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[UPDATED] Pathfinder Unchained Contents Spoilers
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<blockquote data-quote="CubeB" data-source="post: 7667612" data-attributes="member: 6774905"><p>So, I've gone through the WHOLE BOOK, which leaves me with my closing thoughts.</p><p></p><p>First, the good: This book has a ton of neat subsystems, and the new class options are actually really nice. If nothing else, this book is worth checking out for those.</p><p></p><p>But I feel like the book has been a victim of its own hype. This book was never going to be a PF 2.0 testbed, and it was pretty clear going in that it would be closer to Unearthed Arcana than anything else. But for something that claims to want to break away from the chains of 3.5, the book feels very... safe. Nothing here is particularly chain breaking. There is no 5e style paradigm shift here. If you buy this book expecting it to magically change pathfinder, it won't.</p><p></p><p>What this book does do is add in a bunch of neat options for a GM who wants to make some tweaks to their game, or who wants to experiment with some changes in the rules. A lot of the stuff in this book will rarely see play. </p><p></p><p>So the ultimate question... is this book worth it?</p><p></p><p>I would say yes: A few of the new systems are definitely worth the purchase for a GM: Monster Creation is a boon for encounter creation, and the Item Creation system makes crafting actually interesting for the whole party. The other subsystems might grab your eye as well, once you read them.</p><p></p><p>But is it worth it for players? I personally that the tweaks to classes are all <em>very</em> good, though I find the Variant Multiclassing system to be a little bit weak. If you're currently playing (or want to play) a Barbarian, Fighter Monk, Rogue, I'd definitely check it out. Even the Unchained Summoner (although technically a bit of a nerf), gets a huge shot of new flavor. If you're not one of those classes, you can probably wait.</p><p></p><p>Overall, I think it's a solid book that doesn't <em>quite</em> break the chains of 3.5, but is still an interesting addition to my collection.</p></blockquote><p></p>
[QUOTE="CubeB, post: 7667612, member: 6774905"] So, I've gone through the WHOLE BOOK, which leaves me with my closing thoughts. First, the good: This book has a ton of neat subsystems, and the new class options are actually really nice. If nothing else, this book is worth checking out for those. But I feel like the book has been a victim of its own hype. This book was never going to be a PF 2.0 testbed, and it was pretty clear going in that it would be closer to Unearthed Arcana than anything else. But for something that claims to want to break away from the chains of 3.5, the book feels very... safe. Nothing here is particularly chain breaking. There is no 5e style paradigm shift here. If you buy this book expecting it to magically change pathfinder, it won't. What this book does do is add in a bunch of neat options for a GM who wants to make some tweaks to their game, or who wants to experiment with some changes in the rules. A lot of the stuff in this book will rarely see play. So the ultimate question... is this book worth it? I would say yes: A few of the new systems are definitely worth the purchase for a GM: Monster Creation is a boon for encounter creation, and the Item Creation system makes crafting actually interesting for the whole party. The other subsystems might grab your eye as well, once you read them. But is it worth it for players? I personally that the tweaks to classes are all [I]very[/I] good, though I find the Variant Multiclassing system to be a little bit weak. If you're currently playing (or want to play) a Barbarian, Fighter Monk, Rogue, I'd definitely check it out. Even the Unchained Summoner (although technically a bit of a nerf), gets a huge shot of new flavor. If you're not one of those classes, you can probably wait. Overall, I think it's a solid book that doesn't [I]quite[/I] break the chains of 3.5, but is still an interesting addition to my collection. [/QUOTE]
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