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

GreyLord

Legend
DO you need the full set of rules (other than the player character feats), or could you just use the beginner box rules. I ask because though I have it, I am not really interested in digesting the whole CRB
Just to be clear, we don't need more classes, ancestries, or heritages. And I excluded stuff like feats, spells, etc. from this discussion in my previous comment.

Basically, if I provide my players the stuff the need from their class(feats, spells, etc.), can we just play the game with the rules in BB?
Yes, you can play a low level game with just the rules in the BB, though you probably would need to buy some grid or other items to position the characters with.
 

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kenada

Legend
Supporter
Basically, if I provide my players the stuff the need from their class(feats, spells, etc.), can we just play the game with the rules in BB?
The rules in the Beginner Box are the same as the ones in the CRB, but they’re presented more succinctly or abbreviated in places. A few things are just gone (some of the jankier skill actions/activities like Craft and Create Forgery), or they’re not called out (like the perception state machine), but nothing is really different.

I feel like this is how the CRB should have written. The CRB spends over four pages explaining checks, but the BB does it in less than a page. Skills? Half as many pages. Exploration activities? Less than a page. The game is just easier to understand when it’s to the point.
 
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CapnZapp

Legend
Edit: Let's put it this way, would any TTRPG brand other than D&D be able to get away with making that starter box?
I think the 5E starter box is quite excellent, and my answer would be yes.

That we have it for the market leader rather than some obscure basement game is just a bonus, since such a quality product is then visible to many more prospective gamers!
 


dave2008

Legend
The rules in the Beginner Box are the same as the ones in the CRB, but they’re presented more succinctly or abbreviated in places. A few things are just gone (some of the jankier skill actions/activities like Craft and Create Forgery), or they’re not called out (like the perception state machine), but nothing is really different.

I feel like this is how the CRB should have written. The CRB spends over four pages explaining checks, but the BB does it in less than a page. Skills? Half as many pages. Exploration activities? Less than a page. The game is just easier to understand when it’s to the point.
That is what I was hoping - thanks!
 

Jimmy Dick

Adventurer
Just to be clear, we don't need more classes, ancestries, or heritages. And I excluded stuff like feats, spells, etc. from this discussion in my previous comment.

Basically, if I provide my players the stuff the need from their class(feats, spells, etc.), can we just play the game with the rules in BB?
Sure, you can make sessions on your own and only use the BB rules.

Why you would want to cripple your players and limit them to a tiny fraction of the options available to them via the full rule set is your choice. Players would probably get tired of only having four classes to choose from. One of the reasons PF2 is so popular is the amount of choices available to players and GMs.
 

Jimmy Dick

Adventurer
I've said numerous times the biggest and most serious flaw and drawback of Pathfinder 2 is it's rules diarrhea. Paizo is entirely unable to keep it simple, making the boast PF2 is much streamlined compared to PF1 quite ironic.
Actually, it is more streamlined. While there are a lot of options available to the players in building their classes, the actual expansion of rules needed to play the game have been fairly minimal. We've seen a new form of archetype introduced, but then again that archetype was pointed out in the CRB as existing. We've seen a new form of heritage introduced via the versatile heritage which has given more options to the players. But we really haven't seen that many rules added to the game. The Lost Omens line has added content, but not game rules. We are going to see some more rules added for troop maneuvers, but those are optional rules that help those who want campaigns that use those type of rules.

I just have to disagree about rules diarrhea. If anything, we see a plethora of choices for building characters and that is actually a good thing.
 

dave2008

Legend
Sure, you can make sessions on your own and only use the BB rules.

Why you would want to cripple your players and limit them to a tiny fraction of the options available to them via the full rule set is your choice. Players would probably get tired of only having four classes to choose from. One of the reasons PF2 is so popular is the amount of choices available to players and GMs.
No desire to cripple my players, but what do you consider the: "full rule set?"

FYI, I've played with my group for 30 yrs and generally know what they like. For example, my players have played the same characters for the past 6 years in our 5e campaign (and we are only lvl 15), so I am not worried about them needing a bunch of classes, races, etc.. They typically chose fighters, and occasionally a rogue or wizard. My players prefer to play rather than build characters. Heck, I think they would be fine if the only choice the ever had to make was what class they wanted to play. I'm the builder of the group, but that is why I DM!
 
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dave2008

Legend
Actually, it is more streamlined. While there are a lot of options available to the players in building their classes, the actual expansion of rules needed to play the game have been fairly minimal. We've seen a new form of archetype introduced, but then again that archetype was pointed out in the CRB as existing. We've seen a new form of heritage introduced via the versatile heritage which has given more options to the players. But we really haven't seen that many rules added to the game. The Lost Omens line has added content, but not game rules. We are going to see some more rules added for troop maneuvers, but those are optional rules that help those who want campaigns that use those type of rules.

I just have to disagree about rules diarrhea. If anything, we see a plethora of choices for building characters and that is actually a good thing.
I am pretty sure @CapnZapp is just talking about the rules in the CRB, not rules bloat.
 

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