner Box, Paizo’s latest in a hugely successful line of products for newcomers to our hobby. Spoiler alert: they’ve got another success on their hands. Let’s get into it!

Hello buckaroos! We return once again from the feet of the golem with a new PAIZO PRODUCT REVIEW! Today we’re looking at the new Pathfinder Beginner Box, Paizo’s latest in a hugely successful line of products for newcomers to our hobby. Spoiler alert: they’ve got another success on their hands. Let’s get into it!

PZO2106 PF2 Beginner Box 1200x675.jpg

First Impressions​

We start off this box review with an initial impression, and the initial impression is good! Bright, colorful, cheerful lettering, and a good heft—all things that say “good RPG thing must buy” to my primal dicegoblin brain. Upon first opening, we see a bag of dice, a bag of token bases, and a handful of small inserts culminating in a page that says READ THIS FIRST.

Of course I do not READ THAT FIRST! I huck the token bases to the side and take a gander at the dice. One each of d4, d6, d8, d10, d12, and d20, each in strong, single colors with clear lettering. I’m of mixed mind on these dice. On one hand, I appreciate a grab-bag approach to starter dice: my first starter set in a beginner box had mixed colors, and non-uniform dice to me makes them easier to share. That said, the bright primary colors evoke a handful of crayons, and while beginner boxes are in part meant to accommodate a younger audience and get them excited, I think the color-scheme may be skewing a bit young. The Crayola colors are easily forgiven as soon as you dig past the READ THIS FIRST page and you see the character sheets with delightful reference images for each of the dice—but we’ll get to the character sheets in a bit. I only have a few minor issues left with the dice. This is a bit snobbish, but I consider any dice set that doesn’t have two d10 and four d6 to be incomplete. Also, I’d prefer a resealable dice bag over the disposable one: my first set of dice from my beginner box is down to just five dice from the original ten because they spent their lives rattling around loose in their box.

Now, the inserts! A little postcard lets you know that there’s a custom Syrinscape playlist for the adventure contained within. Neat! The other postcards are player reference cards, which are about the best attempt at getting new players over the fairly steep Pathfinder learning curve I’ve seen yet. That said, there is a bit of a shock when you turn them over and are greeted with a wall of text. Finally, the READ THIS FIRST page is short, sweet, and to the point, laying out how to approach the Box as a solo player or with a group of players.

Character Sheets​

Below the READ THIS FIRST we have the character sheets, and here’s where the Box starts to show its hand a bit. You’re clearly meant to use this with a group of players, as it’s those pregenerated character folios which appear before the Hero’s Handbook which contains the solo adventure. That said, I have quite a lot of good things to say about these character sheets. Cover page features a name, a class, a huge splash art of the character’s portrait, and a quick description to help potential newcomers choose their playstyle.

Like the reference cards, the meat and potatoes of the character sheets can seem like an overwhelming barrage of information, but thankfully a solid half of that text is dedicated to explaining and leading a new player through the rather complicated process of understanding a Pathfinder character sheet. Truly excellent layout design is on display here—little coordinating lettered yellow circles lead the reader easily from explanation to relevant box, and the most-used sections of the sheet (AC, hit points, so on) are boxed out in red to stand out from the regular black. As I said before, there’s a handsome little sidebar displaying each of the dice available and their abbreviations—excellent! Also, I don’t know if I’ve ever seen this on a Pathfinder character sheet before, but these now have a space for personal pronouns! Finally, the layout artist gets a cheeky point from me for putting a few characters of character history on the back page of the folio—literal backstory.

As an aside: Wayne Reynolds' art maintains his high level of technical excellence, but there’s something repetitive about the characters' poses. This all stands in contrast to the cover art for the Hero’s Handbook, done by Ekaterina Burmak. The character posing here helps focus the eye on defining aspects of each character: Kyra’s pose pulls back and up into her holy symbol, shining forth with protecting energy against the lightning blast of the dragon. Valeros pushes forward into his shield, taking the brunt of the blast, emphasizing his role on the front line and the use of his shield in his playstyle. And then, off to the side, we see Merisiel darting in, lines almost blurred with speed, unseen by the dragon, dagger darting forward to the exposed neck. Sure, Wayne’s art is technically more accurate to the adventure—the dragon is green, and on top of one of the massive mushrooms in its cavern—but I definitely like Ekaterina’s art more.

The Hero's Handbook​

The Hero's Handbook kicks off with a solo adventure, a delightful little romp through a quick little cavern with a few nasties and quite a bit of treasure. My advice for those taking their own crack at it? Fortune favors the bold. The rest of the Hero’s Handbook concerns itself with expertly navigating a new player through the process of making a new character, complete with the colorful lettered circles that connect to spaces on the provided empty character sheets. Also, the Hero’s Handbook FINALLY does away with the difference between ability scores and ability modifiers—thank goodness.

The Game Master's Guide​

Like the Hero’s Handbook, the Game Master’s Guide kicks off with an adventure. As a GM and as an adventure designer, I do appreciate the way the adventure designers generally nail one-page sections for each room or encounter. Like with the solo adventure, there’s excellent escalation of challenges: first simple combat, then a combat with some saving throws, then skill checks, puzzles, persistent damage, and some undead to let the cleric shine in an offensive moment. Other nice spots of design include magical boon rewards and defending monsters getting some home turf advantages. Also, it must be said: this features a dragon in a dungeon. Points again!

My only real issues with the adventure was the tired artifact of XP—if we’re going to be doing away with ability scores and modifiers, just take the leap to milestone XP, especially if the Game Master’s Guide later insists all players advance equally anyway—and the climactic encounters seem a little lackluster. Perhaps it’s just a glut of excellent encounter design I’ve seen from other places lately, but I tend to expect a little more action from the environment. That said, this is an introductory adventure, and I wouldn’t want to throw a new GM too far into the deep end.

The rest of the Game Master’s Guide is simply excellent material for a new GM learning the ropes, and indeed is a fantastic refresher for experienced GMs wanting a straightforward and concise presentation of the fundamentals of running tabletop games in general and Pathfinder 2E in specific. My only issue with this section is that there's more ogre art in line with their supposed foul and flabby nature. I can tell this was a deliberate choice because much of the rest of the monster art, specifically that of the orcs, is lifted directly from the Bestiary. I will keep my ogres beautiful and beefy, thank you very much.

The Rest​

What’s left? Well, we have the fold-out maps, which are excellent and which absolutely require a full table to use properly. There are tokens for every monster that appears in the Game Master’s Guide, and even tokens for every ancestry/gender/class combination possible with the limited options available in the Hero’s Handbook. Also, some tokens with action and reaction symbols on them for use with the relevant spaces on the included character sheets.

In summary, the Pathfinder Beginner Box is an excellent introduction to the game for new solo players and new groups, and an excellent reintroduction for veterans looking for a refresh on the game’s core identity. Well worth the investment and guaranteed to be a hit at your table.
 

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Ben Reece

Ben Reece

ronaldsf

Explorer
The Dungeon included is not so great. The first encounter for the party does not glide you into combat so you can figure out how it works...we had a PC die within the first few rounds and it just went downhill from there. If one's idea of a beginner's box first encounter is to have it be challenging enough that your party could die or that players get their characters killed right off the bat...well...

I was not the one who said it, but I DO think something may be wrong when you design a game and think that the introductory combat to the system for beginning players should be challenging enough for them so that you start killing the PC's off before the players even have a chance to figure out how to play.

That instantly made at least one of our group lose ALL INTEREST in PF2e.
What happened in that first encounter to cause you to have a character die to giant rats?

The rats are each half as strong as one PC, have 6 hit points and an AC of 15, and do 1d6+1 damage. The fighter Raising his Shield and using Shield Block, and the cleric with a full day of resources of healing, should have handled that Moderate encounter. Kyra can cast heal or stabilize on a Dying character.

I disagree that the PF2 BB adventure was so challenging that it was "killing the PC's off before the players even have a chance to figure out how to play."

When I first played PF2 back during the 2018 playtest, I found that, having come from other editions, it was a surprise that monsters can (1) attack multiple times at Level 1 and (2) can crit on less than a natural 20. You can see your party's HP totals going south fast.

New players who do not have experience with other D&D editions quickly learn that you generally don't want to end your turn next to an enemy or that you at least you want to Raise your Shield. In the PF2 BB, the solo adventure in the PF2 BB drills this home with its first encounters.

Just raising the possibility that habits from other editions might have caused players to drive straight into proverbial brick walls. But on the other hand, if the tactical play and crunch/style of PF2 are just not your group's cup of tea, that's okay, too. At least you gave it a shot.
 
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Rune

Once A Fool
Just raising the possibility that habits from other editions might have caused players to drive straight into proverbial brick walls. But on the other hand, if the tactical play and crunch/style of PF2 are just not your group's cup of tea, that's okay, too. At least you gave it a shot.
I haven’t seen the beginner’s box in question, but it seems to me that part of it’s job should be to retrain such pre-existing expectations. In a way that isn’t frustrating.
 

ronaldsf

Explorer
No, starting PF2 characters can die to ANYTHING. Thinking otherwise just reveals you live in some kind of minmax bubble, out of touch with the kind of mistakes regular gamers do...
I'm actually trying to ask for details from Greywolf's story of a character dying to giant rats, and figure out why it happened. This is not "living in a minmax bubble."

With the Giant Rats fight, I can see a death happening to super-tactical players IF:
1. Rat wins initiative, runs up to Kyra the cleric, crits with a natural 18 (18+7=25, vs. 15 AC), does average 9 damage. That rat or some other rat(s) then focus on the cleric and, say, land 2 more hits to take her down from her Max 21 HP down to 0. She then fails her Recovery Checks.
2. If they knock out another PC instead, Kyra can stabilize them or cast heal to return them to 50-75% health.
3. Meanwhile, the fighter hits on a +9/+4/-1 vs. rats' 15 AC, and does 1d8+4 damage per hit to their 8 HP. That fighter should be downing 1 giant rat per round on average every turn. This doesn't take into account the rogue, and the wizard who can cast magic missile if there is a rat that refuses to get hit.

For Greywolf's group to lose a character to the Rats sounds like it would take some veeeery bad luck.

Yes, Level 1 characters are fragile and are prone to dying to luck. But that is arguably true with every D&D-derived edition (except perhaps 4e) and isn't exclusive to the PF2 BB. Level 1 5e characters are even more fragile. The 4 goblins at the start of Lost Mines of Phandelver from 5e's Starter Set are probably more likely to kill a character then these rats are.
 
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CapnZapp

Legend
I'm trying to bring this down to a specific example and find out exactly how the character died. Far from living in a "minmax bubble."

With the Giant Rats fight, I can see a death happening to decent (not minmax/optimizing) players IF:
1. Rat wins initiative, runs up to Kyra the cleric, crits with a natural 18 (18+7=25, vs. 15 AC), does average 9 damage. That rat or some other rat(s) then focus on the cleric and, say, land 2 more hits to take her down from her Max 21 HP down to 0.
2. If they knock out another PC instead, Kyra can stabilize them or cast heal to return them to 50-75% health.
3. Meanwhile, the fighter hits on a +9/+4/-1 vs. rats' 15 AC, and does 1d8+4 damage per hit to their 8 HP. That fighter should be downing 1 giant rat per round on average every turn. This is

For a character to die here sounds like it would take some veeeery bad luck. Which, yes, can happen to Level 1 characters, but that is arguably true with every D&D-derived edition (except perhaps 4e). The 4 goblins at the start of 5e's Lost Mines of Phandelver are probably more likely to kill a character then these rats are.
No trying to analyze the situation can only result in finding out mistakes made. Don't focus on mistakes. Nothing good will come out of it.
 

ronaldsf

Explorer
No trying to analyze the situation can only result in finding out mistakes made. Don't focus on mistakes. Nothing good will come out of it.
And saying that the 1st encounter with rats "gets your characters killed right off the bat" without saying how does?

Until we hear what actually happened to Greywolf's group, I can't really accept the conclusion that the BB's rats encounter "gets your characters killed right off the bat" and moreover in a way that is unique to the PF2 BB. Greywolf's entire argument is based off of it. So until it's backed up, their entire argument will not convince many. If they seek to convince, they should clarify.
 
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Exactly this. I also agree with the concept of it just being bad luck due to the swinginess of level 1. As mentioned, the Goblins at the beginning of Phandelver are far harsher, especially if the DM is properly applying the cover and concealment mods and the goblins get the opportunity for surprise.
 

No, starting PF2 characters can die to ANYTHING. Thinking otherwise just reveals you live in some kind of minmax bubble, out of touch with the kind of mistakes regular gamers do...
Funny; I thought people would consider that a feature? Since I remember complaints that level 1 PCs shouldn't be heroes and just be regular people? Didn't people pine for the old days where getting to level 2 was an achievement to celebrate? Don't you remember those threads where people complain that 5E is too easy on PCs? Maybe PF2 is built for them?
 

Retreater

Legend
Funny; I thought people would consider that a feature? Since I remember complaints that level 1 PCs shouldn't be heroes and just be regular people? Didn't people pine for the old days where getting to level 2 was an achievement to celebrate? Don't you remember those threads where people complain that 5E is too easy on PCs? Maybe PF2 is built for them?
I don't mind that style of game if it's a quick and loose OSR type game, where characters can be made in 5 minutes. This isn't the case with PF2. With all the customization, you really have to put care and attachment into your character, and it's not easy to just "jump back in" after losing a character (and I should know after my group's 3 TPKs). The system also demands a level of group tactical mastery, which you aren't going to be able to develop when going through so many rosters of PCs.
It's like blending the recipes of 1e, 3e, and 4e. Some of the flavors don't complement each other.
 

Nilbog

Snotling Herder
I'll caveat my comments by saying I've never run an official pf2e official adventure. I'm running my own sort of beginners guide as we had a 4 month hiatus while I got up to speed with foundry vtt, and I'm using the official guide for encounter building.
The group I'm DM'ing for is far from optimal (2x rogue, a monk and a fighter) and after 4 encounters we've come no where near a tpk, had two characters drop in two different encounters but both survived. The encounters so far have been 2x easy and 2 x moderate.
Previously, I ran the game from release face to face for a different group, again no tpks
The game does require getting away from a 5e mindset as movement in combat and buffs/debuffs make a bigger difference, and I'd say it is less forgiving than 5e, but I'm not finding it the tpk machine I'm reading about.
 

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