Starfinder Core Rulebook

****½ (based on 23 ratings)
Starfinder Core Rulebook

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Shoot for the Stars

Blast off into a galaxy of adventure with the Starfinder Roleplaying Game! Step into your powered armor and grab your magic-infused laser rifle as you investigate the mysteries of a weird universe with your bold starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.

This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!

Inside this book, you'll find:

  • All of the rules you need to play or run a game of Starfinder.
  • Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.
  • Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.
  • An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.
  • Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.
  • Complete rules for starships, including customization and starship combat.
  • Rules and tips on using Pathfinder RPG content with Starfinder.

ISBN-13: 978-1-60125-956-1

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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****½ (based on 23 ratings)

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I've been playing for half a year now; here are my thoughts.

*****

First off, a review of a core rulebook is pretty similar to a review of a game system, so this is basically that. The short version? I really, really enjoy Starfinder, and I think the Core Rulebook does an excellent job of explaining and showcasing the system.

Alright, the long version:

Character Creation: In comparison to Pathfinder, building characters is less fiddly while maintaining a large array of meaningful customization options. One new addition is Themes (analogous to Pathfinder's traits) which have a small amount of mechanical impact but do a very good job of hooking your character into the world around them.

Races: Starfinder ships with six new alien races as well as all the core Pathfinder races. Most of them largely fall into the category of Star Trek aliens (ya know, humans with masks on), but they have some fairly interesting racial abilities to differentiate them.

Classes: Starfinder has seven classes. Some are familiar (soldiers are basically space-fighters), some are deceptively different (technomancers look like wizards, but they're really not), and some are completely new (solarians are... solarians). Overall, the power curve is pretty tight and each class is interesting, highly customizable, and worth playing.

Feats, Skills, and Spells: Feats are, overall, less important than in Pathfinder (as a corollary, feat taxes have been eliminated; the feat trees are quite short). Skills are arguably more important (especially in starship combat), and the skill list has been condensed in a way that makes skills more accessible. The biggest change to the magic system is probably the addition of undercasting (i.e., some spells can be cast at multiple spell levels), which is absolutely essential, considering that both spellcasting classes in Starfinder are spontaneous.

Tactical Rules: It feels like Pathfinder. There are a host of small to medium changes (iterative attacks have been replaced with scaling weapon damage, for example), but if you like Pathfinder combat, you'll like Starfinder combat (unless, of course, you hate change - Starfinder is a new system, not a setting on top of an old system).

Other Things: Starship combat! I think it's pretty neat and makes a good addition to the game. There's also an expansive chapter on setting, which includes deities, planets, groups, etc. - it's usful to both players & GMs. There's a chapter on game mastering, which is nice. Finally, the art is fantastic through and through.


*****


Ehhh?


While I like some aspects of this game. The over all experience fell flat. The main problem is equipment. The leveled set was so lockstep that it made all of my players disappointed. You could not have a signature weapon or such. It was grind for the next level of gear and toss out the old. No one like it.

The classes were Okay and the concepts were pretty cool. But I can say if this is the basis for pathfinder 2nd ed were not likely going to put out any more money.

One big problem you have is this drive to constantly simplify and stream line. Thing get lost when you smooth out the details to much. Good things get lost. This is not a hobby that tend to attracted people who can handle a few rules, And the simplification feels like our intelligence is being questioned and only the lowest common denominator is being served. I don't know why I am writing this though. Publishers never listen.

Any way the critical flaw is still in the money and equipment.


Great system, great book!

*****

The book is beautiful, thick, filled with good mechanics and a lot of background.

The game is very nice, streamlined.

Go Starfinder!

I am very happy to have discovered the game, and this book is enough to run a lot of adventures.


An RPG Resource Review

*****

Chapter 1: Overview sets the scene of sweeping science fantasy before launching into the customary explanation of what role-playing is all about. It then lays out what is to be found in the rest of this vast rulebook, which contains everything both players and game masters need to play the game. There's an overview of the various forms play can take and an example of an actual game in progress. Fundamentally it's a bit of a space opera, in which the party explores and interacts with the wonders of the galaxy.

Now, down to business with Chapter 2: Character Creation. If you are used to Pathfinder or similar games this is familiar territory: come up with a concept, pick a race and class, then sort out abilities and skills and other miscellaneous numbers. Following chapters go through all the options in detail so that you can read up about your choices. There are actually two chapters on race, one presents the 'new' starfaring races - the aliens if you will - and the other the 'legacy' races from more traditional fantasy. It makes it all rather interesting to see how the fantasy races we're used to almost become 'normal' compared to alien races! Humans are there, of course, but you can also play an android or one of several new races of aliens - reptilian, insectiod, telepathic and more... one race even has four arms (as well as two legs)!

The classes also have a chapter to themselves. There are seven base ones: envoy, mechanic, mystic, operative, solarian, soldier, and technomancer. Most of those are pretty obvious, but a solarian is a very disciplined warrior granted special powers by the cosmos itself, while technomancers are spell-casters attuned to technology and able to use it to create remarkable effects. Interestingly, there doesn't seem to be any class that involves space travel itself - even the mechanic is more of a tinkerer and creator of artefacts rather than the classic 'starship engineer' - although there is a mechanic build suggested that does take that role. However, there's a new concept, that of 'Theme' and that does include an ace pilot as one option, with it including starship operation in generally, not just the piloting of them. Choosing a theme also brings mechanical advantages as well as helping you hone your overall character concept to what you want... and this is where, should you wish it, characters of a religious bent can express themselves by means of the priest theme. Characters who don't fit into any of the themes offered are deemed 'themeless' - and have their own mechanical advantages to go with it, so they don't lose out. Each class has several suggested builds, with combinations of class and theme working together to present a distinctive character (and can be used as a basis for a character if you are in a hurry). You can further tailor your character by the addition of feats, abilities that are not based on their race, class or skills - these too have a chapter to themselves and, as with skills, each is presented with clear examples of how to use them.

Once characters are sorted, they need to be equipped, and Chapter 7: Equipment sets out to provide all you could desire for your new character. It opens with a discussion about money and the form it takes, which is a little confusing with references to Pact Worlds and the Church of Abadar which haven't been introduced yet! Currency itself is reasonably straightforward, with a digital currency called the Credit being the standard although some worlds still use coins - and you can get physical Credits if you prefer. Most folk use the credstick, which can be loaded with money from a bank account or another credstick, and spent as you wish... the advantages including anonymity when you spend and that a thief only gets what was on the credstick stolen, not access to all your wealth (or your identity). It also discusses how much can be carried and plenty of technical details about weapons and armour before getting on to the actual lists of what is available. Technologically-advanced weapons include cryo, plasma and laser ones as well as more traditional projectile weapons (slug-throwers). An important distinction is between weapons that are technological in nature (and so can be targeted by attacks that affect technology) and those which are not, termed 'analogue' by most people. Being a fantasy game, you can also add magic via a 'weapon fusion' to create various additional effects. For those who prefer to improve themselves, a wide range of cybernetic enhancements are also available.

There's an extensive section on computers, which includes programs, anti-hacking measures and more. Next, technological items presents an array of other technological items, followed by a section full of magic items. The next lot are interesting: hybrid items which combine technology and magic. The Digital Harrow Deck sounds rather fun! Throughout, there's plenty of information (and necessary game mechanics) about how to use the items described, and the consequent effects.

Chapter 8: Tactical Rules looks at combat in great detail, exploring all the options available and explaining how to use them, including movement and the use of special abilities, as well as how and when to apply bonuses and penalties. As ever, it sounds more complicated than it really is once you get to grips with it. Familiarisation is the key, fight a few practice combats until you are comfortable with what a given character can do, then you will be able to play him confidently 'for real' without having to look everything up! There are extensive definitions of effects and conditions, then we move on to deal with vehicle tactical rules - referring here to planetside vehicles, space combat comes later - including chases.

Next, Chapter 9: Starships deals with every aspect of space travel. The way in which interstellar travel developed is described, again confusing because the basic concepts of the universe haven't been covered yet although there are a few references to pages further on in the book. There are notes on navigation, building starships (with everything you need to know to construct your own) and a gallery of starships to marvel at. Naturally starship weapons and combat are also covered, and there is plenty to get to grips with here. Here, individual crew members play their separate parts and it can all get pretty complicated. There's an example of starship combat which does help however.

Then Chapter 10: Magic and Spells explores this subject, mainly from the game mechanical aspect of how spells work in the game. The various parts of a spell's description are explained, and then there is a very extensive spell collection, with lists for mystics and technomancers. Many will be familiar to Pathfinder spellcasters, save for those that specifically affect technology or other things appropriate to the science-fantasy setting.

That concludes the player portion of the book, as we move on to Chapter 11: Game Mastering. This discusses the technical aspects of putting together adventures and campaigns for your players and comes over rather mechanical. It does, however, give you the tools to create balanced encounters. The discussion then moves on to other aspects of running a game from maintaining flow and pacing, to taking control, dealing with player-character death and difficult players and even bringing a campaign to a tidy end. It then looks at the environments to be found in the game and how they can be utilised to create interesting adventures, these ranging from astronomical objects to different atmospheres and terrain types planetside along with the effects of weather and varying gravities. Settlements, structures, traps, and various afflictions follow. Some of the traps are ingenious, melding magic and technology in ways that can be difficult to avoid without making use of both to neutralise them. How about a magical computer virus...?

Next is Chapter 11: Setting. Now we find out what all those references to Pact Worlds and the like are about! The core concept of the game is exploration, and it's assumed that the party starts in the Pact Worlds, a densely-populated system of planets, even if they don't stay there for long. This is when it gets weird: history is broken. Wherever you go, nobody has records or memories that are more than a few centuries old. There's a big gap, then stuff from ancient times. Even the deities have this gap in their knowledge. It is as if a wave of amnesia swept across the universe, indeed the first records post-Gap (as it's called) tell of people who lost a chunk of their own personal memory, never mind physical records. It is as if everyone clean forgot. Nobody knows what caused the Gap, the most that can be said is that it was several millennia long. Somewhere during this time the core world of the system, Golarion (familiar to all Pathfinder players as their homeworld) vanished. Where, or how, nobody knows. All that remains is a massive space station, Absalom Station, that sits where Golarion once orbited. It's said that it wasn't destroyed but is somewhere, complete with the descendants of those living on it at the time, but even the gods have no idea where. It was just after the Gap that the secret of Drift, which makes interstellar travel possible, was given to those who could understand the transmissions.

We are now in the year 317 AG (after the Gap)... but I am left wondering as to the need for this. Why the mystery? In particular, why a mystery without any solution? Players are curious creatures: present them with a mystery and they will want to solve it, a missing planet just begs to be found. Either there's some massive plot arc that will eventually be revealed, or we're left to our own devices and can, if we wish, come up with our own ideas about what's going on... but we need to know, 'cos if we create our own rationale it's unlikely to be the same as the creators of the game had in mind.

The chapter goes on to describe the various entities that make up the Pact Worlds, with a quite detailed gazetteer of the various worlds, most of which are both habitable (sometimes barely) and inhabited. OK, there's a couple of gas giants, but their moons are inhabited and at least one has blimp-like lifeforms drifting through the gas. Although there are sentient beings everywhere, there's still plenty for the curious to explore, exciting encounters for them to enjoy. Beyond, there are intersellar wonders to explore and several are detailed here to get you started. Rich and strange are the wonders of the great beyond. We also learn of different planes, and of the factions and organisations that are to be found. These include the Starfinder Society, the driving force behind the shared campaign ('organised play') set up for Starfinder. There is also information on faith and religion, which still pays a large part in many people's lives, and a listing of deities - the Pact Worlds alone revere some twenty of them as core deities and there are plenty more out there.

Finally, Chapter 13: Pathfinder Legacy which addresses the mechanics of converting Pathfinder characters, monsters and other material for use in Starfinder. This is also where you find the traditional fantasy races described in Starfinder terms, so if you want to be a science-fantasy dwarf or elf here is what you need to know. (Gnomes, half-elves, half-orcs and halflings are also included.)

So here it is, possibly the best science-fantasy game I've read. I've often wondered what lies in the future of my favourite fantasy worlds... here that question is (almost) answered, although to be honest I'd not have chosen to have Golarion vanish or there be a big Gap in history. There again, I like history... perhaps the authors just didn't want to write the necessary millennia of history to bridge the gap! That aside, it's a great game and I'm looking forwards to revelling in this universe for a good few years to come.


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Starfinder Charter Superscriber
John Kretzer wrote:
What kind of coverage to other races such as Elves and Dwarves etc.(the old standard races) get?

Core races get a page with racial traits and a large picture, and another page of text. Legacy races get one page containing text, racial traits, and a smaller picture.


Some info on what Phrenic adept? Archetype does versus the
2 (IIRC) psychic feats...


Starfinder Charter Superscriber
Yrtalien wrote:

Some info on what Phrenic adept? Archetype does versus the

2 (IIRC) psychic feats...

The archetype is separate from, and complementary with, the three psychic power feats. I'm not sure how to explain the archetype without going into more detail than I'd like, except as "it gives a variety of psychic abilities".


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Starfinder Charter Superscriber

It's after midnight for me here, so I'll be stopping for now.


1 person marked this as a favorite.
Starfinder Charter Superscriber
Distant Scholar wrote:
It's after midnight for me here, so I'll be stopping for now.

Just woke up here, and have read your teasers, thanks very much.

Liberty's Edge

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So, I started playing with 3.5, I was 11 and taught myself English to understand the players handbook. When PF came, I knew what to wait for, there was a lot of playtest. But this? This is beautiful. This is new. The excitement, the curiosity. Thank you Paizo. Just thank you.


Alfray Stryke wrote:
Distant Scholar wrote:
It's after midnight for me here, so I'll be stopping for now.
Just woke up here, and have read your teasers, thanks very much.

Same here! I'm really hoping I get my shipment tomorrow :D


Steel_Wind wrote:


When you live in the United States and you participate in an English language message board, you can forget that many other participants don't live in your country.

And not living outside of the USA, they have no idea of just how high international shipping costs are, particularly overseas. It's just not something they have to deal with, so they don't think about it.

yay, sorta like doubles the tag, aaaaall the way to here in italy...


Distant Scholar wrote:
Yrtalien wrote:

Some info on what Phrenic adept? Archetype does versus the

2 (IIRC) psychic feats...

The archetype is separate from, and complementary with, the three psychic power feats. I'm not sure how to explain the archetype without going into more detail than I'd like, except as "it gives a variety of psychic abilities".

Scholar,

Thanks for the info. You said just enough to let me know one of the first places I will be opening the book to. TY for whetting our appetite. Have a good night.

Liberty's Edge

Now that shippings has started my F5 key is going to be on fire XD


Ladis wrote:
Now that shippings has started my F5 key is going to be on fire XD

IIRC they don't open until 10:00am PDT :( Another 7 hours until shipping resumes.

Liberty's Edge

Sadistic GM wrote:
Ladis wrote:
Now that shippings has started my F5 key is going to be on fire XD
IIRC they don't open until 10:00am PDT :( Another 7 hours until shipping resumes.

Yep, looks like F5 will have some rest until 19:00 Spanish hour. At least the idea of playing the AP#1 next week with my friends while in vacations seems feasible.


GRuzom wrote:


Plus, the PDF is still a ridiculously low price.

You're right - that IS cheap! hadn't noticed...

ahem, he he ...Just ordered the Corebook from my faviourite shop, Fantask in Copenhagen, can't wait to go and pick it up!


Ladis wrote:
Sadistic GM wrote:
Ladis wrote:
Now that shippings has started my F5 key is going to be on fire XD
IIRC they don't open until 10:00am PDT :( Another 7 hours until shipping resumes.
Yep, looks like F5 will have some rest until 19:00 Spanish hour. At least the idea of playing the AP#1 next week with my friends while in vacations seems feasible.

On one hand: I live in Alaska, so they are only an hour ahead. On the other hand, I work the night shift, so I'm normally asleep when they open and wake up right when they close.

Hopefully, it'll be there right when I wake up!


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Walking Skeld's dog.

Hmmm, looks like I picked the wrong house to camp in front of.

Damn! It's like waiting all night in front of Circuit City for the NES Classic all over again!


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Starfinder Charter Superscriber

I'm awake, I think.

I wonder if I can make a character specializing in hurl forcedisk?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Could you use spoiler tags. Some of us like to check if ours has shipped and don't want to read a million spoilers.

Thanks! I know it's annoying but mystery is very important. :-)


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Um, not seeing how these are spoilers.

Fair enough. But I will point out that the "in your downloads" notification is at the very top of the page away from the comments.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Rysky the Dark Solarion wrote:
Um, not seeing how these are spoilers.

It is for some of us. :-)


I saw, I edited.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If you don't want to be courteous to others that's up to you, but I would greatly appreciate it. :-)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Rysky the Dark Solarion wrote:

Um, not seeing how these are spoilers.

Fair enough. But I will point out that the "in your downloads" notification is at the very top of the page away from the comments.

I know but then I gotta enter in my email address and password, whereas here I just gotta click on it as it scrolls by, which is so much easier on my phone. :-)

I normally wouldn't mind or say anything but I really want to capture the nostalgia of opening up a brand new RPG. :-)


captain yesterday wrote:
Rysky the Dark Solarion wrote:

Um, not seeing how these are spoilers.

Fair enough. But I will point out that the "in your downloads" notification is at the very top of the page away from the comments.

I know but then I gotta enter in my email address and password, whereas here I just gotta click on it as it scrolls by, which is so much easier on my phone. :-)

Hmm? How are you managing that?

I always have to enter my info when I try to download something no matter if I click my downloads or the downloads tab on the product page.

captain yesterday wrote:
I normally wouldn't mind or say anything but I really want to capture the nostalgia of opening up a brand new RPG. :-)

*nods*


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Starfinder Charter Superscriber
captain yesterday wrote:

Could you use spoiler tags. Some of us like to check if ours has shipped and don't want to read a million spoilers.

Thanks! I know it's annoying but mystery is very important. :-)

Can I?

Spoiler:
I'll try to remember.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I meant to see if it was in my downloads, I see what you mean, I always checked for the notice directly under the price.

I was just a bit overwhelmed and annoyed by all the reveals so far I guess. :-)

Edit: either way, it's easier to click on whoever posted last and scroll up. :-)


Ah, gotcha.


4 people marked this as a favorite.

I'm sure most people will try to comply with your request Captain, but in the next few days this space will probably be dominated with new info. Although people will try to be vague to honor the requests of Devs like Owen... it's also the norm of this board to do all this. Just fair warning if you want to go into this without having glimpsed hints or reveals... hanging around here that might be difficult.

I do hope opening that new book is all you want it to be... for me these hints help build my anticipation. I am that guy that shakes the Christmas presents : ) To each their own. God, I really want to get this book!


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Um he Barnes & Noble in my area already has the book on the shelves! I am not kidding, I am reading the hard copy right now! Still going to wait for my copy to ship, but I'm going to spend some time reading this one here for now.

Silver Crusade

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zergtitan wrote:
Um he Barnes & Noble in my area already has the book on the shelves! I am not kidding, I am reading the hard copy right now! Still going to wait for my copy to ship, but I'm going to spend some time reading this one here for now.

Uh then that's breaking the street date which is hella illegal (for them, not you). I would contact Paizo about that.


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Rysky wrote:
zergtitan wrote:
Um he Barnes & Noble in my area already has the book on the shelves! I am not kidding, I am reading the hard copy right now! Still going to wait for my copy to ship, but I'm going to spend some time reading this one here for now.
Uh then that's breaking the street date which is hella illegal (for them, not you). I would contact Paizo about that.

I would contact the manager of the store first, they might not realize the stocking crew f&$$ed up. :-)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Yrtalien wrote:

I'm sure most people will try to comply with your request Captain, but in the next few days this space will probably be dominated with new info. Although people will try to be vague to honor the requests of Devs like Owen... it's also the norm of this board to do all this. Just fair warning if you want to go into this without having glimpsed hints or reveals... hanging around here that might be difficult.

I do hope opening that new book is all you want it to be... for me these hints help build my anticipation. I am that guy that shakes the Christmas presents : ) To each their own. God, I really want to get this book!

As soon as I get my shipping notice (which I'll announce) go nuts, I'll have no other reason to stop by. :-)

Personally, I'm not even opening the pdf until I get the book or my birthday whichever comes first. :-)


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Given the discussion of the artwork of the iconic Raia, I am tempted to ask whether Lashunta are in any way penalized for covering their navels (or rewarded for exposing them, as the case may be). ;)


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Talked to the manager and they checked and immediately removed the book from the shelves.


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Rysky wrote:
zergtitan wrote:
Um he Barnes & Noble in my area already has the book on the shelves! I am not kidding, I am reading the hard copy right now! Still going to wait for my copy to ship, but I'm going to spend some time reading this one here for now.
Uh then that's breaking the street date which is hella illegal (for them, not you). I would contact Paizo about that.

Breaking a contract isn't "illegal" (there's no law forbidding you to break a contract, and you can't be fined or punished for it), it's just a breach of contract, for which there may be remedies you can get in court.

I mean, it might be a better world if poorly trained or misinformed clerks at B&N could face a year in prison or a $5,000 fine for breaking a street date, but I personally don't think so.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Plausible Pseudonym wrote:
Rysky wrote:
zergtitan wrote:
Um he Barnes & Noble in my area already has the book on the shelves! I am not kidding, I am reading the hard copy right now! Still going to wait for my copy to ship, but I'm going to spend some time reading this one here for now.
Uh then that's breaking the street date which is hella illegal (for them, not you). I would contact Paizo about that.

Breaking a contract isn't "illegal" (there's no law forbidding you to break a contract, and you can't be fined or punished for it), it's just a breach of contract, for which there may be remedies you can get in court.

I mean, it might be a better world if poorly trained or misinformed clerks at B&N could face a year in prison or a $5,000 fine for breaking a street date, but I personally don't think so.

I'm pretty sure there is a very hefty fine per copy sold involved.

Also they could also get blacklisted from receiving advance copies.


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Sometimes it isn't a fine.

At the toy store where I work if we f$!* up and accidentally put a toy out ahead of the official release they'll send a representative to do stocking and inventory themselves from then on until they're confident it won't happen again. :-)


Rysky wrote:

I'm pretty sure there is a very hefty fine per copy sold involved.

Also they could also get blacklisted from receiving advance copies.

If you go to court and pay attorney's fees, yes, you can get a judgment. And then you can spend money to collect on that judgment.

Or you can threaten to send late shipments of a niche product to a major retailer who can (and based on my B&N browsing, often does) do without the product altogether.

Or you can just politely ask them to correct the problem without childish threats of lawsuits and self destructive boycotts.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Never mind about spoiler tags if you don't want to, I forgot I can just click on Ruins Of Azlant.

D'oh!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Plausible Pseudonym wrote:
Rysky wrote:

I'm pretty sure there is a very hefty fine per copy sold involved.

Also they could also get blacklisted from receiving advance copies.

If you go to court and pay attorney's fees, yes, you can get a judgment. And then you can spend money to collect on that judgment.

Or you can threaten to send late shipments of a niche product to a major retailer who can (and based on my B&N browsing, often does) do without the product altogether.

Or you can just politely ask them to correct the problem without childish threats of lawsuits and self destructive boycotts.

Word gets around that a major retailer broke street date then that's a very big problem for them. They can afford to do without a single product, sure. But not all of them as other publishers start getting wary about sending advance shipments to them.

If the problem can be fixed then yes it would be a bit extreme to go immediately into lawsuits, but if enough of the product was already sold long before it should have then you kinda can't fix that. And since most of Paizo's income comes from Subscriptions which are kinda built on getting the PDF early as perk then I can see why they would definitely be concerned.


Pathfinder Roleplaying Game, Starfinder Roleplaying Game Subscriber

The issue was resolved and they did say if anyone tried to buy the book their system would have popped up with an alert. They did have the day of the week right they just placed it there accidentally 2 weeks ahead Of schedule.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
zergtitan wrote:
The issue was resolved and they did say if anyone tried to buy the book their system would have popped up with an alert. They did have the day of the week right they just placed it there accidentally 2 weeks ahead Of schedule.

Ah that's good then.

Liberty's Edge

What I would like to know is, are humans in a "bad" position without Golarion? How many humans are there in Absalom Station? Are there other major human planets or settlements?


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Starfinder Charter Superscriber

There's a difference between breaking street date due to an honest mistake (which it sounds like was the case at that B&N) and flagrantly disregarding street dates. People make mistakes, and I'm sure the people who accidentally put it on the shelves got admonished and will be extra careful in the future (at least for a while) to not do it again.

Blacklisting a retailer is a bit of a nuclear option, and my guess is that Paizo would prefer to avoid it if possible. After all, it's one less place where the publisher can get sales, so it cuts both ways.

Goes back to checking email every minute for shipment notification.


I'd love to hear what the Ysoki statblock looks like, fairly interested in making one of those little buggers.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Paladinosaur wrote:
What I would like to know is, are humans in a "bad" position without Golarion? How many humans are there in Absalom Station? Are there other major human planets or settlements?

Well, we do know that there are red-skinned humans on Akiton (or at least were in the era of Pathfinder), so it's possible they could just merge into that population. Not to mention the descendants of the Azlanti colonization efforts.


Starfinder Charter Superscriber
skizzerz wrote:


Goes back to checking email every minute for shipment notification.

If what was previously said about what time the shipping department opens was correct, we’ve got another 90 minutes until they might be shipping anything today.


1 person marked this as a favorite.
Starfinder Charter Superscriber
Paladinosaur wrote:
What I would like to know is, are humans in a "bad" position without Golarion? How many humans are there in Absalom Station? Are there other major human planets or settlements?
Spoiler:
Core Rulebook wrote:
Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds.

I see no sign of humans being in a bad position. I haven't read the setting chapter in detail, but I don't see any specified population numbers (for anything) on a quick skim.


8 people marked this as a favorite.
Paladinosaur wrote:
What I would like to know is, are humans in a "bad" position without Golarion? How many humans are there in Absalom Station? Are there other major human planets or settlements?
Absalom Station Public Service Announcement wrote:
We would like at this time to remind all visitors to ask a human's permission first before attempting to rub their head or stomach affectionately. Although adorable they are from a death world and are prone to extreme violence when provoked.


1 person marked this as a favorite.
Starfinder Charter Superscriber
Maltoran wrote:
I'd love to hear what the Ysoki statblock looks like, fairly interested in making one of those little buggers.

Spoiler:
I don't want to give out details, but "smart, quick, small tinkerers" should get the general idea across.

1 person marked this as a favorite.

Goes back to checking email every minute for shipment notification.

Must click F5... muuusssssttttt clickkkkkk...

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