One
of the biggest criticisms that can be made against the Pathfinder
Roleplaying Game is that it is difficult to learn. It's a complicated
game with a lot of rules and options. At over 550 pages long, the
Core Rulebook's
sheer size can make the game seem intimidating to new players. Its
size aside, however, the Core Rulebook
is still not an easily penetrable tome. Its layout is not the most
intuitive. Making a character
requires jumping around to various parts of the book in order to find
appropriate descriptions. For the most part, the layout of the book
is based around categories (feats in one section, skills another,
spells another, and so on). This works great for players who already
know how to play, but much less so for people new to the game. And
that is its greatest weakness: it assumes people already know how to
play and gives only the barest acknowledgement to learning how. This
is due, in part, to the fact that with so many rules, there just
isn't room for instruction. It's also due to the fact that Pathfinder
is a revision of 3.5 Dungeons & Dragons and its initial target
audience was people switching from that game, and thus, already
knowing how to play.
But
times change. Pathfinder has grown well beyond its roots and is
attracting lots of new players to the game. A few years ago, Paizo
released the Beginner Box,
which presents a streamlined version of the rules aimed at
introducing new players—particularly young ones—to the game. The
Beginner Box is a
wonderful product (see my review linked above) and is easily one of
the best introductions to a D&D-style game I have had the
pleasure to read. However, the Beginner Box
is still a beginner game. It doesn't contain all the rules and
options available in the full Pathfinder game, and at some point,
people are going to want to make the jump from beginner game to full
game.
Going
from the Beginner Box
to the Core Rulebook
is certainly easier than going straight to the Core
Rulebook without anything before
it. However, it still means going from a rulebook that is easy to
understand and beautifully laid out to one that is much more dense
and less forgiving of rules ignorance. And what of people who don't
want to play a beginner version of the game and just want to go
straight to the full game, while still being able to learn the rules?
That's where the Strategy Guide comes in.
Before
getting into what the Strategy Guide
is, it's probably best to cover exactly what the Strategy
Guide is not.
It is not a guide to playing
at an “advanced” level. It does not provide ways to create the
most powerful, most optimized characters. In short, its target
audience is not experienced players. Indeed, there are many players
for whom this book will be mostly useless. If you've been playing for
a while and you know what you're doing, this book may not be for you.
This is something that I know has caused some confusion, as it's
possible to read the name of the book and assume it's
for advanced players. This is why reading the description on the back
of a book is generally a good idea before purchasing (or reading the
description provided on a web page if purchasing online). It can save
a lot of surprise, disappointment, and needless anger.
The
Strategy Guide is also
not a replacement for the Core Rulebook.
The Strategy Guide can
help teach you how to create a character and play the game, but
you'll still need the full rules for things like feat and spell
descriptions. The book also can't cover every possible situation, so
does refer readers to the Core Rulebook
for more information on numerous occasions.
So
just what is the
Strategy Guide? Well,
to quote the book itself, it's “both a guide for new players and a
handy teaching reference for experienced players” (p. 5). In other
words, it's a resource to help bring new players into the game. Its
target audience is made up of two types of people: 1) people who are
new to the whole game or an aspect of the game, and 2) people looking
for ways to help teach others the game.
I fit into the second
category. I have no personal
need for this book myself, as
I've been playing a long time and know what I'm doing. However, I
usually GM, I've met a lot of gamers, and over the years, I've
introduced a lot of people to the game. Looking back, a book like the
Strategy Guide would
have been very useful on many occasions.
When
opening the book, it is very quickly clear that Paizo learned a lot
from making the Beginner Box.
Many of the techniques employed in that set are used again in this
book, from heavy use of colour coding and icons to straight-forward,
clear language that describes exactly what you need to know in an
easy-to-understand manner. Indeed, this book is visually beautiful.
Every aspect of its presentation, from pictures to headers to
sidebars, is carefully designed to guide your eyes to exactly where
they need to go. Never does any of the information look like a
chaotic jumble of words and charts that lack coherency. Instead,
everything looks inviting and easy to digest. For people like me, who
are not visual learners, this great attention to layout is an even
greater boon, as it helps overcome the difficulties non-visual
learners can have with learning visually. As a teacher myself, I'm
well aware of the importance of presentation in successfully
conveying information to a wide variety
of people who learn in different ways. The presentation in the
Strategy Guide is
top-notch.
But
what about the content of the Strategy Guide?
As with most Pathfinder books, it opens with a brief description of
what the book is and the topics it will cover. It then moves into an
introduction to the important terms and concepts found in the game.
Pathfinder uses a lot of terminology, some of it confusingly
conflicting (like character levels versus spell levels). This section
brings all the most important terms together in one space. It doesn't
go into heavy detail, but does provide just enough information so
that people will have at
least a basic familiarity with these terms when they show up later.
After
this, the Strategy Guide
moves into the main meat of the book: characters and character
creation. Yet unlike the Core Rulebook,
which goes straight to rolling dice or using point-buy to generate
ability scores, the Strategy Guide
starts of with, What do you want to play? Through a brief quiz, it
allows new players to develop an idea of the type of character they
want to play in the game. Do they want to be someone who dives
head-first into combat, or a sneakier character who use guile to win
the day? Do they want to cast spells? Do they want to be heavily
armoured? And so on. Players' answers to these questions provide them
with one of 26 character themes (2 each for most character classes,
except cleric, druid, sorcerer, and wizard, which each get 3). Each
theme gets a half-page description, which introduces players
to that
theme's main aspects, some
suggested races, and what page to turn to for the class description.
Each theme also has a unique icon.
The themes are referenced throughout the book and these icons allow
easy identification of which theme is being discussed. Immediately
following the themes is a brief section on races, where the key
abilities of each race are summarized.
The
book then moves into the “Class Guides”, starting with a general
overview of what is common to all classes, as well as instructions on
how to read skill, feat, and spell descriptions in the Core
Rulebook. An overview of the
standard Pathfinder RPG Character Sheet (the one at the back of the
Core Rulebook) is
provided as well, broken up into sections that are clearly labelled
with letter coding that can be referred back to later in the book.
Each of the eleven core classes then gets its own separate guide that
provides
players with everything they
need to create
a character of that class and level that character up through all 20
levels! (The Strategy
Guide does not cover classes
like witch or magus, only the
core classes from the Core
Rulebook.) Along
with what you get at each level, the guides also include suggested
feat, skill, and spell choices (and also class-specific choices like
rage powers or rogue talents) based on your character's theme. The
guides are very clear on when something is just a suggestion and when
something is automatic (such as a ranger automatically gaining
Endurance at 3rd level, but also getting a feat of your choice at 3rd
level).
The
layout here is similar (though not identical) to the style used in
the Beginner Box, with
every single level looked at separately, rather than the Core
Rulebook's method of providing a
table for level advancement and describing class abilities in the
order gained. It's a method that may at first look odd to experienced
players used to the Core Rulebook and
may feel like its taking up a lot of space with redundant
information, but to new
players, it's incredibly easy to follow, and there's never any need
to remember the things that aren't on the Core Rulebook's
class tables (like the feats every character gains every odd level
regardless of class) as all that information is included.
As
easy to follow as the class guides are, however, there is one area
where they might create confusion, and that's if players decide to
multiclass somewhere down the line. The guides don't differentiate
between abilities
that characters get based on character level and the ones based on
class level. They assume single-classed characters all the way to
20th level. I can fully understand that space limits how much they
can toss into this book, and multiclassing is a more “advanced”
option, thus not really fitting the beginner focus of the book.
However, multiclassing is briefly mentioned in the sidebar about
favoured class (p. 33), and it is an option in the Core
Rulebook, which this book is
aimed at teaching players how to use (it would be different if
multiclassing were introduced in another book, like the Advanced Player's Guide). I think
it would have been helpful to have included a sidebar about
multiclassing and to indicate
in the class guides which things are based on character level and
which on class level. As it is, someone playing a fighter 1/cleric 4
who has just advanced to cleric 5 might think that she gets a feat at
this level since the cleric guide says you gain a feat at 5th level.
That
aside, the class guides are truly phenomenal and contain huge amounts
of detail. New players will be able to take their (single-classed)
characters from 1st to 20th level with ease, and won't be left
confused about how to level their character. I did notice one small
oversight, though. The druid guide makes no mention of druids'
ability to spontaneously cast summon nature's ally
spells. I'm not sure how this was missed.
While
the class guides take up the bulk of the Strategy Guide,
they are not the whole of it. After the class guides, the book takes
a look at the actual playing of the game. Combat, of course, covers a
significant part of this. The Strategy Guide
spends roughly the same number of pages on combat as the Core
Rulebook does and does it in a
much easier-to-follow manner.
It goes step by step through everything you need and includes
flow-charts, tables (a separate table for each kind of action, such
as standard actions and free
actions, listing all the actions that fall under that category), and
diagrams. Combat in Pathfinder can be complicated, but this chapter
just about succeeds at making it look simple. It
even includes tactical suggestions for common circumstances and
advice for how each class and theme might want to approach combat.
Of
course, there's more to the game than combat, and the latter part of
the book delves into topics such as narrative play, dungeon delving,
diplomacy, scouting, and more. There's even some general “Advice
for Better Gaming”. This includes such simple things as showing up
on time and being respectful of the host, the GM, and other players.
But it also contains advice about thinking ahead, avoiding
metagaming, and not betraying your other party members.
At
the very end of the book, there is a four-page section introducing
people to the Pathfinder Society—the real-world one, not the
in-game Golarion organization. It describes what organized
play is and how it is different from home games, as well as tells how
people can join. While I, personally, am not a fan of organized play
(for a number of reasons not relevant to this review), one strength
of organized play is that it helps players connect with other
players—something invaluable
to a new player who happened to pick up the game because she saw it
in the store, but doesn't currently know anyone else who plays.
As
a whole, the Strategy Guide is a great resource for
introducing players to the full Pathfinder Roleplaying Game, whether
they are coming from the Beginner Box, have played a few times
before but are still confused about elements of the rules, or are
jumping straight into the game with no prior experience. While you
will still need the Core Rulebook to play the game, this book
is far less intimidating than that heftier tome, and succeeds at
explaining the game far, far better. It's a book I'm proud to have on
my shelf and I will be eagerly lending it out to new players who join
my games in the future.
Glad to see you are back!
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