April New Releases

Spring is in the air, April is here, and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons and Dragons

Last month was full of exciting product announcements for Dungeons and Dragons, but only one major product was released, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage miniatures! Produced by WizKids these pre-painted minis come in blind boosters, each of which contains four figures — one large or huge figure and three medium or small figures. In addition to a single booster box you can pick up a standard booster brick, which consists of eight booster boxes. Also released was a special collection of minis and set dressing, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage: Halasters Lab .

There are no major product releases for Dungeons and Dragons this month (as far as I know).


Pathfinder

Highlights from last months Pathfinder releases include the Return of the Runelords Pawn CollectionPathfinder Player Companion: Heroes of Golarion, and Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6).

.

April will see the release of two Pathfinder books. Pathfinder Adventure Path 141: Last Watch by Larry Wilhelm continues the ongoing Tyrant’s Grasp Adventure Path. Pathfinder Campaign Setting: Concordance of Rivals takes an in depth look at monitors — neutral outsiders — including aeons, proteons, and psychopomps. In addition to details on a variety of monitor demigods, this book also contains occult rituals, details on monitor sects, a prestige class, and a bestiary.

Map releases for April include Pathfinder Flip-mat Classics: Deep Forest and Pathfinder Flip-Tiles: Dungeon Vaults Expansion, which is compatible with Pathfinder Flip-Tiles: Dungeon Starter Set.

Organized Play releases include Pathfinder Society Scenario #10-18: The Daughters’ Due and Pathfinder Society Scenario #10-19: Corpses in Kalsgard. The Daughters’ Due is a Tier 5-9 scenario written by Thurston Hillman that involves the infamous Blakros family, their enemies in the Onyx Alliance, and Shadow Absalom! Corpses of Kalsgard is a Tier 5-9 scenario written by Alex Riggs that takes place in the Land of the Linnorm Kings and involves a sudden outbreak of gnomes dying from the Bleaching.

The most exciting Pathfinder release of April is Pathfinder Battles: Ruins of Lastwall! This brand new set of pre-painted miniatures comes in blind booster boxes that contain four minis each — one large figure and three small or medium figures. In addition to buying a single standard booster box you can order a brick of boosters (which contains eight boosters) or a case of boosters (four bricks for a total of 32 boosters). Anyone who orders an entire case of boosters may also order Pathfinder Battles: Ruins of Lastwall: Cemetery of the Fallen Set which is a collection of graveyard themed set dressing.

There have been a lot of wonderful renderings of this product’s miniatures released over the past month or so. Far too many to share here. Be on the lookout for further details on Pathfinder Battles: Ruins of Lastwall in a future blog post!

NOTE: According to WizKids, Pathfinder Battles: Ruins of Lastwall will be available in MAY, not April. The release date seems to have been pushed back a month.


Starfinder

Highlights from last months Starfinder releases include Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6) and the Starfinder Critical Fumble Deck!

This months releases include Starfinder Adventure Path 15: Sun Divers (Dawn of Flame 3 of 6), the Signal of Screams Pawn Collection, and the highly anticipated Starfinder Beginner Box!!! (Yes, it deserves all those exclamation points). Organized Play releases are Starfinder Society Scenario #1-36: Enter the Ashen Asteroid (a Tier 1-4 scenario written by Larry Wilhelm that tasks the PCs with investigating a Duergar complex discovered on an asteroid by dwarven space-miners), and Starfinder Society Scenario #1-37: Siege of Civility (a Tier 5-8 scenario written by Kalervo Oikarinen that sends the PCs on a trip to visit the Gideron Authority Republic previously featured in Starfinder Society Scenario #1-24: Siege of Enlightenment).


Enjoy!

Jessica

March New Releases

March is here, and with a bunch of new Pathfinder and Starfinder products. Considering the awesome releases last month — including the launch of two new Adventure Paths with Starfinder’s Firestarters (Dawn of Flame 1 of 6) and Pathfinder’s final first edition Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6) — this month has a lot of live up to!

Pathfinder is releasing three big products in late March: Pathfinder Pawns: Return of the Runelords Pawn Collection (which is going to be awesome!), Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6), and Pathfinder Player Companion: Heroes of Golarion.

Starfinder is releasing only one book this month, Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6). They’re also releasing the Starfinder Critical Fumble Deck, a follow up to the previously released Starfinder Critical Hit Deck.

Maps released this month include Pathfinder Flip-Mat: Wicked Dungeon, which features a mossy dungeon on one side and a lava-lit dungeon on the other, and Starfinder Flip-Mat: Warship.

Pathfinder Society Scenarios released at the end of this month include #10-16: What the Helms Hide (a set of four quests for Tier 1-5 written by Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright) and #10-17: On Sevefinger’s Sails (a Tier 7-11 scenario that takes place in the Gloomspires and is written by Tom Phillips).

Starfinder Society Scenarios released at the end of this month include #1-34: Heart of the Foe (a Tier 3-6 scenario written by Nicholas Wasko which continues the Scoured Stars storyline and involves the history of the menacing jinsil) and #1-35: Rasheen’s Riches (a Tier 5-8 scenario written by Mara Lynn Butler that has the Faction (Acquisitives) tag).

One final thing to mention, last month marked the release of the massive Mists of Akuma campaign: Trade War. You can expect to see a review of this political-Eastern Fantasy–noir-steampunk adventure for 5th edition Dungeons and Dragons in the coming week.

Enjoy!

Jessica

Pathfinder Second Edition Releases Unveiled!

Paizo Inc. has announced the launch of the second edition of the Pathfinder Roleplaying Game on August 1st, 2019! With over nine releases in August and more to come the following month, Pathfinder Second Edition is scheduled to launch with a BANG!

“The launch slate provides everything you need to set out on a world of limitless fantasy adventure,” said Paizo Publisher Erik Mona. “With more than 20 years of active development and playtest feedback from more than 125,000 gamers, the new Pathfinder rules are easy to learn and exciting to master. We can’t wait to see the diverse and deeply customized characters the RPG community will create!”

Pathfinder Second Edition Core Rulebook
Pathfinder 2e: Core Rulebook

Pathfinder Second Edition is releasing three major hardcover rulebooks right from the start: Core Rulebook, Bestiary, and Lost Omens World Guide. The Core Rulebook is THE BOOK. The one you need no matter who you are and what role you take at a gaming table. Packed full of all the rules players and Game Masters need to play Pathfinder Second Edition, create characters, and run games, the Core Rulebook is a must have. Said to contain streamlined rules and intuitive presentation, Pathfinder Second Edition features the same deep character customizations we all love, allowing for unique characters and boundless creativity. Weighing in at an impressive 640 pages, the Core Rulebook contains game rules, advice, characters options, treasure, and more. There’s six ancestries to choose from (elf, dwarf, gnome, goblin, halfling, and human, as well as the variant human half-elf and half-orc), twelve classes (alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard), thirty backgrounds (such as apprentice, bartender, and soldier), and hundred of spells, feats, and other character options. The hardcover will sell for $59.99 American, while the deluxe hardcover (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark) will sell for $79.99 American.

Pathfinder Second Edition Bestiary
Pathfinder 2e: Bestiary

Bestiary is packed with around 400 monsters spread over 360 pages. This means that not every monster will get its own page and artwork, although there’s said to be full-colour illustrations on nearly every page. While statistics will fill the pages, sidebars are going to contain lore. In Bestiary you’ll also find the always handy Universal Monster Rules, guidelines for awarding treasure, and a variety of monster lists sorted by different qualities (like level, type, and rarity). Many of the creatures in the Bestiary will be familiar, but new creatures are also included (like the “living-nightmare nilith and the three-headed mutoli”). The hardcover Bestiary will sell for $49.99 while the Deluxe Hardcover will sell for $69.99 (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark).

Pathfinder Second Edition Lost Omens World Guide
Pathfinder 2e: Lost Omens World Guide

Lost Omens World Guide is basically the new Inner Sea World Guide, with ‘Lost Omens’ being the new name for the Golarion campaign setting. This 136-page hardcover book sorts the Inner Sea into ten regions, and talks about each one. ‘The Saga Lands,’ for example, is a region which encompasses the Lands of the Linnorm Kings, Varisia, New Thassilon, Irrisen, and the Realm of the Mammoth Lords. Each region also contains backgrounds and archetypes thematically tied to the region. Finally, the Lost Omens World Guide contains a giant, two-sided, fully-detailed, poster map of Golarion. Let me repeat that: of Golarion, not the Inner Sea. Awesome! Want to know more about Tian Xia, Casmaron, and other areas outside the Inner Sea? You’ll have to wait — but hopefully not for too long. Lost Omens World Guide is the first book in the Pathfinder World Guide line, which will continue to release region specific books (like those currently in the Pathfinder Campaign Setting line) in a larger, hardcover format, to allow for greater exploration of the world of Golarion. Lost Omens World Guide is $36.99.

In addition to important rulebooks, Paizo is releasing two print adventures: Hellknight Hill, and The Fall of Plaguestone.

Pathfinder Second Edition - Hellknight Hill (Ages of Ashes 1 of 6)
Pathfinder 2e Adventure Path: Hellknight Hill (Age of Ashes 1 of 6)

Age of Ashes is a six-part, monthly adventure path that begins with book one: Hellknight Hill. Said to contain “continent-spanning conflict against cultists, slavers, and a fiery draconic devastation that could unleash an Age of Ashes upon the world,” this is sure to be an exciting campaign! Set in Isger, Hellknight Hill begins when your PCs investigate mysterious fires which burn atop “the towers of a nearby citadel long ago abandoned by an order of Hellknights.” Written by Amanda Hamon for first level characters, Hellknight Hill will also contain a gazetteer on the town of Breechill (the starting location for this campaign), a GM guide Age of Ashes, new magic items, and over six new monsters. Hellknight Hill (and presumably all the follow-up adventure path volumes) will sell for $24.99.

The Fall of Plaguestone is a 64-page standalone adventure for first-level characters written by Paizo Director of Game Design Jason Bulmahn. Beginning with the PCs attempting to solve the murder of a friend, this adventure soon spirals out of control with the “discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight.” Ominous! The Fall of Plaguestone features wilderness exploration, dungeon encounters, and urban mystery. In addition to the adventure itself, The Fall of Plaguestone (and every Pathfinder Adventure to follow) includes new monsters, treasures, and player options. The Fall of Plaguestone is $24.99. Launching alongside this adventure is Pathfinder Flip-Mat: The Fall of Plaguestone which depicts the “hillside hideout of an evil alchemist.” The Flip-Mat measures 24″ x 30″ unfolded, 8″ x 10″ folded, and can handle dry erase, wet erase, and permanent marker. It costs $14.99.

Paizo is partnering with the awesome folks over at Dwarven Forge to release a deluxe set of pieces which will allow you to create encounter areas from The Fall of Plaguestone! Which is amazing, by the way. If you haven’t seen any of the Dwarven Forge terrain you should definitely check it out. They make gorgeous 3D terrain and map components, although be warned: it’s expensive!

Finally, Paizo is releasing five other accessories for Second Edition. First up? A GM screen! Featuring beautiful artwork on one side and handy charts, tables, and information on the other side, these high-quality screens are really useful. Available in a landscape style with art by Ekaterina Burmak, or in a portrait style with art of the Iconics by Wayne Reynolds, GM Screens are $19.99.

Up next? Pathfinder Combat Pad, which is basically a double-sided, magnetic, dry and wet erase board that functions as an initiative tracker. It comes with two sheets of magnets, which break down into 13 blue player character magnets, 13 red enemy magnets, 9 green NPC magnets, two round arrows, two turn arrows, and two next round magnets. Pathfinder Combat Pad sells for $24.99.

Pathfinder Character Sheet Pack is a set of class-specific, double sided, black and white character sheets. This set contains one character sheet for each of the twelve classes, as well as extra sheets for equipment and spells. The character sheets come in a folder and costs $14.99.

Finally, my favourite of the accessories, Pathfinder Condition Card Deck! I adore condition cards. I use them all the time in both Pathfinder and Starfinder, so I’m thrilled that they’re releasing a set for Pathfinder Second Edition right out of the gate. This 110 card deck of full-colour cards contains details and rules on the many Conditions in Pathfinder Second Edition, with the most common conditions having multiple cards. Pathfinder Condition Card Deck costs $22.99.

In addition to these awesome products, the Pathfinder Society Organized Play program will release two scenarios and a short quest every month!

For more information on Pathfinder Second Edition, it’s products, and to preorder, head over to PathfinderSecondEdition.com

I can’t wait to see how Pathfinder Second Edition turns out! (Now, if only I had the funds to buy some of it…). What are you most excited for about Pathfinder Second Edition? Let me know in the comments.

Jessica


UPDATE: Pathfinder Second Edition is now out! Click here for more information!

February New Releases

February is here, and that means a lot of new d20 products will be coming out later this month.

Dungeons and Dragons is releasing Tactical Maps Reincarnated. This is a collection of twenty full coloured tactical poster maps in a folio. The maps look really nice, with some being rather generic and easy to use (like a path through the wilds), and others being more specific and a bit trickier to make use of (arcane rooms, castle chambers, and so on).

Dungeons and Dragons, Tactical Maps Revisited
Dungeons & Dragons: Tactical Maps Reincarnated

Pathfinder released a lot of cool products in January, with Pathfinder Player Companion: Wilderness Origins, the finale of the Return of the Runelords Adventure Path (Pathfinder Adventure Path 138: Rise of New Thassilon), and Pathfinder Society Scenario #10-12: Breath of the Dragonskull all highlights worth picking up. This month is going to be just as exciting, with the launch of the final Pathfinder 1st Edition Adventure Path: The Tyrant’s Grasp!! The Tyrant’s Grasp begins with Pathfinder Adventure Path 139: The Dead Roads (The Tyrant’s Grasp Book 1 of 6), due out late this month. This adventure path involves the Whispering Tyrant, and begins when your players awaken in the Boneyard, a realm where the dead go to be judged. There’s only one problem: they’re not dead. It’s up to PCs to escape the Boneyard, return to the land of the living, and figure out what happened to them! Seriously cool! I honestly can’t wait.

Flip-Tile fans can rejoice, as releasing later this month is Pathfinder Flip-Tiles: Urban Perils Expansion, a collection of 24 double-sided map tiles that are intended to be used with the Pathfinder Flip-Tiles: Urban Starter Set. New tiles in the expansion include collapses, explosions, fires, floods, sinkholes, and a wagon wreck. Also releasing later this  month is Pathfinder Flip-Mat Classics: Hill Country, and the Return of the Runelords Poster Map Folio. Pathfinder Society releases include Pathfinder Society Scenario #10-14: Debt to the Quah (a tier 3-7 scenario written by Adrian Ng) and Pathfinder Society Scenario #10-15: Tapestry’s Trial (a tier 7-11 scenario written by Alex Greenshields).


Starfinder released a few cool products last month, including the Against the Aeon Throne Pawn Collection, and the finale to the 3 part horror campaign, Signal of Screams, with Starfinder Adventure Path 12: Heart of Night (Signal of Screams 3 of 3). This month they’re releasing two awesome products, Starfinder Pawns: Alien Archive 2 Pawn Box and Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6)! Dawn of Flame is a six-part Starfinder Adventure Path that begins in the Burning Archipelago on the Pact Worlds Sun. For more information on the Dawn of Flame Adventure Path you can check out this blog post. Starfinder Society releases include Starfinder Society Scenario #1-32: Acts of Association (a tier 1-4 scenario written by Scott Young) and Starfinder Society Scenario #1-33: Data Breach (a tier 3-6 scenario written by Jim Groves).


It’s going to be an action packed month!

Know of another new d20 product you want to recommend we check out? Let me know in the comments.

Jessica

 

Top Ten Magical Hats!

Today is National Hat Day! Here at d20 Diaries we’re celebrating by putting on our favourite toques and counting down our favourite magical headgear in d20 gaming. Some of our choices are classics, reused through many versions of the game, while others are new, unique, or quirky. All of our choices are sorted by cost, from lowest to highest.

Curious what made the cut?

Read on!

10 – Hat of Disguise
A classic magical hat that’s been in many d20 games, from Dungeons and Dragons (in various incarnations), to Pathfinder, and so on. The hat of disguise allows you to alter your appearance as often as you like. Although the difficulty to see the through the illusory disguise isn’t amazing, it’s a quick and simple way to allow your characters to blend in, and get up to all kinds of shenanigans. This affordable hat is a ton of fun and, in the right hands, is incredibly useful. In the Pathfinder Roleplaying Game a hat of disguise costs 1,800 gold pieces and is available in the Core Rulebook and Ultimate Equipment. In Dungeons & Dragons (5e) you can find it in the Dungeon Master’s Guide.

helm of brilliance9 – Circlet of Persuasion
Another classic staple, the circlet of persuasion grants you a +3 competence bonus on all Charisma-based checks. Yup! All of them. Now, that’s not something useful to all characters, but if you’re the kind of character it would be useful for, it’s really useful. In the Pathfinder Roleplaying Game this will set you back 4,500 gp and is available in the Core Rulebook and Ultimate Equipment.

8 – Helm of Comprehend Languages and Read Magic
Pretty self explanatory, I know. This helmet lets you understand any language you see written or hear spoken, including magical writing. It also grants you a bonus on linguistics checks to decipher incomplete and extinct languages, and so on. A steal of a deal at 5,200 gp! In the Pathfinder Roleplaying Game this helmet is available in the Pathfinder Core Rulebook and Ultimate Equipment. In the most recent version of D&D (5e) its known as the Helm of Comprehending Languages, and is slightly different. It can be found in the Dungeon Master’s Guide.

7 – Crown of Swords
Personally, I love the crown of swords. It looks like a steel crown covered in tiny mithral swords. It’s fun, has a flavourful and dynamic effect, and doesn’t use up a lot of time to activate. So what’s it do? Up to ten rounds a day when you’re injured in combat you can cause a spiritual weapon (shaped like one of those snazzy little longswords on your crown) to appear and immediately begin attacking whoever wounded you. It can stick around as long as the enemy is within range and you have the rounds to keep using it. Get injured again? You can make another appear if you want to. This nifty little crown can be a lot of fun! You can find it in Ultimate Equipment, or the Advanced Race Guide for 6,000 gp.

6 – Helm of the Mammoth Lord
This helmet looks awesome, lets you gore enemies with your helm’s tusks, protects you from the cold, and makes you better at interacting (handle animal, ride, wild empathy) with elephant-like creatures. Finally, it lets you magically communicate with elephant-like creatures. Super cool! It’s available in the Pathfinder Roleplaying Game for 8,500 gp, from Ultimate Equipment and Pathfinder Player Companion: People of the North.

5 – Mitre of the Hierophant
This ostentatious hat is the go-to headpiece for divine casters who worship a deity. It grants you a solid bonus on diplomacy and knowledge (religion) skills checks, and lets you communicate with your god (via the commune spell) once a day. Once a week you can also help another creature atone for their sins. This hat is from Ultimate Equipment and costs 18,000 gp.

4 – Howling Helm
This helmet is made from a wolf’s skull and lets you communicate with any canines (from foxes up to dire wolves). It also gives you a bonus to influence magical beasts that are canine-like, such as blink dogs and worgs. Finally, three times a day you can let out a badass howl that summons a pack of magical wolves to fight for you for five rounds, and can demoralize your enemies! This super-cool helmet costs 22,600 gp and can be found in Ultimate Equipment.

3 – Batrachian Helm
This one’s a little weird, I know, but I like it! The batrachian helm looks like a frog’s head and lets you use a magical force tongue attack! This tongue can be used as a swift action to move objects and enemies closer to you. However, if you use it against an object or creature particularly heavy or immovable, you’re pulled towards it instead (which doesn’t provoke)! It’s really adaptable, and can let you manipulate the battlefield and environment in some creative ways. I highly recommend this helmet if you’ve never used it before! It costs 26,000 gp and can be found in Ultimate Equipment.

2 – Helm of Telepathy
A helmet that’s survived through many editions of d20 games, the helm of telepathy lets you detect the thoughts of those around you and send them telepathic messages in turn. And if they think of a response? You hear it and can respond again, of course! Once a day you can also cast suggestion on someone when you give them a telepathic message (although the DC to resist isn’t very high). This telepathic communication can be a boon in all sorts of situations, including for rumourmongering, spying, and communicating secretly among your teammates. In the pathfinder Roleplaying Game it costs 27,000 gp and can be found in the Core Rulebook and Ultimate Equipment. In 5th edition D&D you can find it in the Dungeon Master’s Guide.

1 – Helm of Brilliance
This over-the-top helmet has been around since the original Dungeons and Dragons, and is still kicking around today. The rules have changed a bit throughout the years, but at its heart it’s still the same. The helm of brilliance is covered with magical gemstones that can cast spells. Each gemstone can be used to cast a spell once before it’s magic fades, but don’t worry! There’s a lot of gems on this pricy helmet. Ten diamonds that cast prismatic spray, twenty rubies that create walls of fire, thirty fire opals that cast fireball, and forty opals that cast daylight. As long as you’ve got a gem left with magic still in it the helmet also grants you fire resistance, can make any weapon you’re wielding flaming, glows when undead are nearby, and damages any such undead. Crazy, right? The downside? If you’re harmed by a fire spell and fail a Will save the gems all overcharge, sending prismatic sprays around at random, making walls of fire all over the place, and causing fireballs explode all over you. ClassicA helm of brilliance in Pathfinder will cost you a whopping 125,000 gp and can be found in the Core Rulebook and Ultimate Equipment. In D&D (5e) you can find it in the Dungeon Master’s Guide.

Don’t want your helmet to explode while its on your head? I recommend picking up a Helm of Reclamation instead. This undead-destroying helmet functions in much the same way, with ten diamonds casting sunburst, thirty bloodstones casting searing light, and forty opals casting daylight. It glows near undead and harms such enemies, and can give your weapons the flaming ability. It does not, however, grant you fire resistance. Know what else it doesn’t do? Explode. Fair trade. The helm of reclamation can be found in Pathfinder’s Classic Treasures Revisited.

And that’s our ten favourite magical headgear from d20 games! Got a favourite we didn’t include? Think I’m crazy? Let me know in the comments! Wearing a crazy hat today? I want to hear that, too!

Until next time,

Jessica

pathfinder, d&d, magical gear

January New Releases

January’s here, which means there’s a whole slew of new d20 products coming out.

Dungeons and Dragons doesn’t have any new releases coming out this month (as far as I know), but last month brought us the Waterdeep: Dungeon of the Mad Mage adventure which brings PCs from levels 5-20, as well as the Guildmasters’ Guide to Ravnica which brings the wonder of Magic: The Gathering to D&D.


Pathfinder released plenty of wonderful products last month, including Pathfinder Campaign Setting: Faiths of GolarionPathfinder Module: Cradle of Night, and Pathfinder Adventure Path 137: The City Outside of Time (Return of the Runelords 5 of 6). None of which I own (sadly) so they’re still on my wish list. Haha. This month Pathfinder fans can expect to see the much anticipated finale of the Return of the Runelords Adventure Path with Pathfinder Adventure Path 138: Rise of New Thassilon. Exciting stuff! There’s also Pathfinder Player Companion: Wilderness Origins  coming out, which is sure to be a solid addition to the Player Companion line. Two new pocket editions are coming out: Ultimate Campaign Pocket Edition and Ultimate Intrigue Pocket Edition. Pathfinder Society Scenarios for this month are #10-12: Breath of the Dragonskull (a Tier 1-5 scenario written by Michael Sayre) and #10-13: Fragments of Antiquity (a Tier 5-9 scenario written by Sam Polak). Finally, Pathfinder Flip-Mat: Tavern Multi-Pack comes out later this month.


Starfinder only has a few releases coming out in January. Starfinder Flip-Mat: Jungle World is a really nice looking map. The Against the Aeon Throne Pawn Collection is finally here, which I’ve been itching to get my hands on! And the Signal of Screams Adventure Path comes to a thrilling conclusion this month with Starfinder Adventure Path 12: Heart of Night (Signal of Screams 3 of 3). Starfinder Society Scenarios for this month are #1-30: Survivor’s Salvation (a Tier 1-4 scenario written by Kiel Howell) and #1-31: Treading History’s Folly (a Tier 3-6 scenario written by Vanessa Hoskins). Last month brought us the Starfinder Critical Hit Deck featuring adorable illustrations of skittermanders, which I’ve yet to get my hands on. If you own it, I’d love to hear what you thought in the comments.


It looks to be an exciting month!

Know of another new d20 product you want to recommend we check out? Let me know in the comments!

Jessica

Starfinder Alien Archive 3 Announced

Starfinder recently announced Alien Archive 3!

Like previous Alien Archives this book is going to contain over a hundred aliens for allying with or fighting against, as well as over a dozen which can be used as player races. Starmetal dragons, living holograms, ‘body-snatching flayer leeches’ and irokirois from Osoro have all been confirmed to be in the book. Playable alien races include an intelligent swarm of tiny insects and a bioluminescent cephalopod.

alien archive 3 temp coverAs an added bonus Alien Archive 3 is going to contain some other player options and gear, which is a nice change of pace. Best of all? Rule for pets, mounts, and combatant creature companions! My daughters dreams have just come true. Haha.

Pre-order for Alien Archive 3 is scheduled to begin in August 2019.

Other exciting upcoming Starfinder products include the Dawn of Flame Adventure Path which is scheduled to begin with Starfinder Adventure Path 13: Fire Starters in February, followed by #14: Soldiers of Brass (Dawn of Flame 2 of 6) in March, #15: Sun Divers in April, #16: The Blind City in May, #17: Solar Strike in June, and finally #18: Assault on the Crucible in July. The highly anticipated Starfinder Beginner Box is coming out in April 2019. Finally, the newly announced Attack of the Swarm Adventure Path is scheduled to begin with Adventure Path #19: Fate of the Fifth in August. There’s some awesome pawn collections coming out as well, with the Against the Aeon Throne Pawn Collection coming out this month, the Alien Archive 2 Pawn Box out in February, the Signal of Screams Pawn Collection out in April, and the Tech Terrain Pawn Collection coming out in August.

This is going to be one exciting year!

Jessica

 

Adventures in Board Games!

My kids love games. Board games, d20 games, video games. All kinds. So, it should come as no surprise that this Christmas my tree was packed full of games. My kids were lucky enough to get a Nintendo Switch from their uncle this year, so both my son and daughter spent the first few days trying out their new video games. Let’s Go Eevee is a huge hit, as is Super Mario Odyssey. But, when we had some free time together as a family, my kids gravitated right to the new board games. My daughter got quite a few. The Hatchimals Eggventure GameBananagrams, and Bunny Kingdom (plus a new d20 game we’ll talk about another time!). And my son got two: Jumanji  and Dinosaur Island.

We spent a few days this week opening up the new games, learning how to play them — which is technically me learning how to play them and then teaching them to everyone else — and taking each one for a whirl.

Hatchimals Eggventure Game was quick to learn, which should come as no surprise. I assumed it was another one of those generic board games where you just move around the track that happens to be plastered with pictures of the latest popular kids show. Surprisingly, that wasn’t the exactly case. It was a simple kids game plastered with pictures of Hatchimals, the popular kids toy. But it was also a little more complex than just moving around the board. It involved hatching eggs, which you did by matching cards in your hand to eggs on the board. Cards and eggs were colour coded by which ‘nest’ they could hatch at, and when you landed on the proper nest you revealed one of the appropriate eggs to everyone. If it matched yours you hatched it, and if it didn’t you put it back. First to hatch their eggs wins. It was sort of like a mix between go fish, memory, and a generic kids board game. Not exactly a thrilling gameplay experience, but my daughter adored it and it only cost me a few dollars at the local Giant Tiger (which is a Canadian discount store). It’s simple enough that we can teach it to her cousins and they can play it together. Well worth the money. My son had the worst luck, though! Every single time he had a chance to blindly choose an egg, and had a fifty-fifty chance to get the right one, he got the wrong egg, The entire game. Haha. Poor kid.

Bananagrams was much more fun for everyone. For those of you who’ve never played this delightful little word game, it’s essentially a bunch of letter tiles that you put in the middle of the table. You get a bunch of them, and it’s your job to make words out of the tiles. You have to connect the words to one another by shared letters, either horizontally or vertically. It’s like each player at the table plays their own personal game of scrabble. You race to see who uses up their tiles first, then shout ‘Banana’ when you’ve done so. Everyone checks it for spelling errors, and then you start over for another round. You can also swap letters you’ve got with ones on the table if you want to, which is pretty much what my son did the whole time. Haha. Anyway, it’s a fun little game that’s great for kids of all ages. Mine are quite young, so they had no hope of beating me, but they had fun trying to make their own words and came up with some pretty good ones in the end. As an added bonus its one of those small, compact games that’s great for bringing out to family gatherings, a friend’s house, a road trip, or (in our case) the laundromat. It’s pricier than I expected it to be, though, but I was lucky enough to pick it up on sale.

Kids Games.JPG

Jumanji  was hell! Don’t get me wrong, I love the game. I was the perfect age for the original Jumanji when it came out, and owned the board game as well as the movie on VHS. I remember my brother and I got a kick out of using the decoder to read the rhyming cards from the movie. I can still rattle some off of the top of my head, actually. “At night they fly, you’d better run, these winged things are not much fun.” There’s a few more, now that I think about it. In fact, I probably remember more of them than I should…

My son isn’t partial to the original Jumanji  movie, but when he watched the reboot with Dwayne Johnson and Jack Black in it this past year (Jumanji: Welcome To The Jungle ) he LOVED it. Obsessively loved it. He even started writing his own Jumanji stories. Never finished any, of course. He’s both impatient and lazy, which isn’t exactly conducive to finishing the things he starts, but he enjoyed it. So, he was absurdly excited to get a copy of the board game for Christmas. It’s got a nifty little wooden case/board (just like in the original movie), plenty of dice, and is fast paced. Unfortunately, the first time we played it was when my niece and nephew were over. Now, I’m not sure if any of you have had the joy of teaching a new board game to four antsy and overly excited children between the ages of two and seven before, but wow! It was brutal! Haha. As an added complication there were multiple sets of dice — one for each player — and the game pieces were slightly too big for the spaces on the board, so I spent the entire game guiding play, stopping children from consuming game pieces, looking for missing dice, reminding toddlers not to move pieces that aren’t theirs, reading cards, referencing rules, and trying to figure out which of the children happened to have stolen the toy rhino that was supposed to be on the board. It was absolute chaos! Luckily I have the standard Mom superpowers: eyes in the back of my head, extra invisible arms, and limitless patience. In the end we got through it and the kids all had a ton of fun. Definitely not a game to play with all of them again, though. I’ll reach for the generic ‘race around the board’ game plastered with popular cartoon characters next time. But, when it’s just me and my kids, we’re more than happy to enter the jungles of Jumanji. Although, my son insists it would be much more fun as a virtual reality video game. Haha.

Which brings me to the actual point of this blog. Two of the games we picked up weren’t geared at young kids at all. They were aimed at an older audience. And honestly? Both were awesome!

First up? Bunny Kingdom.

Bunny Kingdom is a pricey game that we picked up for my daughter months ago when we found it in the local game store, Game Knight Games and Cool Stuff. Yes, that’s the store’s actual name. It was far out of our budget for an impulse purchase, but my daughter REALLY LOVES RABBITS. Seriously. I’m not sure I can actually emphasize that enough. But, just know: she really loves rabbits. She’s got quite a few rabbit board games already, but none that are games that my husband will sit and play with her. So, when we saw it at the store we figured, why not? I suppose I could have gotten it cheaper off of Amazon, but when we have the chance we always prefer to shop locally. Anyway, we figured that even if my husband hated the game, it was covered in adorable images of rabbitfolk making farms and kingdoms so my daughter would love it.

Luckily, our hunch was right and it turned out to be a lot of fun.

Bunny Kingdom is a board game for 2-4 players. It’s intended for players ages 12 and up, but my kids are only seven and eight and they didn’t have any trouble getting the hang of the game. It’s published by IELLO, features bright and colourful art by Paul Mafayon, and was designed by Richard Garfield (the creator of Magic: The Gathering, King of Tokyo, and Keyforge: Call of The Archons , to name a few). Bunny Kingdom was a nominee for 2018 Origins Awards Best Family Game, and 2017 Cardboard Republic Striker Laurel awards. The box is nice looking and solid, and the board inside looks great. It’s essentially a large map with a 10×10 grid overtop, and a scoreboard on the side. Many of the Bunny Kingdom Boxspaces on the map feature settlements and resources that players can claim. Settlements contain castles, while resources allow you to collect wood, carrots, and fish. Unfortunately, our board had suffered damage in two places despite having a seemingly undamaged box. Not what you want to see when you’ve paid a good chunk of change for a new board game!

Each player has a pile of tiny rabbit tokens they can use to claim their territory on the board, and act as their token on the scoreboard. In addition to the player tokens and board, this game comes with three different sized castles (level 1, 2, and 3), corner markers to denote special upgrades and camps that you can add onto spaces, and a massive deck of cards. Seriously massive! You’ll have to split it into a few piles just to shuffle it. The art throughout the board, cards, and box is consistently wonderful. It’s bright, colourful, and cartoony in all the best ways. My daughter repeatedly shrieked in glee, exclaimed “AUW! CUTIES!”, and hugged cards to her chest, so it’s clearly a winner in her opinion! Haha.

The premise of the game is simple. Your great Bunny King has ordered you to lead your clan of rabbits in gathering resources, claiming some land, and establishing new settlements. The rabbit with the most prosperous fief — determined by having the most golden carrots — wins.

So how do you play? For starters, you select your rabbit colour, place one of them on the 0 on the scoreboard, and deal out ten cards to each player. You draft cards from the hand, selecting two you want to keep for yourself, then pass the rest on to the next player. You play some of the card types and set the others aside for later. Then you proceed with the draft. This continues until there are no more cards in hand. Cards can do a few things, but the most important ones are labelled with a letter and a number — coordinates referring to a space on the board. If you select a card like this you get to place a rabbit token there and claim the space as your own. Other cards include camps (which let you claim any unclaimed space until someone claims it with the proper card), settlements (which let you build castles of various levels on your claimed territory), sky towers (which let you connect two distant parts of your fief), resources (which let you collect resources like wood, mushrooms, and iron from your land), treasures (which give you golden carrots), and missions (which give you bonus golden carrots at the end of the game as long as you meet the requirements stated on the card). After the cards are drafted you enter the ‘Build Phase.’ This is when you play all of the castle cards, camps, sky towers, and resources you’ve drafted. After this you earn points (golden carrots) for how prosperous your fiefs are, which is based on number of ‘towers’ on the castles within your connected territories, and the different types of resources they can create. Once points are tallied you’ve reach an end of a round. Then you deal out another ten cards to each player and begin another draft. The game ends after four rounds of gameplay. Then you reveal the treasures and missions you’ve acquired, gaining extra golden carrots for them as appropriate. The winner is the rabbit with the most golden carrots (the highest score).

Our first game took us about an hour to play, but all the other games took up around 40 minutes, which is about how long the game is expected to run. Because the game always lasts four rounds, you can expect this to be a pretty consistent time. Which is really nice!

Bunny KingdomBunny Kingdom is a relatively fast paced game that involves some strategy, but doesn’t take up an entire afternoon or a whole day just to play it. Selecting the proper territory is important. You want to grow the size of your fiefs and ensure they connect, but you also want to establish cities and ensure there’s a variety of resources within it’s borders. Knowing which to go for at which times is both a matter of chance, and practise. After playing a round you’ll figure out what’s most important to you. Claiming any territory that already has a castle on it is sound, as is claiming any cards that let you establish resources — or luxury resources — in territories of your choosing. In the first two rounds you won’t earn many golden carrots from your fiefs, but if you build it properly you’ll make a lot in the last two rounds. Treasures are nice, but they offer a small one time payout. Not always worth it. Missions offer a bigger payout, but are sometimes difficult to achieve. They require you invest time in accomplishing them. For example, a mission that promises you one golden carrot per territory you own that can produce wood is nice. But, if you focus on that too much you won’t have a variety of resources available in your fiefs. And it’s variety that earns you golden carrots.

My daughter caught onto the game right away, and had great fun building her kingdoms. She, myself, and my husband all did pretty well. Some games she lagged behind the adults, but others she did just as well or better. Luck played a bit of a factor. So did my daughter’s habit of occasionally selecting cards just because they’re cute. Haha. My son, however, decided that building fiefs takes too much work. Instead he spent the entire first game only taking treasures and missions. We all thought he was crazy! Turns out in the end he went from 0 golden carrots all the way to 147 golden carrots. More than enough to score him a win against my husband’s 116. We were shocked, to say the least. Apparently, taking all the treasures and not bothering with that whole kingdom thing is a decent strategy — as long as you’re the only one who tries it. If too many players go this route it won’t lead to victory.

So, when we played our follow up games, we worked on our kingdoms, took some snazzy treasures and missions, and my son — once again — took every treasure and mission he could get his hands on. This time we thought we had him on the ropes! …And he won again.

*face palm*

I guess we should have taken even more of those treasures… Haha.

Aside from this flaw it was a great game. Of course, it was a rather large flaw. Why should the one person who didn’t bother to even try building a kingdom win a kingdom building game?!? But, we had a lot of fun anyway. Overall, we all thought it was a blast! It’s definitely going to see regular play.

But, our favourite game of the holidays had nothing to do with cute fluffy rabbits. Instead, it featured people-eating dinosaurs! Yes!

Dinosaur Island is a game we picked up for my son because he LOVES Jurassic Park and Jurassic World (and Jurassic World: Fallen Kingdom ). And this game? Pretty much that. You research the genetic code of dinosaurs, create them, and put them in your very own dinosaur theme park. If you don’t have enough security they escape and eat some of your patrons. Which is bad for business, obviously! Haha. In the end, the player with the most successful park wins. The game is designed by Jonathan Gilmour and Brian Lewis, and released by Pandasaurus Games.

Dinosaur Island BoxWe found it on the shelf at another local game shop, Fusion Gaming, and nearly gagged at the price tag. And then we read the box. My husband traded in some Magic cards for the game, and we brought it home for my son for Christmas. It’s a heavy square box packed full of stuff. There’s lots of boards, pieces, dice, cards, and pop-outs of all kinds in this game, which is frankly a little bewildering at first. But, once you’ve got everything popped out and sorted into the many little storage baggies the game comes with (thank goodness!) you can open up the rulebook and try to figure out what the heck you’re supposed to do. Which is hard! Haha. I had to flip back and forth between the first few pages of the rulebook to set everything up — some pages were telling me how to set up the game, and others were telling me the names of types of pieces. All very important! Once I had everything properly set up — which took me around twenty minutes — I finally flipped the page on the rulebook and started to actually read how to play. It didn’t take too long to read, and there were some very useful gameplay examples for each step that helped me figure things out. But, it was still quite complicated. I had to read and reread each step and its example a few times while referencing the board and the list of piece names. Once I figured out a step I moved on, and then by the time I hit the end of a phase description I went back and read that whole phase over again. Anyway, by the time I finished making sense of the rulebook I was confident I understood how the game worked and could teach it to my family, but that I would still need to reference the rulebook for details on most of the gameplay choices the first time we played through. And I was right! I referenced that rulebook constantly during the first game and still made quite a few mistakes. I used it a lot during the second game (so that we find and correct our mistakes from the first play through), and then in the third and fourth game I only had to reference it a few times to double check a rule or a cost for something we hadn’t come across much yet.

In summary, it was hard to learn. This is a bit of a problem since the game is listed as ages eight and up. Eight! In my opinion, this game is too complex for eight year olds. They can play if they’re joining in with the grown ups or teenagers — like mine did — but its not the kind of game you could give to some eight year olds and expect them to be able to learn and play properly. Twelve and up would be more accurate.

That said, the game was awesome.

Everyone had a blast and, surprisingly, my daughter and husband loved it most of all. In fact, they were both the driving factor in us playing it so many times over the last few days. Which is huge! My daughter is always ready to play a board game, but my husband? Not so much. This is particularly surprising when you take into account how long this game takes to play. It says it takes an hour and a half to two hours to play through, but it took us over three on our first run through (and we played the ‘short game’). Further run throughs also took around three hours each, although the second time we played a ‘medium game’ and the third we played a ‘long game’ with three people instead of four. Definitely a time investment!

Dinosaur Island Game Set Up

So what is Dinosaur Island, and how do you play?

The point of Dinosaur Island is to create the most successful park. Your park’s success is measured in Victory Points, which are most often earned by having guests survive their trip to your park. You can also earn Victory Points by creating dinosaurs and by building some attractions. A number of guests visit your park each turn based on your parks Excitement level, which is also influenced by the number and grandeur of the dinosaurs you have created, and by some attractions. But, getting people to your park isn’t all that matters. You also have to have attractions for them to visit. They’ll visit your dinosaurs, of course, but only so many visitors can view a paddock at a time, so you’ll also want to create other attractions. Things like restaurants and rides for the guests to visit. Another factor you need to take into account is danger. You can have a lot of dinosaurs and a huge excitement level, but if you haven’t invested enough in security then your guests will get eaten by dinosaurs. And dead guests don’t earn you Victory Points!

It’s a complex game that involves multiple phases, each of which allows you to make decisions regarding how you choose to run your park. We didn’t find a single obvious method for best increasing your Victory Points. Which is great! You have a lot of choices to make, and all of them are helpful in different ways. Usually you’ll need to change your priorities from round to round to do well in this game. There was a lot of fun strategy and planning involved, which even got my daughter taking the time to sit, think, plan, count, and envision a few stages and turns ahead. Fun planning, too. Not boring. We all really enjoyed this games layered complexity.

So what are these phases?

Dinosaur Island 2Phase One is the Research Phase, which will utilize a shared board that will be in the middle of the table. On it you’ll find dice (which usually show DNA in various types, amounts, and a threat level), dinosaur cards, and some other open spaces. During this phase each player will take turns selecting how you want your three scientists to prioritize their research. They can select one of the dinosaur cards in order to learn the DNA recipe for that dinosaur, they can select a DNA dice in order to collect that kind of DNA, they can work to increase your cold storage (which is the maximum levels of each type of DNA you can hold), or they can refrain from doing research and instead become an extra worker for the third phase. All of these options are really important. Dinosaurs raise excitement levels which in turn draw in guests, but they each cost different kinds of DNA. Collecting DNA to create them is important. Of course, your cold storage starts off small, so you’ll want to increase it as you play.

Phase Two is the Market Phase, which will utilize a shared board that will be in the middle of the table. On it you’ll find a variety of DNA, lab upgrades and park attractions you can purchase, and specialist workers you can hire. During this phase each player takes a turn selecting what they want to purchase, until each player has bought two things.

Phase Three is the Worker Phase, which will utilize a personal board which will be in front of you. On it you’ll find your DNA Cold Storage and your current levels of DNA, your current threat level, your current security level, as well as your current lab facilities and upgrades. During this phase you place your workers (typically you have four) on your board to accomplish certain tasks. Tasks can include refining DNA from one type to another advanced type, creating dinosaurs, increasing security measures, increasing paddock capacity, and raising capital. In addition, some lab upgrades will give you more options, or allow you to perform tasks with less workers invested in them, or at a financial discount. Once everyone has placed their personal workers (which happens all at the same time) you tell your fellow players what your workers are doing and apply it.

Dinosaur IslandPhase Four is the Park Phase, which will utilize a personal board which will be in front of you. On it you’ll find you park, your current dinosaurs and paddock capacities, your attractions, and the number of guests which can visit each location. During the Park Phase you count up your Excitement which determines how many guests visit your park, receive income from entry fees (except for those pesky hooligans who sneak inside!), place guests at attractions, calculate threat against your security, see if any dinosaurs escape, have dinosaurs devour guests, and finally count up how many surviving guests you retain, which will grant you Victory Points.

Phase Five is the Cleanup Phase, which is when you tidy up the boards and prepare them for the next round. It’s also when you determine the next round’s turn order. Whoever has the most Victory Points goes last, while the least goes first. And then its onto the next round, with Phase One.

There’s a lot more to this game than we’ve mentioned. Plot Twist Cards help make every game different, and objective cards determine the goals you need to accomplish in order to end the game. These goals are sorted by game length, so if you want a short game you select objectives at random from the short game deck, while a long game will require cards drawn from the long game deck.

We absolutely loved this game. So much, in fact, that my husband is considering buying my son the expansion for his birthday gift. The expansion, called Dinosaur Island: Totally Liquid, allows for a fifth player to join in the fun, features water dinosaurs, more DNA dice, new attractions, and more. Super cool!

All in all, we’re thrilled with our new games.

Think you know of a game we’ll love? Let us know in the comments! I’d love to hear it!

GAME ON!

Jessica

 

Our Favourite Things of 2018

To celebrate the New Year we’re taking one last look back at our favourite things of 2018! So what made the cut? Read on and see!

Favourite d20 Bestiary: Alien Archive
(for more information check out this blog post)

Favourite Dungeons and Dragons Book: Dungeons and Dragons: Guildmaster’s Guide to Ravnica
(Dungeons and Dragons meets Magic: The Gathering!!)

Favourite Pathfinder Book: Ultimate Wilderness
(for more information check out this blog post)

Favourite Starfinder Book: Pact Worlds
(for more information check out this blog post)

Favourite d20 Book (Other): Realms of Atrothia: Legacy Races Revisited
(for more information check out this blog post)

Favourite d20 Adventure: Skitter Shot
(for more information check out this blog post)

Favourite d20 Campaign: Return of the Runelords Adventure Path
(for more information check out this blog post and be on the look out for another blog post early this year)

Favourite Pathfinder Society Scenario: #9-10: Signs in Senghor
(for more information check out this blog post as well as this one)

Favourite Starfinder Society Scenario: #1-14: Star Sugar Heartlove!!!
(for more information check out this blog post)

Favourite Kid’s Game: Tails of Equestria: The Storytelling Game
(for more information be on the lookout for a new blog post later this month!)

Favourite Board Game: Dinosaur Island
(for more information check out this blog post)

Favourite Family Movie: Spider-Man: Into the Spider-verse
(now playing in a theatre near you!)

Favourite Movie: Ready Player One
(if you haven’t seen this movie or read this book yet, you REALLY SHOULD!)

Favourite Upcoming Kickstarter: Realms of Atrothia: Primary Expansion
(Kickstarter coming in February 2019!)

I can’t wait to see what 2019 brings!

Jessica

Pathfinder Second Edition: Forging the Future!

We haven’t talked about Pathfinder Second Edition in a while. Neither have the folks over at Paizo. Or, at least, not publicly. That’s because the Development Team has been hard at work sifting through survey data, making changes to the game, and generally working their asses off to make Pathfinder Second Edition the best RPG that it can be.

But, this past Pathfinder Friday on Paizo’s twitch stream, we finally got some news! Jason Bulmahn, Director of Game Design, sat down with Host and Marketing Manager Dan Tharp to talk about the future of Pathfinder.

His first topic of conversation?

Surveys.

Feedback surveys on the PF2 Playtest are going to be open until December 31st at midnight. That’s right! You’ve still got time to give them your feedback, answer their questions, and give Paizo the data they need to continue improving the next version of Pathfinder. Be sure to get your surveys done before the New Year!

But, even though they’re still accepting feedback, and sifting through our responses, the development team is already working on improving the game, and revising everything. Word is they’re halfway done editing the book, with another quarter that they hope to get done over the holidays. (Yes, they brought home more work). The whole development team deserves a huge round of applause. Keep up the good work! (And take a breather while you’re at it!).

Now, as I mentioned, they’re still accepting feedback, and they still testing and retesting everything they can. They’ve made some changes, but they’re not done yet — not by a long shot! In addition, some of the things they’ve changed are likely to change again. But they’re making progress. And Jason decided to share some of that progress with us.

The Top Five Things That You Can Look Forward To for Pathfinder Second Edition!

#5 – Polish and Flavour. Jason admitted that a lot of the Pathfinder Playtest Rulebook was technically sound, but dry. It lacked pizazz! They intend to change that. The development team is trying their best to inject as much flavour into the rulebook as they can! Thank goodness! Haha. Sneak peeks Jason mentioned included calling the various rogue specializations a ‘Rogue’s Racket’ and that Wizards get to create their own graduate thesis to represent their specialization in magic. Awesome! I can’t wait to see what else they bring to the table.

#4 Jason rewrote Chapter 1. This new introduction to the game is said to be an engaging narrative which is meant to be as entertaining and easy to understand as possible. It even includes a sample build and an example of play. Awesome!

#3 – GM Resources. The folks at Paizo are trying to make GMing as easy as possible. The table of DCs, which were overly complicated, are now streamlined into a simple chart. Conditions are undergoing some changes, as well. Some were removed, others were changed, and they even added a new one: Doomed! Essentially, Doomed lowers your dying threshold. This is a condition players will want to get rid of ASAP!

#2 – Resonance. They got rid of it completely. Pardon me while I dance in glee.

#1 – Proficiency. Although the system makes sense and was met with positive feedback, many players said that they didn’t feel like the numbers involved allowed for enough variance between the proficiencies, so they’re being changed! Untrained will remain +0 (and does not add your level), Trained skills will be at +2 plus level, Expert at +4 plus level, Master +6 plus level, and Legendary +8 plus level. Here’s hoping they’ve got the math right this time around!

Other mentioned changes include allowing the three different alignments for paladins, making spellcasters and spells more powerful, adding ‘Fail Forward’ rules (which is when even on a failed roll your PCs progress, but with some kind of penalty or downside caused by their failure), and more! I don’t know about you, but I’m exciting to see what Pathfinder Second Edition will become!

Jessica

Assorted Dice Rainbow