Vic Wertz Chief Technical Officer |
Alan_Beven wrote:So if I were to get a role playing game subscription right now and order this book would I still get the PDF or has that ship sailed???You would have had to subscribe in time to get the Monster Codex back in the fall to qualify for the PDF
No, you just needed to have an active RPG subscription and to have preordered this book before it began shipping.
j b 200 |
j b 200 wrote:No, you just needed to have an active RPG subscription and to have preordered this book before it began shipping.Alan_Beven wrote:So if I were to get a role playing game subscription right now and order this book would I still get the PDF or has that ship sailed???You would have had to subscribe in time to get the Monster Codex back in the fall to qualify for the PDF
I thought to you had to have an item ship on that subscription for it to be "active"?
Ross Byers RPG Superstar 2008 Top 32 |
Vic Wertz wrote:I thought to you had to have an item ship on that subscription for it to be "active"?j b 200 wrote:No, you just needed to have an active RPG subscription and to have preordered this book before it began shipping.Alan_Beven wrote:So if I were to get a role playing game subscription right now and order this book would I still get the PDF or has that ship sailed???You would have had to subscribe in time to get the Monster Codex back in the fall to qualify for the PDF
You can also subscribe starting with the previous product.
Jessica Price Project Manager |
Jessica Price Project Manager |
Skeld |
3 people marked this as a favorite. |
So, lets talk specific rules in the strategy guide: page 128 "Understanding your square", the threatened areas:
I didn't know you'd get AoO's for someone/thing leaving those dark grey squares that you actually don't threaten...
Oversight?
No, it's intentional because without that AoO, you could approach a character wielding a reach weapon completely unopposed so long as you approach from the corner. It's literally a rule to fix a corner case.
-Skeld
Skeld |
2 people marked this as a favorite. |
I looked over my PDF last night and from what I saw I'd like to say that this is a really good book for beginners. There is a bunch of very helpful information in here. Experienced players probably won't get much out of it, but there were a couple nuggets that I came across in my casual flip-through.
The book is kinda repetitive in places. Also, players that like to optimize will find some of the advice (especially feat selection) hard to swallow. That's just a reflection of Paizo's particular philosophy on character design, but I wouldn't be surprised if some players take exception.
Again, very good book for beginners.
-Skeld
Skeld |
Ah. Interesting. When / Where was that introduced?
I don't really know. "Corners aren't threatened" is a rule I've ignored from the beginning (I think it was a change from 3.5e), so I haven't followed the evolution closely. I know it's been debated on the boards a number of times though.
-Skeld
Joana |
2 people marked this as a favorite. |
When / Where was that introduced?
In the Rules Reference cards. Look at the example cards shown on the product page. Discussion of the clarification/stealth errata began when the images were posted last August.
Tangent101 |
Quick question: If you have no subscriptions going out this month, will this end up shipping next month? I'm just wondering as I've preordered this and it's still not shipped (or at least I didn't get an e-mail or the PDF). Mind you, I don't mind waiting and paying less for shipping and handling....
DM Sothal |
DM Sothal wrote:When / Where was that introduced?In the Rules Reference cards. Look at the example cards shown on the product page. Discussion of the clarification/stealth errata began when the images were posted last August.
Thanks again. Looking at that card though, it is not the same ruling.
As by the card you threaten that square at the corner,
as by the guide you don't threaten it, but receive an AoO when someone leaves it to move closer.
So does the Guide now create a corner case of the corner case?
Zaister |
3 people marked this as a favorite. |
The Strategy Guide was put together and printed before the recent FAQ ruling that reversed that rule and introduced the exception that the corners—as in D&D v.3.5—are indeed threatened.
Joana |
Looking at that card though, it is not the same ruling.
As by the card you threaten that square at the corner,
as by the guide you don't threaten it, but receive an AoO when someone leaves it to move closer.
Ah. I don't have the Guide yet, so I assumed it would be the same rule. It's a shame there's still confusion about this depending on which source a person picks up. As demonstrated, the Rules Reference card predates the FAQ by almost 4 months. :P
Mark Seifter Designer |
5 people marked this as a favorite. |
The Strategy Guide was put together and printed before the recent FAQ ruling that reversed that rule and introduced the exception that the corners—as in D&D v.3.5—are indeed threatened.
Indeed. It's a relic of how long ago the Strategy Guide was originally written (as an interesting side note—an eagle-eyed new editor did figure this out just barely in time to help with all the foreign language Strategy Guides; rock on, Joe, and nobody usually finds out when the editors eliminate a problem!). The fact that we knew the Strategy Guide was going to contradict the Rules Reference Cards was a strong motivator in my attempts to have us put out a conclusive FAQ for it one way or the other. Happily, we went with the cleaner solution from the cards in the end!
Chris Lambertz Paizo Glitterati Robot |
Russ Taylor RPG Superstar 2008 Top 6, Contributor |
1 person marked this as a favorite. |
The Strategy Guide was put together and printed before the recent FAQ ruling that reversed that rule and introduced the exception that the corners—as in D&D v.3.5—are indeed threatened.
How annoying. I checked and re-checked that when the book was being written, making sure that it matched up with the rules as they were at that time. Some times you just can't predict the future :)
Maveric28 |
I've gotta know before I throw down $40 for a book I don't need... is there anything in here for experienced players, or is it just a guide for newbies to build their characters? With a title like "Strategy Guide" I was expecting a book with interesting strategies using equipment, spells and combat maneuvers in interesting combinations to pull off various effects and tactics. Y'know, about Strategy. But from what I can read on this book in this thread, it looks more like it should have been called "Pathfinder Roleplaying Game: Character Creation Guide (OGL)"... am I wrong?
So what's in it to appeal to us tired ol' grognards?
TriOmegaZero |
3 people marked this as a favorite. |
This is very much a book you hand off to the new players in your group. I've only skimmed it, but it covers only the core rules and will be quite simple reading for an experienced player. There may perhaps be some nuggets of information of use to me and you, but I expect I will have to dig deep for them.
Feros |
Is there any advice on how to pick equipment? I'm a newbie, and that seems to be the thing that trips me up the most. (I'm considering picking this up once the PDF is available.)
Yes! It gives suggested starting gear for each theme chosen in a sidebar at the start of each class section. There is also general advice on equipment in the additional details section at the end of the class section.
If unsure of what equipment to use or get as you go up in levels, stick to that initial list and simply get magical versions whenever you can.
Ross Byers RPG Superstar 2008 Top 32 |
Maveric28 |
Is there any advice on how to pick equipment? I'm a newbie, and that seems to be the thing that trips me up the most. (I'm considering picking this up once the PDF is available.)
I don't know what this book will do for you, Talia, but if you need help picking equipment, I would go with the PATHFINDER ROLEPLAYING GAME: ULTIMATE EQUIPMENT book instead. I LOVE that book and one of the neatest things I've found is under the general equipment list there is a starting equipment set for each specific Class; Fighter's kit, Cleric's kit, Magus's kit, etc. Give it a shot, it's by far the best book available for players right behind the Core Rulebook and the Advanced Players Guide.
NJHeart2Heart |
The main reason for this product is that I believe the Core Rulebook presents a number of barriers to entry into the game for many people, among them...
- It's a big, heavy book filled with a bazillion words, tables, and lists that appear daunting to newcomers.
- Really important rules, like how you level up your character, are split into multiple places, and much of it is easy to miss.
- It tells you how to make a character, but it doesn't help you figure out which of the many choices you can make are the ones you want to make.
- Options for *your* character class, like feats and spells, have to be extracted from dense chapters that also cover options that your character can't actually use.
This book is intended to solve those problems, and I believe that it will bring many more players to the table.
goldomark wrote:160 pages? Seems pretty small.I really, really wanted it to be 100 pages, but we just couldn't accomplish everything we needed in that space.
Thank you! As a very new player this sounds exactly like the kind of companion book I need to my core rulebook! Looks like my timing to get into the game is perfect with this book :) I look forward to purchasing the PDF next week!
John Kretzer |
This book is great for new players. I all ready got some of my new players to get the pdf.
The most useful thing I see is the level up guide for each of the core classes. Though I do have a slight problem...some of my new players are playing classes not found in Core. Is there any chance we will see a level advancing guide for all the classes?
Kajehase |
1 person marked this as a favorite. |
TaliaKirana wrote:Is there any advice on how to pick equipment? I'm a newbie, and that seems to be the thing that trips me up the most. (I'm considering picking this up once the PDF is available.)I don't know what this book will do for you, Talia, but if you need help picking equipment, I would go with the PATHFINDER ROLEPLAYING GAME: ULTIMATE EQUIPMENT book instead. I LOVE that book and one of the neatest things I've found is under the general equipment list there is a starting equipment set for each specific Class; Fighter's kit, Cleric's kit, Magus's kit, etc. Give it a shot, it's by far the best book available for players right behind the Core Rulebook and the Advanced Players Guide.
Adding even more options is not going to help if you're already having a hard time picking tje right equipment for your character.
Renegade Paladin |
Maveric28 wrote:Adding even more options is not going to help if you're already having a hard time picking tje right equipment for your character.TaliaKirana wrote:Is there any advice on how to pick equipment? I'm a newbie, and that seems to be the thing that trips me up the most. (I'm considering picking this up once the PDF is available.)I don't know what this book will do for you, Talia, but if you need help picking equipment, I would go with the PATHFINDER ROLEPLAYING GAME: ULTIMATE EQUIPMENT book instead. I LOVE that book and one of the neatest things I've found is under the general equipment list there is a starting equipment set for each specific Class; Fighter's kit, Cleric's kit, Magus's kit, etc. Give it a shot, it's by far the best book available for players right behind the Core Rulebook and the Advanced Players Guide.
While true, what he's getting at is that Ultimate Equipment has the preselected class kits in it, which bundle all the mundane gear that X class needs. It's worth noting that the Advanced Class Guide has similar for all the classes contained within it in its equipment chapter, though many of them are just copy-pasted from one of the parent classes.
Dustin Ashe |
John Kretzer |
John Kretzer wrote:Is there any chance we will see a level advancing guide for all the classes?Step this way...
Nice work. I'll be sure to keep a eye on that thread.
Robert Jordan |
My poor 13 year old cousin got super confused by the first level Sorcerer spells section. The icon images by the spell suggestions use the Wizard role icons not the Sorcerer ones. She's figured it out since then, but she mentioned that I should inform you in her words that "They should get that fixed."
Ross Byers RPG Superstar 2008 Top 32 |
JohnF |
1 person marked this as a favorite. |
My copy of this arrived yesterday, and it looks like just what I was expecting. I'll probably pick up another one to lend out to new players.
I did spot one problem on a quick perusal of the pages:
When talking about where to allocate skills for a brand new Wizard character, one of the recommendations is to put a rank in 'Fly'.
It's my understanding that you can't do this.
You cannot take ranks in this skill without a natural means of flight or gliding.
Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).
That says that a typical Wizard generally can't put ranks into 'Fly' until he's able to cast a Fly spell, which he doesn't get until 5th level.
IceniQueen |
2 people marked this as a favorite. |
Don't hate me... To me this is the WORST book out so far. I got mine and find this book great if you are a new player, or you want to Min/Max your character so bad it is not funny.
I am seeing more and more of Pathfinder becoming a Min/Maxer system. I see it in PFS, I see it in regular play. This book offers nothing to a player of more than 5 year.
If your new to Pen and Pager RPG, then this book might be for you, that is if you want to make a character that is so bad arse they can kill a dragon at 5th level. If you want to play a good realiastic flawed character that is far more fun to RP... then avoid this book.
But do not take advice from a gamer of 30+ years, unless you want good advice
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
IceniQueen, you are now immortal. Your post is probably going to be linked in a great many future discussions. You might even get your post's general idea named after you for easier reference. Granted that's just my own speculation, but I'm pretty confident. At the very least, I know that *I* will be linking your post in future discussions. But I really do think you're going to be a reference point for a loooong time.
Dustin Ashe |
2 people marked this as a favorite. |
If you want to play a good realistic flawed character that is far more fun to RP... then avoid this book.
I'm not sure how one would write a book about how to build a flawed character. I think that comes quite naturally to a beginner. ;)
More seriously, I don't think this is a min/max book. It'll make guide you about how to make a decent character, but not a superhero.
For one thing, they've used only the options found in the Core Rulebook. And for another, you'll notice that they leave you to your own devices at higher levels. The Class Guides really hold your hand at first level, then a little less so 2-5. And then by 15-20 it just alerts you to select a feat or whatever and makes no suggestions. Thirdly, there are a lot of options here. These aren't builds, they're suggestions and even within a theme there are more feats and abilities than one could actually take. It doesn't really rank your options either. And finally, even with the themes I think these suggestions are too general to be considered min/maxing. These aren't builds, they're whittled-down options. Training wheels, not a min/max guide.
And this is coming from a decidedly not min/maxer. If you saw my current character, you'd agree.