Player Core and Gamemaster Core Remastered Review

I was given preview copies of the new Pathfinder Player Core and Gamemaster Core books from Paizo so I could review them before they hit the shelves on November 15th.

Paizo announced earlier this year that it will be putting out Remaster editions of its Player Core and Gamemaster Core. This was to take out any final bits of legacy content from the Open Game License and to bring the core rules up to date. This also allowed them to organize the content that was scattered over many books and put it in one place so players and GMs alike could easily access the rules and lore needed to play Pathfinder. Please Note: I was given preview copies of the new Pathfinder Player Core and Gamemaster Core books from Paizo so I could review them before they hit the shelves on November 15th.

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Clean and Organized​

My first impression was how clean and organized these books were. As much as I like the parchment look of the previous edition, I love the simple off-white background with the green and brown borders. It makes for an easier reading experience. This extends to the character sheets in the back of the book.

The other thing that I immediately enjoyed was the references to where to find things in the book. While the books are set up to chronologically take you through character creation, being told what page to jump to when I know what I want to make is amazing.

Looking over the character sheet, there is a very big change that threw me for a loop: ability scores are gone. In their place are Attributes. All Attributes start at zero and get boosts and flaws during character creation depending on ancestry and class.

This doesn’t mean that every Elf Witch will look the same because a lot of boosts can be placed in whatever Attribute you want. When you get to level 5 (and every five levels afterward), you’ll get 4 boosts to your Attributes that can be placed however you see fit. Once an Attribute gets to +4, it takes two boosts to raise it by one.

The other big change is doing away with alignment. I won’t lie, I’m actually happy about this one. It allows for more nuanced characters and does away with a lot of arguing at the table when a player argues that they shouldn’t have their alignment changed due to their actions. Instead, edicts and anathema show the code of ethics a character lives by. This allows the character to live, breathe, and change as the game progresses.

There are also a lot of name changes throughout the books to move away from OGL names. The Abyssal language is now Diabolic, Sylvan to Fey, etc. The same goes with spells: Acid Splash is now Caustic Blast. Little things that will take a minute to get used to.

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Ancestries, Backgrounds, and Classes

They’ve added Leshy and Orc as ancestries and now I want to make a tree person. In place of the standard half-elf and half-orc are versatile heritages. If you don’t want to pick just one ancestry, you can now take the mixed ancestry heritage and get the best of both worlds. Can anyone say Halfling with Leshy branches?

The big thing for me is the amount of classes being cut back to eight: bard, cleric, druid, fighter, ranger, rogue, witch, and wizard. Paizo has been teasing us for weeks on some of the changes they’ve made and I’m excited to finally see them up close and personal.

One of the things I noticed was that some feats were moved around or renamed. Witch’s Armaments now houses Eldritch Nails, Iron Teeth, and Living Hair as a first level Feat (you can only pick one of the attacks, but you can take the feat more than once to gain the other attacks). Witch’s familiars also gain abilities when the Witch casts or sustains a hex.

The thing I was most interested in seeing was how the lack of school types for the spells and the different wizard schools play into building a Wizard. Not only do Wizards learn certain spells based on the curriculum of their school, but they also have an Arcane Thesis which grants them benefits based on their research.

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Feats and Equipment

As much as I love Familiars and Animal Companions, the addition of a Pet Feat tickles my fancy. I love the idea of having a tiny animal that my character can train to follow her everywhere.

If you don’t feel like doing a ton of shopping when you make your character, they did move the quick equipment packages to the beginning of the equipment section instead of the end. One thing they did add was assistive items where your character can now get things like hearing aids and wheelchairs, making it so players can have characters who are more like them.

Spells

As I said earlier, spells schools for arcane casters went away. For a lot of players, this won’t make a huge difference because the spell list for each rank is now just completely alphabetized. Another change is in the Spell Traits: Auditory and Visual Traits have been combined into the Illusions Trait.
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GM Core

As a player, I love that they took out GM things from the Player Core. This keeps players from metagaming and looking at things like hazards and monsters for stats. The downside of splitting the GM Core from the Player Core is the loss of treasures and alchemical items from the book the players are using. This isn’t the worst thing in the world as Alchemists are not one of the classes in the Player Core, but it is something to keep in mind.

That being said, if you are running a game for the first time or want to brush up on how to build a game, this is the perfect book. It walks you through how to plan a session, running encounters, doing exploration, dealing with downtime, and rewarding players.

Just like the Player Core, everything is clean and easy to read and they tell you where to go in the book for more information as they talk about things.

If you are building an adventure of your own, they walk you through the eight steps: styles, threats, motivations, story arc, NPCs and Organizations, locations, encounters, and treasure (my favorite). They even break the styles of adventures down into their basic elements so you can figure out what you need for a dungeon crawl that is challenging, but not too challenging.

The Treasure Trove is overflowing with all sorts of items from runes to poisons to relics and cursed items (anyone want a Bag of Weasels?). I’m looking forward to reading through the items at a later date to see what I can work toward for my characters.

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Final Thoughts

Overall, I really like the way these books look. They are a great jumping on point for new players and GMs with their easy to read pages and organized step-by-step walk through of character creation and game building. There is enough that is the same from 2nd Edition that the switchover to Remaster shouldn’t be too difficult while still having a lot of new and different ways to enjoy the game.
 

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Dawn Dalton

Dawn Dalton


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Stone Dog

Adventurer
. No spell schools is the worst, so just toss out things like Sin Magic, for example, or the Harrow Decks? They take away all the flavor and leave everything as generically bland as 4E D&D, way to go Paizo.

They still have spell schools, they are just more versatile than the D&D schools. Sin Magic is going to need to show up in a fresh supplement, though if needed it would be easy to throw together. Any spell that fits the theme of the school can be added to the special list.

We can use the old style schools all we like, Paizo just had to strip them out to distance themselves from the OGL and Hasbro's lawyers.
 

Staffan

Legend
No spell schools is the worst, so just toss out things like Sin Magic, for example, or the Harrow Decks?
Sin magic is a cool idea needlessly tied to the D&D spell schools, which haven't ever been a good structure to base magic around. I mean, sure, Gluttony is a cool theme, but then saying that Gluttony = necromancy? or Greed = transmutation? Bleh.
 


Zehnseiter

Adventurer
Maybe 3rd time's the charm? Maybe a 3rd company will pick up 3.5e/PF1e system and actually keep it around for once instead of changing editions all the damn time. There really only needs to be one version, really, just keep updating it.
Unlikely. There is a better chance that 4E gets a revival then 3E/3.5E/PF1. Simply because there already exists more material for those three system variants then a single person can play in their lifetime. The amount of products that were released in the D20 era is staggering.

It has run its product life-cycle very successfully. But now the number of people who want to continue to have products for it aren't no longer enough to sustain its life further. Happens to every product. While there are people that are perfectly happy to play one thing their whole life they are a minority while most others burn out it sometime and then go looking for something new and fresh.

To get back to the topic. Pathfinder's 2E product refreshment comes a little bit too soon for my tastes but given WotC's attempted power grab I cannot really fault Paizo here. The question is if they at least used that forced half edition to really improve the game.
 
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Aldarc

Legend
Still no answers on what type of dragon is on the GM Core cover? I suspect that it's an illusion-themed Mirage Dragon (Arcane), but it would still be nice to know.

Are there any photos of the interior you could share? One of my qualms with PF2 was sort of the same qualm I had with 4e: the aesthetic being too blocky, too "we took items meant for a video game menu and put them in a book."

I prefer the more natural language of 3e, PF1, and 5e.
That aesthetic is why I loved 4e and liked PF2. I never once saw the format as being meant for a video game. Instead, I saw it as clear, easily readable game book with a more modern design with less giant walls of text. I don't think that it's a coincidence that there are even a lot of OSR books (e.g., OSE ) that opt for similar use of white space, clear paragraphs, and formatting that makes their games easier to read. I do think, however, that you can use "natural language" and this sort of clear design layout.

Pathfinder 1e was "around" for ten years. I don't think that qualifies as "changing editions all the damn time". Geez.
And it was purposefully built on a system that was eight-years-old. So Paizo was fundamentally working with a 18-year-old system that even PF1 creator Jason Bulmahn said was collapsing under its own weight. Paizo alone produced SO MUCH material for PF1. If I gamed with everything they made for PF1 starting in 2009 at my current rate of gaming, I would probably be only halfway through their publications. That's not including everything out there by 3pp for 3e and PF1.
 

TwoSix

Dirty, realism-hating munchkin powergamer
And it was purposefully built on a system that was eight-years-old. So Paizo was fundamentally working with a 18-year-old system that even PF1 creator Jason Bulmahn said was collapsing under its own weight. Paizo alone produced SO MUCH material for PF1. If I gamed with everything they made for PF1 starting in 2009 at my current rate of gaming, I would probably be only halfway through their publications. That's not including everything out there by 3pp for 3e and PF1.
Let's be honest, every game line of D&D, even 4e, has enough material produced for it to allow you to game right into the nursing home. The real ask behind the complaint about 3.5/PF (and similar complaints about other systems) is always to keep one's preferred game system at the forefront of interest and discussion.
 

dave2008

Legend
Maybe 3rd time's the charm? Maybe a 3rd company will pick up 3.5e/PF1e system and actually keep it around for once instead of changing editions all the damn time.
I think Legendary looked into that and started working on it. However, it appears there was not enough people interested in it so they stopped.
There really only needs to be one version, really, just keep updating it.
Well, that is what they are doing with 5e.
 


Zehnseiter

Adventurer
Well, that is what they are doing with 5e.
I seriously doubt that. 5E is already in its product refreshment phase and doing its version of a 5.5 version or whatever WotC marketing calls it. 5E will go the way all RPG editions go: Either the game itself stops or there will be a new edition.

It just normal life circle of a product. The length of it varies. The end doesn't.
 

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