I've been putting this one off for a while since it is so long (over 600 pages) and I feel like I'm probably not going to like it, but this needs to be done so here we go. As always I'm going into this blind (except from being exposed to the general hate of this new edition that permeates the internet).
Pathfinder 2nd Edition (which I'll just call PF2E, and this review will assume knowledge of PF1E) came out in late 2019 to lots of rage and dismay despite the fact that PF was 10 years old at the time which is pretty damn old for a single edition of an RPG that was still being supported. This means that we now have PF grognards. I'll let you figure out how you feel about that.
There are 11 chapters in the core rulebook. These are followed by a conditions appendix, character sheet, and glossary/index.
1) Introduction
2) Ancestries & Backgrounds
3) Classes
4) Skills
5) Feats
6) Equipment
7) Spells
8) The Age of Lost Omens
9) Playing the Game
10) Game Mastering
11) Crafting & Treasure
As is standard for Paizo there is lots of art and color and fluff text everywhere. I don't like it but it is what it is.
IntroductionThis is the standard chapter that you should expect (although sometimes I get surprised). This is a roleplaying game, it uses dice, it has players and a GM, blahblahblah. There is a paragraph about how everyone is responsible for being inclusive to all identities and life experiences which is just a sign of the times I suppose.
As an heads up, I don't know if it is my PDF or what but there is something really wrong with the bolded font. It's fuzzy and hurts my brain.
The game still has levels and XP and the standard six ability scores with ability modifiers. Ancestry is the new word for Race for reasons that I would probably find to be extremely stupid. Backgrounds is self-explanatory, and classes and feats and skills are all still around as well.
There are some new things however. Critical Successes and Critical Failures are not just determined by rolling a specific number on the d20 (although 20 and 1 still cause them) but also by rolling 10 over (or under) the DC. Like other systems, critical rolls now impact the result instead of just being an auto-success/failure.
Instead of putting a specific number of ranks into skills, you have a proficiency bonus determined by your rank (and there are five ranks: untrained, trained, expert, master, and legendary).
We still have the familiar initiative, rounds, and turns, but during your turn you have three actions to use which aren't classified into types and so you can just do whatever (although there are "activities" that require more than one action). Casting a spell is called out as requiring two of your three actions. Free actions still exist.
Speaking of actions, attacking is the Strike action (and attacking has a proficiency rank just like skills, and so does AC by being proficient in the armor). Critical success on attacks do double damage (and the book is very excited about this, there's an exclamation point and everything). Full-attacking is using multiple Strike actions on your turn but at the standard -5 penalty per extra attack that you're used to (with possible ways to reduce it according to the text).
The three standard saving throws (Fortitude, Reflex, and Will) are still around (with proficiency bonuses) and critical successes "usually" mean that you just ignore whatever caused the save roll.
Other tidbits gleaned from the key terms part of this chapter: Ancestry helps determine HP (like Starfinder), everyone starts with 15gp instead of it being determined by class, items have levels (like Starfinder), Monsters/NPCs/Hazards/Diseases/Poisons have levels but their range is -1 to 30 (I don't know how a negative level would work), spells go to level 10 now (which is the opposite of Starfinder), there is a rarity system for items and also "spells, feats, and other rules elements" (I have no idea how a rare rule would work either).
And now we unexpectedly get an explanation of the contents of every chapter and a bunch of rules text! I don't like the layout of this book so far.
Aside from the actions rules we already knew, there are three types: Single, Reaction (used when it isn't your turn, requires a trigger), and Free. Actions have associated symbols because some people think that's helpful even though this isn't a board game. Activities have symbols denoting how many actions they take up.
When it comes to character creation, we're doing something new. All stats start at a 10 and are then adjusted by boosts (which increase by 2 unless the score is already 18+ and then it increases by 1) or by flaws (which decrease by 2). Ancestry, Background, and Class selection all adjust ability scores, however a level 1 character can't have any ability score higher than 18. Rolling ability scores is listed as an alternative method, and there is no point buy. We also get helpful charts of races and classes with ability score information so you can come up with pairings without having to flip back and forth between chapters.
As an aside, none of the core races have a penalty to Dexterity or Intelligence, but Goblins have replaced Half-Orcs as the "monstrous" core race (Paizo loves goblins).
We haven't deviated from the standard 9 alignments so there's none of this stupid lawful=good and chaos=evil stuff that D&D 4E had. There's also some more character fluff in the same vein as Ancestry replacing the word Race that I see as annoying but I'm not going to get into that. Also, there official character sheet has an "Achievements" section where you can record things like "Farthest Distance Fallen" or "Most GP Gained At Once" or "Deaths". Ugh.
Moving on, leveling up now costs 1,000 XP (it goes away forever). This eliminates things like de-leveling due to XP loss which I like. Also, all characters get four ability boosts every 5 levels, and proficiency bonuses go up by 1 every level.
Ancestries & BackgroundsFrom a terminology perspective, basically Ancestry = Race and Heritage = Sub-Race.
Each ancestry has multiple heritages which give you an ability or an action you can use or elemental resistance or whatever. Heritages can do all kinds of stuff but are relatively minor in scope.
You also get an Ancestry feat at 1st level and an additional feat every 4 levels thereafter. This is completely separate from anything gained from class levels, and conceptually I like it. Your dwarf can be dwarfy without having to decide if they'd rather be dwarfy or clericy.
The ancestries are: Dwarf, Elf, Gnome, Goblin, Halfing, Human. Where are the half-races (half-elf/half-orc)? They're human heritages. Goblins are the new "breaking away from stereotypes to be good" races.
There is a pretty extensive list of backgrounds, which grant you the following: two ability boosts (usually one to one of two choices and one to an ability of your choice), training in two specified skills, and a pre-determined skill feat.
Languages are listed as Common, Uncommon, or Secret and everything that grants languages specifies which list to choose from. No more party of first level characters that combined know every language in existence (unless you really work on it, you can't just default to Aklo because nobody else picked it).
ClassesI'm seeing a lot of Starfinder here too (which isn't totally unexpected, although there's less Starfinder than I would have liked). Every class has a Key Ability which determines DCs. HP are static at each level (and added to the HP from your ancestry).
There are 12 classes:
- Alchemist
- Barbarian
- Bard
- Champion (Paladin replacement, good but not automatically LG)
- Cleric
- Druid
- Fighter
- Monk
- Ranger
- Rogue
- Sorcerer
- Wizard
Each class gains proficiency in listed skills or weapons or defenses or other things at various levels. In addition, you gain class features (of course) and access to the list of class feats for that class (you can class feats independently of ancestry feats or skill feats or general feats, so you're gaining feats all the time but for different things from different lists). I like this on a conceptual level.
As you level up you also gain increased proficiency ranks at specified intervals as well as the ability boosts that I mentioned earlier. Class features can include increased proficiencies or "actual" class features. This means that the fighter has class features just like everyone else, although I'm not making claims as to how good those features are when compared to spells.
Animal companions and familiars are massively nerfed compared to PF1E/D&D 3.5 Animal companions are gained from feats, require you to spend one of your actions to give them action, and can only gain item bonuses to speed and AC (and AC bonuses are capped for them). Animal companions also get have stat blocks that are quite stripped down (abilities modifiers instead of scores for example) and most of their abilities are derived from your level. Also, level 1 characters start with young companions, having them grow up requires spending more feats.
Familiars are also gained by feats (although class features might grant the feat), require spending actions to grant them actions, and have states derived from yours. They also don't get any sort of attacks and don't even have stat blocks so no super powering your familiars into combat machines in this game.
PF2E has Archetypes, but Archetypes are really code for Multiclassing and this feels like 4E where you spend your feats to do it. Sometimes you spend a feat to gain a feat from your muticlass' feat list. I am honestly not a fan.
SkillsSkllls have gotten some adjustments (of course). Now every skill can be used untrained, and some skills additionally have uses that can only be performed if you are trained in them. For example, everyone can use the Deception skill to lie but only someone trained in Deception can use the skill to feint. In addition there are now general rules for using skills to earn income so Profession is gone forever. Other general non-skill specific uses of note: identifying magic, learning spells from another caster or a scroll, begging (the city version of Survival).
Fly is also gone as a skill, that's been rolled into Acrobatics thankfully. The deception skill can create a diversion so you can sneak, it's nice to see that as a general skill use. Gather Information got rolled into Diplomacy (which maxes out at Helpful). Knowledge has been replaced with Lore and is now a crazy general skill that's all over the place (Circus Lore is an example, along with Alcohol Lore if you want to be a bartending clown). Specific knowledge skills that were important (like Nature or Religion) are now their own independent skills.
As an aside, skill uses now have traits (such as attack or move or concentration) and armor check penalties don't apply to uses with the attack trait (such as using the Athletics skill to Disarm). In addition, there are listed results for what happens on a success vs critical success, as well as what happens on a critical failure (because skills can crit now).
All-in-all there isn't anything drastic here except that a lot of things that used to not be skill checks (like disarming or tripping or shoving someone) are now skill checks so they follow the same rules as everything else (and also the crit thing). I think I like these changes as a whole.
FeatsAs I mentioned earlier, this system gets a lot of feats. Aside from the Ancestry feats in the ancestry chapter and the Class feats in the class chapter, we now have General Feats (feats everyone can take) and Skill feats (feats based on skills, both ones that are for skills in general as well as feats for every skill specifically).
Skill feats have both a level requirement and a proficiency requirement (for example, if you want the feat that lets you identify spells as a free action you need to be level 7 and have Master proficiency in one of the skills that can identify spells, along with knowing another feat).
With the fact that you gain skill feats independently from other kinds of feats, and that there are feats here for all kinds of stuff, I see this as another plus.
EquipmentAs I mentioned previously, items now have levels (and there's a rule where you can't craft items of a higher level than your own). In addition, encumbrance has been simplified into a system called Bulk. You can carry a number of Bulk equal to 5 + Str mod or you become encumbered. Items have a number to indicate their bulk or their bulk is "Light" which is 1/10 of a Bulk, with the total rounded down. In addition, creatures have Bulk (a medium creature is 6 Bulk for example).
We also get some general information on damaging/breaking items, actions needed to change your equipment, "shoddy items" (which you can't buy on purpose during character creation), and then the general item information that seems pretty on par with PF1E.
Three types of armor are still around but now some armor have traits (like you can sleep in it or helping on Reflex saves). Shields don't have armor check penalty anymore but tower shields reduce your speed. Almost everyone can attack unarmed without spending a feat. Weapons can have way more kinds of traits than in PF1E, things like reducing multiple attack penalties or extra damage against flat-footed opponents. In addition, Exotic weapons are now Advanced weapons.
In case you've forgotten, proficiency bonuses apply to weapons and armor as well as skills. This means that they apply to AC and attacks. These are also done by category, not by individual weapon. Also, the common/uncommon item typing has shown up here but I haven't seen any real rules about what that means.
We also get general gear, class specific starting gear options if you want some guidance, alchemical items, 1st level character magic items, formulas (which are used for item crafting and can be reverse-engineered), basic services, housing, animal rental/purchase prices, and general rules information about how bulk/pricing is converted when items aren't small/medium.
SpellsSpells do have some general rules changes. Spell attack rolls are made using your spellcasing ability mod (and have their own proficiency bonus, as do spell DCs). Also, there are now four types of spellcasting: Arcane (Wizards and some Sorcerers), Divine (Clerics and some Sorcerers), Occult (Bards and some Sorcerers), and Primal (Druids and some Sorcerers).
Heightening spells is now a general rule and not locked behind a feat (and like D&D 5E casting some spells in higher level slots can make them more powerful). Other than that, spells are spells.
The biggest difference is that there aren't class specific spells. Whatever type of spellcasting you have, that's the list you pull from. Well, there's that and there's the fact that spells go up to 10th level now (probably because 10 is a round number).
In addition to the regular spell system, there are two alternate spell systems. There are Focus spells which are cast using Focus Points instead of spell slots (bardic music abilities fall into this category now as an example). All of the spellcasters (as well as some non-spellcasters such as Monk) get access to some of these and they are class list restricted. There are also Rituals which remind me of D&D 4E rituals more than anything else except they're locked behind skill requirements instead of needing a feat and are for big out of combat stuff (like animating objects of awakening animals or communing with nature).
I feel like there's a little too much standardization here, it's very different than the PF1E/D&D 3.5 way or just every class can do their own thing with their own systems.
The Age of Lost OmensThis chapter is the general expected chapter about the world and the planes and different locations and cultures that could someday get their own splatbooks because that's how PF1E did it. It also talks about where to find some of the more iconic creatures (such as demons and serpentfolk), as well as different factions, religions, faiths/philosophies (atheism for example), and domains.
Playing the GameHere is how you play the game.
Proficiency bonuses are spelled out here (basically your level plus a number based on what your proficiency rank). Rules on rounding and multiplying more than once are here. In addition, we get everything else. Damage gets a few pages. It's very in depth.
Other rules of note: Hero Points are a thing on a per-session basis (mainly for re-rolling or not dying). Jumping is a regular action with a defined distance. There are rules for helping your allies aim at a target they can't see. There are actions you can take during overland travel (called Exploration Activities). You can only benefit from 10 magic items (which can be changed daily). Retraining costs no money but does take time (and you can only retrain feats, skill proficiency choices, and class feature choices).
Game MasteringHere is how you run the game.
Most of it is either standard or non-standard but in the end not meaningful IMO. We do get a sidebar basically saying that the rarity system is there as a tool to the DM to make things as open or not in terms of what options the players have. You might want to make rare items rewards and not found in shops for example.
In the spirit of I'm not sure what, there's also some stuff in here that I wouldn't have thought of. An example is how long it takes for everyone to sleep and how long each watch is for groups of 2-6 (because everyone needs 8 hours of sleep or it doesn't count, barring any race/class/feat abilities).
WBL is still around, but the table now also has suggestions for permanent vs consumable items, and there are different tables for party WBL and character WBL (party WBL is for making sure that the party meets minimum expected magic items levels and is used to track thing during leveling to meet those standards, character WBL is for making characters above first level).
Crafting & TreasureAlright, remember earlier when I said you can only have 10 magic items active? That isn't exactly true. Some items require you to "invest" in them, and you can only invest in 10 items at a time. In addition, if you don't invest in the item you can still wear it, you just don't get the magical benefits (not investing you in your magic armor doesn't stop it from being armor).
Other than that, the treasure tables are sorted by level with page numbers for each item listed and differentiation between permanent and consumable items. This is done for both magic items as well as alchemical items.
We also get information on different material items can be crated out of.
The most interesting thing in this chapter is weapon and armor enhancements. These aren't just buying pluses or specific abilities and finding the cost. These are done by purchasing runes that are etched into your equipment.
Want +1 to your AC? Get the +1 Armor Potency Rune (which has a level of 5). Oh, you have a potency rune? You can have property runes equal to the bonus from your potency rune (which maxes out at 3), and this is on top of the Fundamental runes (of which there are 2 of per type of equipment, one being the Potency rune). These are also on top of whatever effects are on your magic armor/weapon already. There are even rules for transferring runes between equipment.
Final ThoughtsI can't tell if this edition is two steps forward, one step back or one step forward, two steps back. It's not bad, but while there are specific elements about it that I like I'm not sold on it. It definitely it's a D&D 5E clone which is one of the things that I've heard against it. I'm just kind of meh on the book as a whole.
Honestly if I'm looking for a new Pathfinder I'll either play Starfinder (which I was expecting this to take a lot more guidance from, I love Starfinder so much more than PF2E) or I'll wait until Savage Pathfinder comes out (because Savage Worlds is getting Pathfinder and I expect that to be amazing). I won't be keeping this one.