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==General== *The usual explanation of RPGs for newbies includes the usual advice of making sure everyone's comfortable and on the same page. This is expanded upon in the later chapter on GMing, which introduces things like x-cards and a default set of expectations for players (which GMs are told to tailor to their tables). The default expectations are in many ways incongruous with [[Golarion|the slightly crapsack default setting]]. There's a prohibition on players owning slaves (on its face fairly uncontroversial, except that this could prohibit players from having noble titles since serfdom is widely considered a form of slavery or else only marginally better). Depictions of cruelty shouldn't be shown even though [[Zon-Kuthon]] is a core deity. **Overall, this is something anyone can assume considering the company's political outlook. *The general math of the system has been considerably simplified, chiefly by axing the sometimes silly list of bonuses you can slap onto a test. *The general setting of [[Golarion]] has been set at a point where all the 1E [[Adventure Path]]s have taken place and were successfully finished(except for [[Kingmaker]], which due to the video game's success got retconned into a new expanded version happening in the present). This means that, among other things, the Worldwound in Sarkoris has been shut, the Whispering Tyrant is free to raise hell, and Cassandalee the android is now a full god with a divine portfolio. *Magic has been divided into various types: Arcane, Divine, Occult and Primal. Classes are generally restricted to one spell list(ex: Wizards cast Arcane, Druids cast Primal, Clerics cast Divine, etc...) Spell Strength(DC) is no longer strictly tied to Spell Level(i.e. Glitterdust and similar spells can stay useful forever), but attack spells whose effects increase by caster level must now be learned/prepared at those higher levels(i.e.: a wizard who can cast 6th-level spells must prepare [[Fireball]] as a level 6 spell to get the full power out of it). Some spells can be heightened at any level, others gain effects only at set levels(i.e. a 3rd-level spell may have additional effects when cast at 6th level, but none at 4th or 5th). Cantrips are automatically heightened to half the character's level. *The ''Gamemastery Guide'' re-introduced quite a lot of older variant systems from Stamina and Automatic Bonus Progression (with accompanying non-magical high-quality items) to [[Gestalt character]] and rejiggering the new stat-boost system to be in line with 1E's Point Buy system.
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