Pathfinder 2E Paizo Announces Pathfinder 2nd Edition!

Paizo has just announced the Second Edition of its Pathfinder Roleplaying Game! Read on for the announcement straight from the horse's mouth. The horse, in this case, being Pathfinder designer Jason Bulmahn. "In 2008, Paizo launched an unprecedented public playtest aimed at updating the third edition rules to make them more fun, easier to learn, and better able to support thrilling fantasy adventures. More than 40,000 gamers just like you joined in the fun by playtesting the new Pathfinder RPG rules and providing feedback, and the rest is gaming history. Now, 10 years later, it's time to put the lessons of the last decade to use and evolve the game once again. It's time for Pathfinder Second Edition!"


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Welcome to the next evolution of the Pathfinder Roleplaying Game!

Just shy of 10 years ago, on March 18th, 2008, we asked you to take a bold step with us and download the Alpha Playtest PDF for Pathfinder First Edition. Over the past decade, we've learned a lot about the game and the people who play it. We've talked with you on forums, we've gamed with you at conventions, and we've watched you play online and in person at countless venues. We went from updating mechanics to inventing new ones, adding a breadth of options to the game and making the system truly our own. We've made mistakes, and we've had huge triumphs. Now it is time to take all of that knowledge and make the Pathfinder Roleplaying Game even better.

By now, you've probably read all about the upcoming launch of the Playtest version of the game set to release on August 2nd, 2018 (but just in case you haven't, click here). In the weeks and months leading up to that release, we are going give you an in-depth look at this game, previewing all 12 of the classes and examining many of the most fundamental changes to the game. Of course, that is a long time to wait to get a complete picture, so I wanted to take this opportunity to give you insight into the game, how it works, and why we made the changes that we made. We will be covering these in much more detail later, but we thought it might be useful to give a general overview right now.



Illustration by Wayne Reynolds​
[h=2]New, but the Same[/h]Our first goal was to make Pathfinder Second Edition feel just like the game you know and love. That means that as a player, you need to be able to make the choices that allow you to build the character you want to play. Similarly, as a Game Master, you need to have the tools and the support to tell the story you want to tell. The rules that make up the game have to fundamentally still fill the same role they did before, even if some of the mechanics behind them are different.
[h=2]Building a Character[/h]It's worth taking a moment to talk about how characters are built, because we spent a lot of time making this process smoother and more intuitive. You start by selecting your ancestry (which used to be called race), figuring out where you came from and what sorts of basic statistics you have. Next you decide on your background, representing how you were raised and what you did before taking up the life of an adventurer. Finally, you select your class, the profession you have dedicated yourself to as an intrepid explorer. Each one of these choices is very important, modifying your starting ability scores, giving you starting proficiencies and class skills, and opening up entire feat chains tailored to your character.

After making the big choices that define your character, you have a variety of smaller choices to make, including assigning skill proficiencies, picking an ancestry feat, buying gear, and deciding on the options presented by your class. Finally, after deciding on all of your choices, the only thing left to do is figure out all of your bonuses, which are now determined by one unified system of proficiency, based on your character's level.

As you go on grand adventures with your character, you will gain experience and eventually level up. Pathfinder characters have exciting and important choices to make every time they gain a level, from selecting new class feats to adding new spells to their repertoires.
[h=2]Playing the Game[/h]We've made a number of changes to the way the game is played, to clean up the overall flow of play and to add some interesting choices in every part of the story. First up, we have broken play up into three distinct components. Encounter mode is what happens when you are in a fight, measuring time in seconds, each one of which can mean life or death. Exploration mode is measured in minutes and hours, representing travel and investigation, finding traps, decoding ancient runes, or even mingling at the queen's coronation ball. Of all the modes of play, exploration is the most flexible, allowing for easy storytelling and a quick moving narrative. Finally, the downtime mode happens when your characters are back in town, or relative safety, allowing them to retrain abilities, practice a trade, lead an organization, craft items, or recuperate from wounds. Downtime is measured in days, generally allowing time to flow by in an instant.

Most of the game happens in exploration or encounter mode, with the two types of play flowing easily from one to the other. In fact, exploration mode can have a big impact on how combat begins, determining what you roll for your initiative. In a group of four exploring a dungeon, two characters might have their weapons ready, keeping an eye out for danger. Another might be skulking ahead, keeping to the shadows, while the fourth is looking for magic. If combat begins, the first two begin with their weapons drawn, ready for a fight, and they roll Perception for their initiative. The skulking character rolls Stealth for initiative, giving them a chance to hide before the fight even begins. The final adventurer rolls Perception for initiative, but also gains some insight as to whether or not there is magic in the room.

After initiative is sorted out and it's your turn to act, you get to take three actions on your turn, in any combination. Gone are different types of actions, which can slow down play and add confusion at the table. Instead, most things, like moving, attacking, or drawing a weapon, take just one action, meaning that you can attack more than once in a single turn! Each attack after the first takes a penalty, but you still have a chance to score a hit. In Pathfinder Second Edition, most spells take two actions to cast, but there are some that take only one. Magic missile, for example, can be cast using from one to three actions, giving you an additional missile for each action you spend on casting it!
Between turns, each character also has one reaction they can take to interrupt other actions. The fighter, for example, has the ability to take an attack of opportunity if a foe tries to move past or its defenses are down. Many classes and monsters have different things they can do with their reactions, making each combat a little bit less predictable and a lot more exciting. Cast a fire spell near a red dragon, for example, and you might just find it takes control of your magic, roasting you and your friends instead of the intended target!
[h=2]Monsters and Treasure[/h]The changes to the game are happening on both sides of the GM screen. Monsters, traps, and magic items have all gotten significant revisions.

First off, monsters are a lot easier to design. We've moved away from strict monster construction formulas based off type and Hit Dice. Instead, we start by deciding on the creature's rough level and role in the game, then select statistics that make it a balanced and appropriate part of the game. Two 7th-level creatures might have different statistics, allowing them to play differently at the table, despite both being appropriate challenges for characters of that level.

This also makes it easier for us to present monsters, giving us more space to include special abilities and actions that really make a monster unique. Take the fearsome tyrannosaurus, for example; if this terrifying dinosaur gets you in its jaws, it can take an action to fling you up to 20 feet through the air, dealing tremendous damage to you in the process!

Hazards are now a more important part of the game, from rangers creating snares to traps that you have to actively fight against if you want to survive. Poisons, curses, and diseases are a far more serious problem to deal with, having varied effects that can cause serious penalties, or even death.

Of all of the systems that Game Masters interact with, magic items are one of the most important, so we spent extra time ensuring that they are interesting and fun. First and foremost, we have taken significant steps to allow characters to carry the items they want, instead of the items that they feel they must have to succeed. Good armor and a powerful weapon are still critical to the game, but you no longer have to carry a host of other smaller trinkets to boost up your saving throws or ability scores. Instead, you find and make the magic items that grant you cool new things to do during play, giving you the edge against all of the monsters intent on making you into their next meal.
We can't wait until you find your first +1 longsword to see what it can do!
[h=2]What's Next?[/h]There are a lot of things we are excited to show off, so many in fact that we have to pace ourselves. First off, if you want to hear the game in action right now, we've recorded a special podcast with the folks from the Glass Cannon Network, converting the original Pathfinder First Edition Module, Crypt of the Everflame, to the new edition. Head on over to their site and listen to the first part of this adventure now!
Stop by tomorrow for the first blog taking an in-depth look at Pathfinder Second Edition, starting off with the new system for taking actions, then visit us again on Friday for an exploration of the Glass Cannon game, exploring some of its spoilers in detail!
[h=2]We Need You![/h]All of us at Paizo want to take a moment to thank you, the fans, players, and game masters that have made this exciting journey a possibility. It's been a wild ride for the past decade, and speaking personally, I could not be more excited for where we are heading. But, as I am sure you've heard a number of times already, we cannot make this game without you, without your feedback and passion for the game. Thank you for coming with us on this adventure, thank you for contributing to our community, and thank you for playing Pathfinder.

Jason Bulmahn
Director of Game Design
[h=2]Pathfinder Playtest Features[/h]The new Pathfinder Playtest rules are the first step in the evolution to the new edition. We have incorporated the best innovations and lessons of the last 10 years to move the game forward in new and exciting ways. As we count down the days to the Pathfinder Playtest Rulebook release, we'll be revealing more information on the following topics (and more!) on the Paizo blog:

  • 10th-Level Spells and 4 Spell Lists
  • Alchemists in Core
  • Archetypes and Multiclassing
  • Class Changes
  • Classic Monsters and Magic
  • Clean, Modular Information-Based Design
  • Combat Maneuvers that Rock
  • Designed for All Levels of Play
  • Easier to Play
  • Goblin Player Characters
  • Golarion-Infused
  • Heroic Storytelling
  • Innovative Initiative
  • More Customization
  • New Background System
  • Pathfinder Society
  • Production Values
  • Race Changes and Feats
  • Rebalanced Magic Items
  • Simplified Actions
  • Streamlined Proficiencies
  • Support
  • True to Pathfinder
  • Wayne Reynolds Art

[h=2]Compatibility?[/h]The big question -- backwards compatibility? Paizo says "While many of the rules of the game have changed, much of what made Pathfinder great has remained the same. The story of the game is unchanged, and in many cases, you can simply replace the old rules with their new counterpart without having to alter anything else about the adventure. As for individual rules, like your favorite spell or monster, most can be added with a simple conversion, changing a few numbers and rebalancing some of the mechanics."
[h=2]Pathfinder Playtest Products[/h]All Pathfinder Playtest products will be released as FREE downloads exclusively at paizo.com on August 2, 2018. On the same day, we'll release limited-edition print versions of the Pathfinder Playtest Rulebook, Pathfinder Playtest Adventure, and Pathfinder Playtest Flip-Mat Multi-Pack for players and Game Masters seeking the ultimate playtest experience. These print editions will be available for preorder from local retailers now and paizo.com between March 20 and May 1. We'll also have copies at the Paizo booth during Gen Con 2018 in Indianapolis on August 2–5.
[h=4]Pathfinder Playtest Rulebook[/h]This massive 400-page rulebook contains everything you need to create characters and run Pathfinder Playtest adventures from levels 1–20! With gorgeous new illustrations by Wayne Reynolds, the Playtest Rulebook lights the path leading directly to Pathfinder's future. Available in three editions: softcover, hardcover, and deluxe hardcover with foil-debossed faux-leather cover and ribbon bookmark.
[h=4]Pathfinder Playtest Adventure: Doomsday Dawn[/h]This 96-page super-adventure contains seven multi-encounter scenarios designed to introduce the new rules and put them to the ultimate test on your game table! With adventures spanning all 20 levels and featuring most of the game's newest rules, Doomsday Dawn provides a thrilling tour of the new rules, and of the Pathfinder world itself!
[h=4]Pathfinder Playtest Flip-Mat Multi-Pack[/h]Throw your heroes into the action with this collection of two double-sided Flip-Mats for use with the Playtest Adventure. These beautiful full-color maps measure 24" x 30" unfolded and set the scene for climactic battles that will determine the future of Pathfinder! The maps' erasable surface can handle and dry-erase, wet-erase, or even permanent markers.
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You dont even need to use the Charm spell. For extra weirded outness you could just roleplay it out.



It is called "The Book of the Damned". It is right there in the title. But yes:

Awesome, thanks for those details. I fail to see what the issue is if the book carried that kind of advisory warning.

(EDIT: Look, I get that you can roleplay anything, but there's a huge difference between "our group does this," and "The game actively endorses this style of play." I'd be decidedly uncomfortable, for example, with Pathfinder if the Charm spell included suggestions you could treat it like magic Spanish fly. But I have no idea where the Book of the Damned falls in this spectrum, and I am guessing it's still tame compared to World of Darkness and such, but with that sort of warning it seems like you should be aware of what you're getting in to.)
 
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There's a vast world difference between Charm and the spell/thing people are complaining about. I don't know which book this is from and I am not able to verify that anything is being taken out of context (accidentally or deliberately) but I can state that if the Charm spell description provided examples like has been described I'd be weirded out. There's a difference between "we let Charm do this at our table," and "The book provided this as an example."

Was the book marked for mature readers? That would make a lot of difference to me. Being a parent with a gamer household has changed my perspective on stuff like this; I'm not prone to restricting content, but I prefer a publisher give me a head's up if a game which my underage kids could play from the core suddenly has an official splatbook with dubious content in it. I know this is the internet age and all, but....please, help a parent our where you can publishers, y'know?

Here's the actual text for Folca from the Book of the Damned: https://i.imgur.com/HdpCNLU.png
And a pretty good walkthrough of why this is a problem: https://twitter.com/Sphynxian/status/930465923588386816

Personally, I don't think labeling this book for mature readers is enough to make it OK to publish something like this. Sure, they have the right, but that doesn't make it right. Nothing of value was gained by including that material.

Now, Paizo admitted including that material was a "mistake". But as far as I know they've done nothing to correct that mistake, such as the fairly mild step of removing the material from subsequent printings. Until they do something concrete, some (such as myself) will have a lot of trouble supporting them.
 

Thanks, did Marketing tell you to pass on that message?

I'm not one to buy into hype. I didn't for 5E and 5E was what I expected. I'm not buying it for P2, and I suspect it will be what I expect it to be as well. The unfortunate downside to being a jaded and cynical Millennial is so often being proven right.

I’m just a long time RPGer wanting to be helpful... I don’t tend to buy into hype and I’m not associated with any RPG publisher. I was only trying to be informative
 

Here's the actual text for Folca from the Book of the Damned: https://i.imgur.com/HdpCNLU.png
And a pretty good walkthrough of why this is a problem: https://twitter.com/Sphynxian/status/930465923588386816

Personally, I don't think labeling this book for mature readers is enough to make it OK to publish something like this. Sure, they have the right, but that doesn't make it right. Nothing of value was gained by including that material.

Now, Paizo admitted including that material was a "mistake". But as far as I know they've done nothing to correct that mistake, such as the fairly mild step of removing the material from subsequent printings. Until they do something concrete, some (such as myself) will have a lot of trouble supporting them.

(EDIT: failed my perception check, you had two links! D'oh. Okay, on reading the text....stand by.....okay, read it. So )

EDIT 2: Revising! Okay, twitter guy does identify the text. It's tiny, but the implications are indeed disturbing. The reason it can be freaky is, of course, because this is a role playing game, and the text is requiring an action that would be disturbing for most people to role play. That said, it's still a thematic and literary nod to Freddy Kreuger, and a recognition that even (and maybe especially) in a dark fantasy universe bad things happen. If they don't happen in your universe, don't buy this book, or entertain or allow these concepts.

That said: it's not something I'd get up in arms about unless that paragraph is followed by a forty page child snuff adventure or something. And it stands without being said that people offended by this should also avoid Lamentations of the Flame Princess, the entire World of Darkness line, the Kult! RPG, some Call of Cthulhu content, Monsters & Other Childish Things and no doubt more I don't know of.

But it's not nearly as objectionable as I thought it would be (it's not a ten page "Freddy Kreuger" class write-up*), and it lends a bit of terrifying horror to the demonic cosmology of Pathfinder. But I agree, Paizo being a big company who doesn't want Mothers Bothered About Dungeons & Dragons to come knocking at their door might want to edit this part out in the future.



*If you have a player at your table who wants to do whatever this paragraph offers, it's possibly a great way to isolate the weirdos in your group and flush them out, too.
 
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Very excited by this, 5e is my current go to fantasy game, and I'm very happy with it, but saying that, our group is playing Starfinder and having a blast, so this looks a very good alternative and do so love all the Fluff from Pathfinder

Can't wait to get my grubby mitts on the Playtest
 

There is nothing there that you can not do with spells from the core book. I mean seriously Charm starts from 1st level and just gets worse from there.

Heck you dont even need spells, what is a 0 level Human going to do against a PC anyway?

This is why we have DMs.

There's a massive gulf between the Charm spell, that could be used for bad things and a mechanic that gives you a +2 bonus to Charisma if you, and I quote, "Stalk a child and make him witness or endure a horrifically brutal event. Promise him that you will return.".

If you cannot see the difference between the two then there is no point in us discussing this further.
 

That’s the verbal component of a spell. Like putting your thumbs together and spreading your fingers is just a funny jesture unless it’s a somatic component of a spell.
It's more like the 2E taunt spell than the sleep spell. The magic is supposed to be in the ritual: if you mock someone hard enough, they take meta-physical damage to their confidence (or whatever), in the same way that they get mad at you if you throw a pie at them.

At least, that's how I read it. The 5E description of how the psychic damage type works is severely lacking, but the description of vicious mockery says that it is a string of insults laced with subtle enchantments. If it's supposed to work by convincing the target that they're already dead, such that their body shreds itself out of belief, then that's really not coming across in the presentation.
 


There's a massive gulf between the Charm spell, that could be used for bad things and a mechanic that gives you a +2 bonus to Charisma if you, and I quote, "Stalk a child and make him witness or endure a horrifically brutal event. Promise him that you will return.".

If you cannot see the difference between the two then there is no point in us discussing this further.

Although I agree with you, note that the guy you are responding to was referring to the spell (which was a different kind of disturbing) and not the "act of worship" required of this thing's followers. Wrong comparison.
 


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