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Paizo Tells You About the PATHFINDER STRATEGY GUIDE

The Pathfinder Strategy Guide releases next month, and Paizo has posted an article entitled "10 Things You Didn't Know Were in the Strategy Guide". The 160-page book is a teaching tool for optimization, with detailed walkthroughs of the 11 core classes. "Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choose or spell to prepare? Detailed walkthroughs of all 11 core classes help you create and customize exactly the characters you want to play, and continue to offer advice as you take your adventurers all the way to the heights of power. At the same time, this book provides a quick and easy introduction to combat and advanced rules options, tips for battlefield domination and better roleplaying, and more!"

The Pathfinder Strategy Guide releases next month, and Paizo has posted an article entitled "10 Things You Didn't Know Were in the Strategy Guide". The 160-page book is a teaching tool for optimization, with detailed walkthroughs of the 11 core classes. "Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choose or spell to prepare? Detailed walkthroughs of all 11 core classes help you create and customize exactly the characters you want to play, and continue to offer advice as you take your adventurers all the way to the heights of power. At the same time, this book provides a quick and easy introduction to combat and advanced rules options, tips for battlefield domination and better roleplaying, and more!"

The ten things you didn't know are described in detail on Paizo's site, but here's a quick list:

  1. Themes
  2. Character quiz
  3. Class specific introductions to spellcasting
  4. Tactical advice for combat
  5. Overview of non-combat roleplaying situatons
  6. How to start running your own games
  7. Character sheet help
  8. Beginner's guide to reading spell descriptions and other mechanics text
  9. Detailed instructions for levelling up
  10. Pointers toward further exploration on nearly every page

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Wolf72

Explorer
I wonder if it's going to focus on most effective feats, most 'in-character' feats, or both ... I like my PC's to be fun and not totally maxed out (unless both coincide).

I might pick this up, if it can help me recruit new players.
 



dwayne

Adventurer
I am with Icon_Charlie here its worse than the 3.5 or 3.0 books with the endless book after book of awesome feats classes and god knows what that you must have now a strategy guide to find the stuff in the mountain. Pathfinder more like path lost, the company has put out so many option books and material that is making wizards at the 3.x days look like a conservative RPG company for putting out books. I will pass on this and any more of there stuff as 5th fits me well and the balance in the system is almost perfect.
 

Grimstaff

Explorer
As a huge fan of both the Core PFRPG and the Golarion setting, it pains me to say this system really seems like it's been chasing its own tail over the last couple years worth of releases. Someone must be buying them though...
 

Eirikrautha

First Post
Because the problem in pathfinder right now is that not enough people know how to optimize their characters...

Do not be surprised if this was driven by PFS. We already know how much Paizo caters to them (see "Crane Wing Nerf"... an issue totally driven by the low level PFS adventures and monster types). Paizo can't write adventures to challenge the hard core players, because the newbies will be slaughtered until they get the requisite level of system mastery. Now, with this guide, Paizo can ramp up the difficulty and point to this book when a new player gets frustrated.
 

marroon69

Explorer
The great thing about "options" is they are not required. Not everything is needed...I for one found the Advance Class Guide to sort of so so. Not sure about the this one, it seems that it might be more then just min/max stat guide but time will tell. I personally find the Campaign setting, the mods and AP's awesome everything else is hit or miss.
 
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DaveMage

Slumbering in Tsar
As a huge fan of both the Core PFRPG and the Golarion setting, it pains me to say this system really seems like it's been chasing its own tail over the last couple years worth of releases. Someone must be buying them though...

It's my fault - I'm buying them. :)
 

lyle.spade

Adventurer
I like that there are many options in the market place for rules, from FATE to WOD to Savage Worlds, the many permutations of d20...I like that, because it means that we can meet a system where we want to and have the feel that we want at our table. So if Paizo thinks it can profit from such a book - the many, many expansions they've pumped out over the last few years - great.

I will not be buying this, however, as I made the switch to 5e in large part because of Paizo's rules creep/bloat. I still laugh at the fact that they are publishing a book about how to play their game well (meaning: how to play it as a clever gamer, surfing and manipulating the rules for mechanical ends), when they already have a core rulebook. It's a tacit admission that their system - the rules plus all the expansion material - is simply too big and too complicated, and you would benefit from someone walking you through how to use the rules well.
 

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