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General Tabletop Discussion
*Pathfinder & Starfinder
Which Pathfinder Resources are "Must Haves?"
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<blockquote data-quote="Osagasu" data-source="post: 5673837" data-attributes="member: 87604"><p>Let's see, here's my opinion:</p><p></p><p>The CRB introduces the core races and classes and all of the basic mechanics. Must Have, period.</p><p></p><p>The APG steps out from under the WotC 3.5 umbrella with new classes and options for intermediate players. If your team is new, then this isn't really necessary, but as players learn they will want to branch out into the various base classes and PrCs, feats, favored class options, and so forth. These options aren't so much that they can't be worked into the vast majority of settings that allow the use of all the core classes.</p><p></p><p>UM is iffy. Mainly for use of advanced players, the options here are likely to change the flavor of people's campaigns beyond what some people are comfortable with. While the extra rules help streamline certain combat types (spell duels), and others add entirely new ways to play (Words) they're largely unnecessary. If your setting's magic was already fluffed to be word casting and not crunched that way, this is a pretty necessary book, but that's the only time I could see where it would be on my "must have" list</p><p></p><p>UC is also necessary in limited situations. A lot of DMs don't want guns in their campaign, which is half the book pretty much. However, the eastern armor, vehicles, and siege engine rules make this book nearly mandatory for any campaign that hopes to run with them.</p><p></p><p>The campaign setting books are mostly fluff, which most adding only one or two extra options, making them largely extraneous and only needed if you plan on running a campaign in Golarion.</p><p></p><p>I know this went a tad beyond the scope... I kinda got carried away. >.></p></blockquote><p></p>
[QUOTE="Osagasu, post: 5673837, member: 87604"] Let's see, here's my opinion: The CRB introduces the core races and classes and all of the basic mechanics. Must Have, period. The APG steps out from under the WotC 3.5 umbrella with new classes and options for intermediate players. If your team is new, then this isn't really necessary, but as players learn they will want to branch out into the various base classes and PrCs, feats, favored class options, and so forth. These options aren't so much that they can't be worked into the vast majority of settings that allow the use of all the core classes. UM is iffy. Mainly for use of advanced players, the options here are likely to change the flavor of people's campaigns beyond what some people are comfortable with. While the extra rules help streamline certain combat types (spell duels), and others add entirely new ways to play (Words) they're largely unnecessary. If your setting's magic was already fluffed to be word casting and not crunched that way, this is a pretty necessary book, but that's the only time I could see where it would be on my "must have" list UC is also necessary in limited situations. A lot of DMs don't want guns in their campaign, which is half the book pretty much. However, the eastern armor, vehicles, and siege engine rules make this book nearly mandatory for any campaign that hopes to run with them. The campaign setting books are mostly fluff, which most adding only one or two extra options, making them largely extraneous and only needed if you plan on running a campaign in Golarion. I know this went a tad beyond the scope... I kinda got carried away. >.> [/QUOTE]
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Which Pathfinder Resources are "Must Haves?"
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