I find it interesting that I am only part way through the
Pathfinder RPG Core book and I come across Chapter 7: Additional Rules. I have
not even finished reading the core rules yet they are already thrusting additional rules my way. Does that seem
strange to anyone else? Oh well, I haven’t been disappointed yet. I am sure
this will be fun.
I feel a lot better after reading the first bit of the
chapter. I don’t know that I would consider these additional rules, though.
This chapter presents rules for many miscellaneous parts of
the game, such as alignment, character age, and encumbrance. This chapter also
covers the rules for exploration, including overland travel, light sources, and
breaking objects.
So, I go over the alignment section. I’ve read a lot of
papers, blogs posts, and essential dissertations on the subject. There is
nothing new here and it kind of glosses over different factors. It does,
however, give a basic overview of alignments, which should be enough to get
most people started. I like keeping the random height, weight, and age tables.
Figuring in the standard maturity cycles of various races and training for
classes is great. If you want more detail for your character, the randomness
can help you change things up and stop you from getting stalled.
This section also goes over a characters lifting, carrying,
dragging abilities. In the last post—the one on weapons, armor, and equipment
for Pathfinder—I asked about others who keep meticulous lists for what they are
carrying. I used to all the time. In more recent games, this has fallen off,
and I think that’s a cross between trying to speed up the games as well as
people having a problem with the bookkeeping.
For movement, I remember walk and run x 4. The hustle and
run x 3 seem new. I’m not exactly sure right off the bat why I need a run x 3
and a run x 4. So, I take a look and see run x 3 is the top running speed for a
humanoid in heavy armor. Running x 4 is the running speed for a humanoid in
light, medium, or no armor. Okay, I can deal with that. It is one extra piece
of math, but seems like it’d be easy enough to work in and remember. The
movement rules are pretty much same ol’, same ol’ other than that. I do find it
interesting the go over several variations of overland movement, but simply
refer to vehicle rules for waterborne travel with no thought or mention of
swimming. I am almost sure it is covered somewhere else, maybe in a supplement?
The chase rules are a little lacking. However, it is a
general overview and I am sure more complex examples and rules are brought in
elsewhere; whether that happens in the book or merely at the table remains to
be seen.
The quick overview the book provides on vision, darkness,
and breaking things is a bit refreshing. Sometimes, these are over-explained
during the first run through. I don’t know that I ever seen hardness explained
so succinctly. As I get to the next page, I begin to wonder if there is a
better way they could have organized this. Tables are laid out here that could
have easily come earlier, but I’m not sure as there are a lot of tables and not
as much text…I think.
Next up is Chapter 8: Combat. That ought to be fun.
Admittedly, it could take me awhile to pour through, as I have heard that is
where a lot of changes were made to the system in an effort to streamline
Pathfinder in comparison to 3x. I guess we’ll find out tomorrow.
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