Ring Side Report- RPG review of Pathfinder One-Shot #3: Head Shot the Rot

Product– Pathfinder One-Shot #3: Head Shot the Rot

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 9.99 here https://paizo.com/products/btq02aoq?Pathfinder-OneShot-3-Head-Shot-the-Rot 

TL; DR-This is what I want more of.  100%

Basics– AIM FOR THE HEAD!  Head Shot the Rot is a one-shot drop-in game for four PCs set in Alkenstar.  It’s a glorious “Kill the bad guys, save everyone!” kind of adventure.

Mechanics or Crunch– This is Night of the Living Dead in Pathfinder.  You have some zombies and you have some people.  You get some skill checks, some combat, and some social.  That’s all the pieces of the game I want.  And I’m happy!  It’s solid mechanics with 3rd level PCs and some monsters that can tear them up if they screw up, but enough firepower to make sure that doesn’t happen.  Finely balanced as all things should be.  5/5

Theme or Fluff– You start in a bar with your buds, bad happens, and you kill it.  Save the people, get the money.  That’s the story and there is enough in the adventure and maps to build that into a fun place to play and explore even if you don’t go far.  The PCs and I had a blast with this one.  5/5

Execution– It’s Paizo.  They know how to lay out a book, make nice art, make it easy to read, and get me the information I need in a hurry.  It’s 10 bucks, which is a bit pricey, but it filled four hours.  This beats the movie test of if I went to the movies with the same friends, would we spend more.  So, I don’t feel ripped off here.  It comes with art, maps, and PCs – all the toys I need to literally just drop in Roll20 and play.  5/5

Summary–  Some days you crave Game of Thrones level intrigue, and others you  just want a bunch of zombies, a gun, and a goal.  This is the latter.  I loved everything here.  It’s a fun one shot where all the players get what they want out of this, while I had fun and did not need hours of prep before.  Hey Paizo! Make more of these, and then connect them to each of the adventure paths.  I’d buy them!  100%

Ring Side Report- RPG review of Pathfinder Society Intro: Year of Unfettered Exploration

Product– Pathfinder Society Intro: Year of Unfettered Exploration

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 8.99 here https://paizo.com/products/btq02eqo?Pathfinder-Society-Intro-Year-of-Unfettered-Exploration   

TL; DR– Too much money for a too short adventure.  77%

Basics– And we’re walking!  This Pathfinder Society adventure features you as a tour guide to a multidimensional maze where you guide a new venture captain to a lodge, then help round up some little elementals all while trying to be on time for his party.

Mechanics or Crunch– Paizo understands its mechanics.  The game itself works well here, but the adventure is a bit short.  What is in this adventure is about two fights and several skill checks to help multiple different players feel involved with a bit of exploration thrown in.  Solid work overall, but a bit short for my players as no players felt too challenged and a few checks cleared the adventure with no problem. 4.5/5

Theme or Fluff– The adventure works, but it feels off. We have a new guy who wants to see a place.  Cool, but there is a random fight, some random elemental stuff, a kind of random handout, and a random place that doesn’t feel all that connected.  It works, but my players and I felt that it was a bit disjointed.  Furthermore, it didn’t really introduce any major metaplot or content.  It was a decent distraction and having more pure noncombat adventures would be fun, but this wasn’t that nor was it pure combat adventure.  It felt like too much of a mix.  3.5/5

Execution– I was the most disappointed here.  The adventure works with classic Paizo layout and text doing their good job as always, but there is too much text and not enough guidance with some things being tried but not really working.  First, there are random things that happen.  Good!  But use the random event charts that we had in previous chapters rather than just have three options for the GM to pick.  Same goes with where the main NPC wants to go.  Add in a chart where he says where to go, describe the location, and have a random dice roll.  The main bulk of the adventure is in a maze.  Which is fun, but doesn’t have a massive location, but maybe just set pieces.  There are places that I don’t feel were all that connected nor did the riddle handout really help me or my players with it.  The price of the adventure is high, but they are now including all the information I need to run it.  However, the map they give is too big and can’t work on Roll20.  It also has a grid, so I have to fight with Roll20 to line it up.  PDFs can remove the grids, so I appreciate those.  But, here I am paying for a product that isn’t quite getting me what I want.  Honestly, if these were just set piece locations as they wander the maze, I feel that would make this run easier and make the maps small enough to upload to Roll20.  I appreciate what they gave me, but for almost 1/3 the price of their regular adventures, this costs a bit too much.   3.5/5

Summary–  Overall, this works.  It’s a fine enough adventure, but it’s short, a little disjointed, and the add-ons are a bit wonky.  I don’t hate this, but I feel some aspects hold this back.  Some small changes in organization and flow could help this be a top notch adventure.  You can easily run this, and you and your party will have fun.  But, don’t expect this to run for the full five hours.  77%

Ring Side Report- RPG review of Pathfinder Player Core

Originally posted at www.throatpunchgames.com, a new idea every day! 

Product– Pathfinder Player Core

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $59.99 here https://paizo.com/products/btq02eoj?Pathfinder-Player-Core 

TL; DR– Superficial but needed changes.  100%

Basics– It’s Pathfinder 2nd ed-AGAIN!  Player Core is the ORC approved, non OGL version of Pathfinder.  Spoilers for this one- If you liked Pathfinder 2nd Ed, you’re gonna like this.  If you HATED Pathfinder 2nd ed, you’re still not gonna like this!  Let’s look at the parts.

Mechanics or Crunch– This is the exact mechanics you saw in the original Pathfinder 2nd Ed book.  The system’s basic mechanic is level based bonuses with ability bonuses to a d20.  If you would like a deeper breakdown check out our original review here https://throatpunchgames.com/2019/08/18/ring-side-report-pathfinder-rulebook-2nd-ed/. It’s a solid game. 5/5

Theme or Fluff– Like Golarion?  If you liked 1st Ed and you like the previous 2nd Ed world, then you will like this.  Nothing really changed in this book aside from switching out what classes made the cut:  witch is in but paladin/champion is out. Things do not drastically change with this new book, but I liked the old book too.  5/5

Execution– Paizo does good books.  Layout, text, pictures, and words all flow well.  What this book does differently than the last one is some edits to explain some concepts better.  I think this is the distinction between the two versions.  Also, since we moved from the OGL to the ORC some game terms changed, and honestly despite it being mostly superficial, these are good changes I like.  I can sum this up in one example spell LEVEL vs spell RANK.  Those two things mean the EXACT same thing.  BUT, too many new players get confused when you say level with spells, and anyone with any experience with games can tell you about a 3rd level wizard, shocked they only get 2nd level spells.  Now, that’s gone.  That right there is worth this five out of five. 5/5

Summary– Welp this review can be summed up as “if you liked Pathfinder core rulebook you will like Player Core, and if you hate Pathfinder 2nd Ed, you won’t come back for this one!”.  And that’s about it.  The elephant in the room is “was this needed?”.  And honestly, not really and yes.  Not really because this book’s biggest changes are cosmetic.  The cosmetic updates are welcome, but are really just surface changes as the base mechanics haven’t changed.  I like them, so that’s not an issue.   And completely needed because WotC hinted at major changes and this book makes Paizo stand on its own with its own rules and systems.  So, your mileage will vary as you can get quite far with an old player book and have a blast, but if you have holiday money and want to get into Pathfinder 2.1 (since this isnt as big a change as DnD 3 to 3.5, not even close), then this is a great book to buy and play.  100%

Ring Side Report- RPG review of The Pathfinder Beginner Box

Product– The Pathfinder Beginner Box

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $29.99 here https://paizo.com/pathfinder/beginnerbox   

TL; DR– Probably my favorite beginner box.  100%

Basics– Let’s learn Pathfinder!  This is the Pathfinder 2nd Ed Beginner Box.  It’s got a double sided map and two level adventure.  It’s got an introduction to character building, character sheets, AND pregens.  It’s got dice.  It’s full of standees and cardboard characters.  It’s got it all!

Mechanics or Crunch– If you want the full Pathfinder experience, this is it.  You get four pregens, rules on how to play, and even a multilevel dungeon.  Now, the dungeon and the fights are nothing crazy complex, and you might even say they’re a bit easy, but as a new player, this will be fun.  And as a new GM, this is a blast as well!  You get the basics of Pathfinder 2nd Ed with real rules, so you don’t learn a system that doesn’t exist.  You can also learn character building!  This is a great intro on how to play. 5/5

Theme or Fluff–  I don’t expect a ton of crazy things from beginner boxes, but I honestly got a solid intro to the world and a great adventure.  You get a basic introduction to the world.  It can’t be an epic tale of the world’s creation and current state, but you get a good, solid idea of the basics of the world’s story.  You also get an interesting adventure where you can play and get a few sneak peeks into future adventures.  It’s just a great way to invite both players and GMs to the world of Pathfinder.  5/5

Execution–  I’ve gushed about this box so far, and this won’t be an exception.  You get great dice, great books, great standees, EXTRA standees, solid pregens, and amazing books that help the players know how to play, and the GM run an an adventure on the fly.  This is what I want as a player and a GM.  5/5

Summary– I’ve loved Pathfinder for a long time and played Pathfinder 2nd Ed since it came out.  I also love Starfinder, but you can see there is more love for Pathfinder 2nd Ed from this box.  Two levels of adventure, character generation guides for a few levels, dice, and standees make a great product.  Also, that the rules in this box set are the same as the real game, makes me amazingingly happy.  This is the kind of thing I will give to anyone who wants to learn Pathfinder.  If you are on the fence, get this now!  100%

Ring Side Report- Pathfinder Adventure Path #165: Eyes of Empty Death (Abomination Vaults 3 of 3)

Product– Pathfinder Adventure Path #165: Eyes of Empty Death (Abomination Vaults 3 of 3)

System- Pathfinder

Producer– Paizo

Price– $24 here https://paizo.com/products/btq024xm?Pathfinder-Adventure-Path-165-Eyes-of-Empty-Death 

TL; DR-Solid finish to the AP! 97%

Basics– Time to end this!  Eyes of Empty Death is the finale of the Abomination Vaults adventure path.  You’re DEEP underground and it’s now time to deal with the evils that are rising to destroy Absalom.  What horrors are this far underground?

Mechanics or Crunch– This is another solid Paizo adventure.  Overall, the mechanics worked well and things felt balanced.  There are a few things that I feel need a slightly better explanation like how some elements work during the final fight.  But, those you can hand wave easily enough.  It might not be perfect, but it worked well enough.  4.5/5

Theme or Fluff– This was a fun story overall with extra interesting bits of world lore.  The story had new characters and twists with a crazy ending that the players enjoyed.  There HAS to be a load bearing boss at the end, because I’ve played enough classic Nintendo games to know it must be.  However, all those things just add to the charm of this one. 5/5

Execution– PDF? Yep.  Hyperlinked?  Yes! Solid Art?  Yep.  Good layout? Yes.  It’s a  book by Paizo, so I was never in doubt of the quality.  For 20 bucks as a PDF, you get a lot of nice toys, art, layout, and a solid extra book of maps that you can change levels and elements on.  Overall, this is all the things I wanted from a modern book!  5/5

Summary– This was a solid conclusion to the adventure path, and while well done, if you like it will entirely depend on if you want a dungeon crawl.  The levels are only semi connected and it’s a lot of random between them, but that’s the fun of a dungeon crawl.  You do random stuff and have fun.  I thought it was a well done version of that.  So, if you want a nine level dungeon crawl, here you go! 97%

Ring Side Report- RPG Review of Pathfinder Society Scenario #4-05: The Arclord Who Never Was

Product– Pathfinder Society Scenario #4-05: The Arclord Who Never Was

System- Pathfinder

Producer– Paizo

Price– $6 here https://paizo.com/products/btq02dw7?Pathfinder-Society-Scenario-405-The-Arclord-Who-Never-Was  

TL; DR-Good overall story, but small issues in the middle beats.  83%

Basics– Who is the skull?  You find a talking skull…what the heck is up with that?  Find out who the skull is and continue the mystery of the fey who want it!  

Mechanics or Crunch– The math is all balanced for this adventure, but the progression of it is a bit skewed.  This adventure is basically several skill tests, a potential fight, skill test/fight, plot, skill tests, then end fight.  Players who are combat monsters will be a bit bored as the goal of most damage will not be a major time sink for the game.  It is all balanced for the numbers and skills used, but the game is moving to much more explore, report, corporate and less destroy all things.  4/5

Theme or Fluff– The overall story of this adventure is great, but the beat by beat is a bit off.  The basics are to learn about the skull.  Characters are introduced in throw away lines and given full pictures, but I don’t honestly know who they are and how they fit into the flow.  This leads to players asking questions that I honestly can’t answer.  It’s nice to have, but it feels off.  One example is a NPC who talked to the skull as a person, but that person is mentioned exactly four times. All four times are either in the paragraph saying he talked to her or his pictures.  NO real description of who he is and why we care.  The major pieces are fun and the second half of the adventure comes together well. The first half has good things that just don’t fit true.  3.5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yep!  This is what I expect from a Paizo adventure.  I complained that there are TOO many pictures.  That’s a good problem to have.  5/5

Summary– I like the metaplot between the starter adventure, this adventure, and the last of the trilogy about this magic talking skull.  The crunch is good, but not even.  If you just want to beat things, this is not your adventure.  If you want to explore a magic town, this is a blast.  As a GM, some pieces don’t quite work.  I want more background on some characters.  Help me use the NPCs and their pictures to fill out the social bits of the adventure.  It’s physically well done, and the big story is a blast.  I just need more flow in the middle.  83%

Ring Side Report- RPG Review of Starfinder Society Intro: Year of Fortune’s Fall

Product– Starfinder Society Intro: Year of Fortune’s Fall

System- Starfinder

Producer– Paizo

Price– $6 here https://paizo.com/products/btq02eg2?Starfinder-Society-Intro-Year-of-Fortunes-Fall  

TL; DR-Welcome to the sixth season! 90%

Basics– LET’S GO TO THE… museum?  The Starfinder society is partnering with many different groups to show off artifacts of the past.  What wonders will be shown, what friends will be made, and who might want to mess with this display?  

Mechanics or Crunch– Paizo has a solid adventure here, with a decent balance of talking and combat.  The flow is mostly talking for the first half and then combat for the second.  There are a lot of NPCs to sway, so combat might get a little bit left to the side as its really only two fights.  That said, it’s done well.  4.5/5

Theme or Fluff–  This is a one building adventure.  You really only spend time in one museum for the entire adventure, schmoozing with different people learning about things that  will happen later in the season’s adventures.  That is pretty standard for the first adventure in a Starfinder Society season.  My one issue is the adventure is pretty short.  Most of the time I run this it’s less than three hours for a five hour session.  The players have fun and the story is decent.  Overall, its a good addition to the first adventures of each season. 4.5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yep!  This is what I expect from a Paizo adventure.  Things are not perfect, as they give good pictures for everything except for one enemy type, so you will need your own picture.  It’s not bad by any means, but it’s one small thing.   4.5/5

Summary– This is a fun adventure.  It’s short and a little unbalanced in story tempo if you are a combat monster, but overall it’s a good one.  I had fun, and so did my players.  It’s not perfect, but definitely one that I will be gladly running for multiple groups this year!  90%

Ring Side Report- Board Game Review of Pathfinder Adventure Card Game-Skull and Shackles base box

Product-Pathfinder Adventure Card Game-Skull and Shackles

Producer-Paizo

Price– $60 here

Set-up/Play/Clean-up– ~25 min per player per scenario (1-6 players with expansion, 10 scenarios in the base game)

TL; DR– A fun addition to the Card Game. 89%

 

Basics-Ahoy matey!  This game is the sequel to the hit Pathfinder Adventure Card Game-Rise of the Runelords.  Players take the role of one character and progress between scenarios to move along the Skull and Shackles adventure path.  You have a character that has the six standard Pathfinder stats as a die.  Each turn you can move between different locations, and draw the top card of that deck as an encounter.  That card is either something you can equip like a spell or a weapon (a “boon”) or something that will attack you like a monster or an obstacle (a “bane”).  You can then play cards from your hand to give you extra dice or bonuses to your roll, select an ability based on the card encountered and roll the die related to that ability score.  If you beat the number on the card, you can add it to your hand if it’s a boon, while banes are defeated.  If you don’t beat the number on the card, you discard any good cards you encountered or take damage if you fought a monster.  When you take damage you discard cards from your hand.  If you can’t play cards from your hand to keep exploring, you draw up to your hand size.  If you can’t, then your character dies.  If you encounter something called henchmen while exploring, you encounter it as above, but if you defeat it, you can close the location the henchmen was at.  If you encounter and beat a villain or man bad guy for the scenario and the other locations are closed, you win!  While much hasn’t changed, what has changed is pretty different.

 

Mechanics-This game is and isn’t much different from the original.  Let’s look at each section individually.

Basic Play– The basics play described above hasn’t changed.  The rules go a little more in depth and make that section MUCH clearer, so that is very appreciated.  However, it feels like there are definitely winner and loser abilities and skills.  Maybe further in the game, some of the skills will matter.  But right now, it feels like some of the characters just don’t matter.

 

Ships-The largest new mechanic is the addition of ships.  The ships provide a constant bonus or ability for your group and the bonus to move as a group.  Also, the ships provide an awesome way to deal with not getting enough gear.  When you beat another ship or get to store plunder, you roll on a random chart, and place one of five different types of cards under the ship.  If you win, you get these cards in addition to any other bonuses for the scenario.

Display and Other Small Changes-Display is a new mechanic where you don’t just reveal a card from your hand, you set it in front of you.  The card now provides an effect and will then tell you when you can pick it up or if you have to discard it.  Some cards allow you to constantly use a displayed card.  This is just part of a handful of new terms for the game.  These new cards do an excellent job of updating the rules.  It provides new options for card design and helps the players.  I like how the rules have moved along.

Summary– The game plays like the basic adventure card game.  It’s a great game, but some of the characters don’t feel like they matter.  Maybe that will change, maybe not.  That will depend on what comes out later in this scenario.  Ships are amazing and help prevent characters just not getting enough cards.  The new terms and mechanics like display provide some new design and play space, and the new characters are fun.  It’s not perfect, but it is a blast to play. 4.75/5

 

Theme-You’re a pirate and you sail the high seas!  You get to move through the Skull and Shackles adventure path with was an amazing adventure series.  I like what I’ve seen so far as it hits the high points reasonably well.  However, if you haven’t played the adventure path, you will feel lost.  You do feel like an island hopping pirate, but the story does lack a bit since the story is still told by half card length paragraphs.  I really wish Paizo would publish a quick summary of each adventure part and an epilogue so the players would know a bit more about what is going on. 4/5

 

Instructions– Here there are some problems, but they don’t break the game.  You just might end up cheating by accident.  The rules are a giant tome!  There’s a lot going on here, but what it really needs is a one page summary to help character jump in the action.  The rules are a bit of a text book that tends to bury some important rule points under lots of other text.  The rules by themselves are ok.  They get the points across, but some concepts like who controls ships, number of cards per check, and even the blessing deck can get lost in the text.  Rules on the cards need some work too.  The first scenario of the main campaign is already errata’ed by the designers.  That’s a major problem!  That’s the scenario that should have gotten the absolute most number of plays and should be the most rock solid.  A bit more writing in some areas and much less in others would really help make the concepts and story much clearer.  4/5

 

Execution-For $60 you get a ton of cards, rules, and a nice box.  The cards are well done with great art, and they’re of decent enough quality to withstand lots of shuffling.  The design has slightly changed, but again, it’s all for the best.  As always with Paizo, the art is well done.  All and all, this is well done. 5/5

 

Summary– The Pathfinder Adventure Card Game is a great co-op game.  My wife and I love to play this game.  The Skull and Shackles is a great addition to the franchise.  I loved playing through the Skull and Shackles adventure path, and this give almost the same experience.  The major problems in this game could be fixed with some clever writing.  Some of the rules and story need clarification, while some excess writing needs to be trimmed.  The characters are fun, but some just don’t seem as interesting or useful.  However, all told, I’m enjoying what’s this new base set, and I can’t wait to see what’s next.   89%

Ring Side Report- RPG review of Numeria, Land of the Fallen Stars

Product-Pathfinder Campaign Setting- Numeria, Land of the Fallen Stars

Producer– Paizo

Price– ~$20 here http://paizo.com/products/btpy978l?Pathfinder-Campaign-Setting-Numeria-Land-of-Fallen-Stars

System– Pathfinder

TL;DR-Swords and Circuits! 95%

 

Basics– Time for some Sword and Circuits!  Numeria, Land of the Fallen Stars tells the story of Numeria in Pathfinder’s default setting.  Numeria is a land defined by barbarians and a star ship that crashed into Golarion millennia ago.  The book is roughly divided into a section describing the basic geography and story of each place.  Then the next section discusses the different groups in the region.  The final section of the book is the monsters that live in the region.

 

Mechanics or Crunch-This book isn’t crunch heavy, but it doesn’t have to be, as the book is part of a twin set discussing Numeria.  Therefore, I can forgive the book being somewhat crunch-lite.  This book focuses on the story of the region more than the execution of the region.  Even with that said, this book goes into good mechanical depth by discussing diseases, different damage types like radiation, and an item from the wastes called Numerian Fluids.  These fluids are the cast-offs of starships and robots, and have side effects ranging from instant death to gaining a level.  The book also adds a small bestiary as well as random encounter tables for each area in the region.  However, I didn’t see how often I should roll a random encounter.  I like what I see here, but I also know that most of the mechanics will come in the companion book that will come out later. 4.5/5

 

Story or Fluff-This book is FULL of stories to start a Numeria campaign.  This regions presents some novel stories (pun intended) for the Golarion setting.  I love the Sword and Circuits idea, and this book will provide you with all the standard fantasy fare of rampaging barbarians to the standard sci-fi tropes of a HoloDeck on the fritz.  Beyond this are crazy sadist cultists, paladins hiding crazy technology, and an underground railroad for robots. This book and the setting have all the stories I wanted from fantasy/sci-fi as well as enough new to make me ready to start playing! 5/5

 

Execution-This book is pretty well done.  The story and mechanics make this one a page-turner even though it’s over 60 pages of fantasy encyclopedia.  The layout, text, and pictures are great and draw the reader through the story.  I do think Paizo is running into a bit of a problem with the number of rules books they are putting out.  If you are reading this and want to run this as a physical product, you’re going to need LOTS of other books to run a game in this part of the world.  Paizo has an impressive pace for books, but this is leading to more books which will need OTHER rulebooks to use them at all.  It is a small problem, but an increasingly prevalent one. 4.75/5

 

Summary-I loved reading this product.  I was looking forward to running the Iron Gods adventure path before, but this book psyched me up even more.  I love the fusion of sci-fi and fantasy.  Some have complained that the two won’t work well together, but based on what I’ve read, these two will fit together just fine.  There are some problems though–the major one is the number of books that Paizo products are beginning to require you to have in order to play the new book.  This goes so far as this book will require a SECOND campaign book to incorporate all the technology needed for this part of the world.  But, based on this book, I’m buying that book as soon as it comes out!-95%