Where we go over the character creation section of the introduction.
Chapter Overview
Image courtesy of Paizo, Inc. |
The second half of the introduction covers how to create and level up a character of your creation. It's in-depth enough to cover what is required without getting unnecessarily bogged down or distracting. It also has a very freeing description of what types of characters are "allowed" by the rules - which is anything.
Page 19
The first paragraph of this section isn't necessary.
Page 20
Either change the second sentence under “Ability Boosts” to
“…applying an ability boost is already a 17 or higher…” vice “…applying an
ability boost is already 18 or higher…” OR add a bit in the Alternative Method:
Rolling Ability Scores section about how the player should subtract one from
any odd score so all their scores are even numbers. The bit at the end of Step
2 only applies to ability boosts assigned during character creation.
Not doing this makes a weird situation where a character
with a 17 in an ability score can jump from a 17 to a 19 at fifth level with
the rules as written.
Remove the image of the 4d6 from the bottom of the page as
they are distracting vice interesting.
Page 21
Pretty much all the information in the sidebar is already
described in the body text of this and the next page or two. It doesn't add
anything new, nor is it placed in an area that is far from where it is already
described.
Page 22 & 23
Adding the page numbers keying to the ancestry’s or class’s
page would have been a nice addition to this two-page spread.
Alchemist’s description should read “The alchemist throws
alchemical bombs and crafts various concoctions.” One would assume that they
can only drink concoctions of their own making with the current description.
A Champion’s Key Ability Score is Strength or Dexterity, not
just Strength.
Page 24
Step 3 makes no mention of special senses or abilities that
an ancestry might grant, though it is spelled out in the Character Sheet blurb
at the end.
There should be a “4” in the call out for the skills section
along with the “7” and “9”. When you pick a background, it gives you training
in skills.
Page 25
Remove "heroic" from the second sentence of Step 5
as class abilities are, on the whole, neither heroic nor villainous on their
own.
Page 26
The Optional: Voluntary Flaws sidebar should be on page 24
or 25 so that it's closer to Step 3 – which is when the optional rule comes
into play.
Page 29
Remove the last sentence from the first paragraph of the Law
and Chaos section. There’s no equivalent in the Good and Evil section.
Under the "Deity" section: change the last
sentence to "See pages 437-441 for more information about Golarion's
deities and faiths." The original sentence left out the bit about faiths
also described in the section and it references them as Pathfinder's vice
Golarion's. The game has no gods…except dice.
Page 30
Under Step 4, the sentence about the skills chosen and
trained should come before the skill feat. As it reads right now, he’s choosing
a skill feat tied to having training in a skill that he hasn’t selected yet.
You don’t need “which is” before “Wisdom” in Step 5.
Page 31
Remove “of Pathfinder” from the first sentence.
That's it for Chapter 1: Introduction. Next time, we'll be
starting to get into the real meat of the Pathfinder Core Rulebook's mechanics
by diving into Chapter 2: Ancestries and Backgrounds. This will probably spread
over three articles, but it depends on how long it takes me to go over each
entry. We're now at the part where it's not only about flow, tone, and grammar,
but also mechanical considerations when reviewing each page. Fun times.
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