Monday, September 5, 2016

Pathfinder: SORD PF


http://www.rpgnow.com/product/81817/Sord-Pf

This is an oldie, but a goodie. If you find yourself missing the good-old (or even not so good old by some people's opinions) days of Pathfinder, this PDF is a life saver. If you play by the basic book and even use Trapdoor's Playbook on the iPad to run a basic-book only game, this is the PDF to get.

Imagine a PDF that eliminates the need to flip through the book to reference rules. This PDF was created to help you play the game more accurately, faster, and with a deeper depth of complexity than you are normally used to. The goal was to save at least 15 minutes per encounter, and having used this in play, I can attest it is a huge time-saver and it clears up not only how something should be handled, but sets forth easily-followed procedures to handle complex rules.

Pathfinder's strength is its complexity, so any product that helps you cut through that complexity and lets you enjoy it more helps you enjoy more of the game.

So what is this? It is a 40-page booklet of charts and rules summaries for Pathfinder, covering combat, actions, maneuvers, movement, modifiers, spells, and skills. It is useful for both players knowing what they can do and referees figuring out how to handle things. If you are a new player, it clears up how the fiddly parts of the rules work and how your character's stats are used by the game. If you are a referee, this is your cheat-sheet of notes and helps you run the game 'by the book' across a wide variety of situations.

This Means I Provoked an AoO!

Part of why our group doesn't like the Pathfinder or D&D 3.5 combat systems (for most light gaming sessions) are the fiddly Attack of Opportunity systems in these games, but this PDF makes that easy, and in fact explains AoO so well it becomes clear when it should be used. To be fair, AoO is one of those 'simulationist' sort of combat systems that you can't really remove from Pathfinder because so much of the game's intricacies are wrapped up in triggering, not triggering, buying feats to enhance, and giving melee characters rules to pay attention to (and exploit for effectiveness).

If you are complaining about magic being too powerful in Pathfinder, you are probably ignoring some of the melee combat rules meant to throw some sand in the gears of spell-casting in combat. You threaten any square you can make a melee attack into - even when it is not your action. Using a spell-like ability? Provokes an AoO. Casting a spell? Provokes an AoO unless defensively casting. Quickened spell casing does not provoke an AoO, nor does channel energy. And this PDF summarizes them all.

See? You start applying the rules and spell casting in melee gets a lot more complicated. Your magic-wielding character needs to play by the rules, take a couple hits, and make those concentration checks to keep casting. The rules exist here for a reason, and this lower-level combat sim is one of the huge differences between Pathfinder and D&D 5. You can build a character to take advantage of the low-level combat sim in Pathfinder, and if you enjoy that rules complexity, you should be playing Pathfinder. If you find yourself ignoring the low-level combat sim rules in Pathfinder because of a need for simplicity, you should be playing D&D 5. It is not a question of which game is better, it is a question of what type of game you enjoy better.

I Did Not Know You Could Do That...

The skill reference sheets are invaluable. Did you know a bard with Intimidate and Comedy Performance skills could demoralize all enemies within earshot for 1 round plus 1 more for every 5 points they beat the target DC - just by telling a joke? By the way the shaken condition gives the enemy a -2 to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

"You guys suck so bad you can't even swing a sword half straight."

And bam, the other side sucks at what they do to the tune of a -2 for everything they do just because you walk around making quips like Steve Buscemi. Oh, and that comedy-combo applies to Bluff checks as well, so have fun. You don't need a spell that does this, GM Fiat, or any other special rules - the game handles it. These charts make it easy to come up with fun uses of skills like this for all types of interesting uses, and lays things out in a simple way so when a referee or other player stares at you slack-jawed in disbelief "you can do this" you can show them.

They will inevitably open the book and check, but you will still be right.

And you will be right without having to look in the book.

The Warhammer Method and Appeal

We have played in a lot of Warhammer and Warhammer 40K games at hobby shops, and there is a certain population of players who like to be "good at the rules." If you know your stuff, you can lay your army down, play fast, use the rules to your advantage, and sail through many battles with ease. When you meet another player who can play as well as you, it becomes the battle of two chess masters and an epic confrontation.

But to get to this point - you have to know the rules. You have to be able to recite them from memory, or have a quick reference chart handy that can lay out the rules in an easy-to-understand format and be accessible quickly. Moreover, you have to be right and correct in the application of the rules to an event or situation that happens at the game table.

You seek out players with a high system mastery to play with because this gives you a greater enjoyment of the game. It is the same with Warhammer as it is with Pathfinder. The SORD PF charts can help you get to this high level of play. If you enjoy that 'rules heavy' play, that is, and some people prefer a more simple experience, such as a Savage Worlds or even a D&D 5 style game.

Also, there is a certain magic when you play with a referee with a high system mastery of the game, when the referee can rifle through a list of modifiers and ways to handle something without having to flip through the book. You get a more complete enjoyment of the game, you start to see why the rules were written the way they were, and all of a sudden the way you built your character matters. Or the way you didn't build him or her matters, given the types of things you want to do. This matters in an option-heavy system like Pathfinder, and a great referee will sit down with you and explain why the choices you made on your now dead (and thoroughly sucky) first character were the wrong ones (given the way you wanted to play), and explain to you how you should build your new character the next time to make them work better within the rules.

In a game that protects you from bad choices, none of this matters. I don't usually like games where there are 'bad choices' built in, but the way D&D 3.5 and Pathfinder were designed these bad parts are essential because games with system mastery need both optimal and less optimal paths. To be fair, a lot of the choices in Pathfinder (and even the bad ones) are useful in some situations, but when you are trying to build a specific character, 80-90% of the choices you are presented with are bad choices. You need to know how the system works to build the character you want to play, and the system does not protect you from making bad choices.

We Always Play With This...Always

If we are playing Pathfinder, you can bet a copy of SORD PF is sitting right by my side. DarkgarX also has his copy open and ready near him (as a player) should he want to reference a rule or attempt something which could force a check of the rules. It just makes playing easier, keeps us from flipping through the book, and it saves us time during play - which is exactly what this PDF was advertised to do. Granted, this PDF only covers the basic rules, so if you are a "complete system" multi-book player there may be some holes - but 90% of this information is still highly useful and the other books you play with should just be exceptions rather than the rule.

With the newer Pocket Editions of Pathfinder coming out (and the basic book only Playbook experience), there are more players just sticking to the basics - and that experience is still a great and fun game. For these players, this PDF is the resource to get and stick by, since it saves you time and increases your enjoyment of the game. It is also a 'cheat sheet' towards system mastery, and that is always a noble goal. Being a great player or referee who 'knows their stuff' makes you a more desirable player for groups and play experiences.

Check it out, highly recommended.

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