Tuesday, November 15, 2011

Game Review: Pathfinder Starter Box

Just last week, I finished running the Lost Crown of Neverwinter D&D Encounters campaign. It was very well done, we had a lot of fun, and it was a rewarding fourteen weeks of gaming. I am a big fan of 4th Edition D&D. I love the streamlined combat, the party synergy, and the class role system. I was actually kind of jealous of my players. They were having so much fun with their characters, leveling and trying new power combinations, that I had to roll a character of my own. Thus was born Vraxis Shadowkin, Tiefling Warlock Hexblade! Just in case there is a game I can jump in, I'll be prepared.

Many of us are older D&D players, and we remember fondly the days of creating a character of our design and reflecting a lot of character flaws and perks through character design. This is something the Pathfinder system does well. In an off weekend, I got together with Jason and Henry and we decided to give the Pathfinder Starter Box a go. The Pathfinder system is, essentially, D&D 3.5 under the OGL rebranded and carried on by Paizo Publishing. Once we got started, it only took a few turns for us to realize how familiar the rules were.

The box set itself is very well done. It really does assume you have never played a role playing game before. The rules are written in a very clear, concise way. This allows new players to grasp certain aspects of the game as well get handle on combat mechanics. Visually the art reminds me of a cross between high fantasy and anime. The box includes four pre-generated characters, a players handbook, a GM book, a well done double sided dry erase map, a few pages of cut out character with several 3D stands, a few blank character sheets and a set of dice. The character sheets are laid out in a very clear manner, with lots of definitions and how-to tips throughout. The beginner scenario takes place near the town of Sandpoint. The party is tasked with discovering who or what is responsible for terrorizing the local populace. It is a quick adventure into a dungeon cave not far from town. The adventure takes the party through ten rooms in the dungeon, exploring most of combat mechanics as well providing many opportunities for non-combat tests, like disarming traps, stealing treasure, and diplomatic role-play with some of the dungeon occupants. In the end, the party must face and defeat Black Fang, a young black dragon who has taken up residence in the caves interior.

From the start, I really felt the difference between the two game systems. While fundamental mechanics are still the same, there are subtle differences between the two systems. Saves and critical hits stand out here, as well as some roleplaying options. I think Pathfinder really rewards players who LOVE options and customization with their characters. The interaction of skills, feats and abilities is more intricate in Pathfinder, and that can be a good thing. I did find combat to bog down a bit, but that is something I remember 3.5 suffering from before. All in all, we had a good time playing. Jason liked the game so much I believe he will be running a Pathfinder game soon. I guess Vraxis will have to wait!

Now what should I roll for his Pathfinder game?

-Wicked