As the title, from what I can tell by just looking at the monsters in this book it will be a joy to dive in fully. However, my copy of the book is missing pages 41-56. I am very disappointed with this. Otherwise, I would've given this product a full five stars, and might still do so if this is corrected sometime in the near future.
Well, the Starfinder Core Rulebook is finally here, and I am really enjoying it so far, despite having yet to participate in any games. The flavor of this product is nigh top-notch; my only complaint in the flavor is the "inclusiveness" of certain views on union and marriage: if you want to include that stuff in your home games, that's fine. But don't make it official, please.
In terms of crunch, despite several forum posts on this website, I believe that the classes are quite balanced and should function if the characters are built right. The items in the book feel woefully lacking; there is a distinct absence of level one items in the product itself, which can be very limiting to new characters. I am very happy with the rules execution of this product, as not everything is focused on combat, although I think D&D 5e did a better job of the non-combat options than Starfinder has. One minor quibble I have with the skills in Starfinder (and Pathfinder, for that matter) is that Diplomacy is underplayed: I really like the idea of playing a Han Solo-like captain character that can talk out of any combat situation, but no. Diplomacy once again has to go through stages to calm your enemy down, as opposed to Diplomacy in D&D Next, which allows you to calm your enemy down quickly with some fast talking and a lucky die roll.
In the GM section (last complaint) is that there are no NPC building rules. I guess that was because they placed the Starship rules in the book, but still, I would have liked to have seen them.
Other than the complaints expressed above, I suggest that you take a look at the Starfinder Core Rulebook and have a good time playing with your friends as characters exploring the mysteries of a strange and wonderful universe.
Probably my favorite idea Paizo has come up with yet. Giving new GMs a couple more adventures to put under their belts gives them experience and familiarity to the game, and gives them more examples on which to build their own campaigns. I plan to run these with my Beginner Box group soon.
This product was amazing. I was blown away by the advice given to create a world and how to deal with several issues that have come up in recent gaming sessions. The crunchy side of the book was OK, but I really haven't had any need to pull out those rules and use them in my games. I overall really enjoyed this product, and can't wait to see what comes next!