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Pathfinder Roleplaying Game: Advanced Class Guide
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<blockquote data-quote="Jester David" data-source="post: 6438370" data-attributes="member: 37579"><p><strong>3 out of 5 rating for Pathfinder Roleplaying Game: Advanced Class Guide</strong></p><p></p><p>If I was going to add a big new book of new classes and options to my PF game, I’d rather add Occult Adventures, the book announced for GenCon 2015. Counting alternate classes, there’s already 22 classes in the game, and 10 new classes is a LOT. The Advanced Class Guide just feels like filler. It’s just a big book of more: more classes, more feats, more archetypes, more spells. That’s fine for your second or third player-focused release in a campaign line – it worked well for Advanced Player’s Guide – but it’s less essential as the seventh release.The ACG lacks the solid story hook of Mythic Adventures or the planned Occult Adventures and the big unique subsystem of Advanced Race Guide. Which is disappointing for Paizo, as so many of their past books have been focused around providing options necessary for Adventure Paths. Ultimate Combat was released so they could do the Jade Regent AP and Mythic Adventures was released to accommodate Wrath of the Righteous. Nothing in the ACG seems necessary for Iron Gods or Giantslayer. There are no stories that can now be told with the shaman or bloodrager that could not have been told before.But… I’m sure there are a lot of players who just want more options. Despite my cynicism for the class, a player in my group is thinking of an arcanist for our next campaign; he was never fully happy with the spellcasting for sorcerers and wizards. So for anyone who thinks that two-dozen classes just is not enough, this book is for you. Most of the time, the ACG does what it sets out to do, which is faint praise but praise none the less.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6438370, member: 37579"] [b]3 out of 5 rating for Pathfinder Roleplaying Game: Advanced Class Guide[/b] If I was going to add a big new book of new classes and options to my PF game, I’d rather add Occult Adventures, the book announced for GenCon 2015. Counting alternate classes, there’s already 22 classes in the game, and 10 new classes is a LOT. The Advanced Class Guide just feels like filler. It’s just a big book of more: more classes, more feats, more archetypes, more spells. That’s fine for your second or third player-focused release in a campaign line – it worked well for Advanced Player’s Guide – but it’s less essential as the seventh release.The ACG lacks the solid story hook of Mythic Adventures or the planned Occult Adventures and the big unique subsystem of Advanced Race Guide. Which is disappointing for Paizo, as so many of their past books have been focused around providing options necessary for Adventure Paths. Ultimate Combat was released so they could do the Jade Regent AP and Mythic Adventures was released to accommodate Wrath of the Righteous. Nothing in the ACG seems necessary for Iron Gods or Giantslayer. There are no stories that can now be told with the shaman or bloodrager that could not have been told before.But… I’m sure there are a lot of players who just want more options. Despite my cynicism for the class, a player in my group is thinking of an arcanist for our next campaign; he was never fully happy with the spellcasting for sorcerers and wizards. So for anyone who thinks that two-dozen classes just is not enough, this book is for you. Most of the time, the ACG does what it sets out to do, which is faint praise but praise none the less. [/QUOTE]
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