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Pathfinder Roleplaying Game: Core Rulebook (Pocket Edition), by Jason Bulmahn
PDF Download Pathfinder Roleplaying Game: Core Rulebook (Pocket Edition), by Jason Bulmahn
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Product details
Series: Pathfinder
Paperback: 576 pages
Publisher: Paizo Publishng Inc.; Reprint edition (August 23, 2016)
Language: English
ISBN-10: 1601258879
ISBN-13: 978-1601258878
Product Dimensions:
6.5 x 1.3 x 8.4 inches
Shipping Weight: 2.2 pounds (View shipping rates and policies)
Average Customer Review:
4.7 out of 5 stars
915 customer reviews
Amazon Best Sellers Rank:
#24,973 in Books (See Top 100 in Books)
I finally stopped leeching off the various online resources (d20PFSRD, Archives of Nethys, etc.) and bought myself a copy of the CRB. I was very pleasantly surprised by the quality. The binding is the best I have seen for any book in my collection -- not just RPG books, I mean ALL my books. I felt like I was flipping pages from a beloved and well-worn tome I had owned for years. Of course, the print quality is top notch, and the information within is exhaustive and organized in a naturally intuitive manner. This, I think, will be the first of many Pathfinder volumes to be added to my shelf.
I thought I'd post specifically on the quality of the book's construction, because it was a bit of a gamble when I bought it for myself due to lack of info:The Pathfinder Core Rulebook as well as the Pathfinder Bestiary, hardcover editions, have sewn bindings. Why is this important? It means the books will still be intact after years of use. In short, if you're in to Pathfinder, the hardcover Pathfinder series seems to be a good investment in terms of longevity.Regarding the book's contents:In theory, any player's handbook contains enough information for both players and GM, simply because it lays out the core mechanics necessary for the players to interact with the game world - Fleshing out the world and interactions is up to the GM. In other words, you don't need a monster manual, a spell manual, a specific GM guide, a campaign setting, etc. - just the core handbook.However, those accessory books are helpful in giving you starting points as you try to bring your world to life - pre-made creatures and spells that have been play-tested and balanced to work well within the rule system. If players or GM are uncomfortable with bending rules as a method for balancing gameplay or with creating new monsters/spells/items/etc., these accessory books become essential...and the game becomes very expensive, too.The Pathfinder Core Rulebook offers plenty of info on race, class, items, skills, spells, and even devotes a decent chunk specifically to game-mastery. The only thing it really lacks is monsters and monster creation, so I would recommend purchasing the Pathfinder Bestiary I if you've purchased the Core Rulebook and decided you like the system. Bestiary I includes many, many, monsters as well as info on creating your own.Basically, the Core Rulebook gives you the structure of the rule system and enough info to get the ball rolling, and then it guides you in using your own imagination to build on that system...if you're comfortable designing your own creatures without a specific guide to do so.So...to come up with your own stuff, or to rely on accessory material? The cost of additional books aside, this is essentially a question of confidence and competence. If the players are willing to trust the GM to bend rules as necessary to balance customized gameplay AND the GM is competent enough to do it, there is no problem. But many players feel it is essential to rely on pre-made material that has been play-tested, and that's where the other books come in (along with endless arguments over little details). Thankfully, with Pathfinder you need only the Core Rulebook and Bestiary I for a basically fully-defined, 90% fudge-free campaign. If you're willing to fudge as necessary, all you need is the Core Rulebook.If you're new to tabletop RPGs, expect some rule-bending or you'll get so bogged down that it will lose its fun. If you're a new GM, expect to HAVE to bend rules once in a while because no matter how many accessory books you purchase you're going to run into situations that aren't adequately covered by existing material.The #1 thing to keep in mind: The Core Rulebook is a GUIDEbook. It's ok to modify the rules - nobody's going to get hurt. Hopefully.
I am VERY VERY new to RPG pen and paper style games. I barely got into it maybe a year ago. I recently started reading different games. So I am not even an amateur yet. This particular game seems extremely similar to D&D. As a newbie I can barely tell the difference. I have had it explained to me and it makes sense but without the explanation I wouldn't have noticed. With that said I do enjoy this book greatly and even bought a race guide with it. If you are super amateur like myself this may appear to be the same as D&D... if you are a more seasoned player you will probably get more out of this. Either way... fun read
After getting the Beginner's Box, we were all hyped up for more. We're ready to try some new adventures and campaign settings, as well as have more in depth characters! I love the detail it includes for the classes and races, among other things, getting you a step further into the Pathfinder experience without throwing you all the information of the advanced guides. Everyone is excited to get going!
This will be a short review, but a positive one. This book is like a D20 Player's Handbook on steroids. I loved the D20 system, consider it the pinnacle of gaming rules (and I've been at it since Chainmail...), and I was saddened by the horrible edition of D&D that replaced it. This goes back to the basic D20 rules, gives you the classes, the spells, the feats, the skills, the items, all you need to kick off a campaign. I say it is the PHB on steroids because it also includes many of the rules that you'd find in a DMG as well. All that's missing is monsters. If you want a great fantasy game, want to suppliment your D20 stuff, or just want to replace the D20 without buying decade old used books, Pathfinder is the way to go. Great art, great rules, well written, sturdy book (though the pages are a bit thin and don't seem like they will wear well).
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