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  • Replayability
  • Player Interaction
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You Might Like

  • Well organised
  • Useful and informative
  • Portable and practical

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  • Small print may be a problem for some
  • Some may prefer a larger easier to digest format
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Pathfinder RPG: Core Rulebook Pocket Edition Review

Pathfinder 2e – Core Rulebook Pocket Edition

Are you looking at Pathfinder as a new RPG option? Is fantasy roleplay your thing? If so, you’ll no doubt want the core rulebook for a game that is becoming increasingly more popular and does a faithful and honest job in delivering great content for flavoursome fantasy themed adventures.

The pocket edition is an amazing little book. Well, I say little, it’s a 638-page door stopper! But it’s a real gem and this review looks at why.

Pathfinder RPG has been around for a while now, but Pathfinder 2e is an RPG system that I’ve only recently started to look at. I’ve played roleplaying games using a good variety of RPG systems since 1982. Some of these systems are generic, creating a platform for any setting and some are system specific. Over the years I have moved from the more basic to more involved, complex RPG systems and to some extent back again but ultimately, I want a system that allows for good mechanical development as well as one that helps promote and cultivate good roleplay and social involvement.

So, after hearing good things about Pathfinder and looking for a change for fantasy roleplay, I’ve begun my journey with the Pathfinder 2e Core Rulebook pocket edition. Now, there is a lot of free content online for Pathfinder, courtesy of Paizo, but I do like to have the physical copies of rulebooks and it supports the publisher. Having the physical copy is so convenient and as I’m learning the system it’s invaluable as a go-to resource to dip into when I have some free time.

So, What Is In It?

Well, it has the expected introduction, particularly aimed at the novice roleplayer, which is fair enough, describing what is roleplaying and how to play. Essential really.

But then the core rulebook dives deep into effectively how to build a character looking at the core aspects of character generation. Pathfinder 2e core rulebook pocket edition doesn’t disappoint and several months ago it was so popular it was very difficult to source a copy. Thankfully, supplies came in and I was able to pick up my copy.

Character Generation

Character generation is a logical place to start with in respect of the main content of rules. It would be very easy to overwhelm the reader at this point. Even though I am experienced in playing roleplaying games, there is still a learning curve. But what the core rulebook does here is give a good, solid range of character options that balances flavour and variety on the one hand with a manageable volume of content to learn. You’ll see with expansion sourcebooks, such as the Advanced Players Guide etc that more content and therefore options are available, when you are ready! To begin with, the core rulebook is enough to start your adventures.

The rulebook looks at ancestries or fantasy race types, background options, classes or professions and feats as well as magic and equipment, giving you great detail in building a character that fits with what you want to play. In doing so, it also gives inspiration useful for roleplay and character development, but also this can help shape scenarios and even campaigns as the Games Master can draw upon the characters to help mould events and plot campaign arcs.

Session Zero.

A very useful tip is for the GM to host a session zero. This gives an opportunity to share information on a campaign and for the players to see how they fit in and what characters might be suitable. It is usually very helpful for players to shape the team of PCs into something that is balanced, giving a

credible reason why the PCs are adventuring together and perhaps, in a spirit of co-production, give the GM food for thought for using backstory concepts to help shape a narrative or create campaign content.

I find this to be one of the most enjoyable parts in any campaign and yet players haven’t started playing! This core rulebook will be a great help in inspiring a session zero.

The World Of Golarion

There is a section on the game world for Pathfinder, Golarion and The Age of Lost Omens. This gives a brief overview of the Inner Sea regions, the lands, the people, cultures, religion, creatures etc.

It is useful to have an overview, but for more detail you can look at Lost Omens World Guide; something I have reviewed recently. As a GM you can use this to create a campaign, for players it can help with creating character and generating backstory.

Playing The Game

Whilst a significant proportion of the Core Rulebook is taken up with character building, a fair chunk gives guidance of running and playing the game. This is where you’ll find core rules and game mechanics and support to creating scenarios.

For those GMs with plenty of general experience, this offers a useful refresher guide to creating campaigns. For the novice to Pathfinder, whilst the craft of GMing is comparable system to system, it is indispensable.

It isn’t difficult, but there is a lot to take in, so arm yourself with a friendly guide!

Compact But Useful

It’s at this point that I address one the concerns that I had before I decided to purchase my copy. How did Paizo fit the content into a pocket edition, is it readable? Is it friendly?

I must concern myself with these things, but I admit, I was advised it is readable and so I’ve found that yes, the print is fairly small, but I just remove my glasses and I can read comfortably. It may be an issue for those who can’t read small print, but then there is a larger size core rulebook.

There is so much content, I feel I have plenty to work with to help me get to grips with the game both from the perspective of a player and GM. I really appreciate the attention to detail, the artwork is good and the content well laid out, but one area in which the Core Rulebook pocket edition really shines is the ease of use and portability.

Attention To Detail

Sometimes with rulebooks there is either a lot of detail and that can work well for some systems and then again sometimes you just don’t get enough detail. However, some rule systems look to only give a flavour or the barest platform to work from. This works with simple systems where the focus is on the theme or roleplay focus, but for other systems it is a missed trick.

A key area of strength for Pathfinder 2e Core Rulebook pocket edition is in the section on crafting and treasure. I can see a lot of effort has been made to create a section that is actually useful and friendly.

In this section, there is very useful detail and guidance on treasure, using it, understanding it, a comprehensive list of items by type and level with costings and variety and there is further information on materials and crafting.

I really like this section. It is very useful to give a solid platform to using and creating items, to give ready made off-the-shelf items, but also it is supportive of homebrew creation. Rather than simply giving you a bare platform within a loose framework, this is actually very helpful.

It exemplifies the quality product that this core rulebook is. It is a very solid, useful and easy to follow guide to creating characters and designing campaigns and content.

Whether you are new to Pathfinder or experienced, the Pathfinder 2e Core Rulebook pocket edition is an indispensable resource to draw upon.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Well organised
  • Useful and informative
  • Portable and practical

Might not like

  • Small print may be a problem for some
  • Some may prefer a larger easier to digest format

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