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

Also -- Part 1 of the 1st AP comes out in August, and it will have a few monsters in it.


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Starfinder Charter Superscriber

Also -- one can play with NPCs as adversaries.

Also -- there's a mini-bestiary to be released in June for Free RPG Day.

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
David knott 242 wrote:

My guesses:

Scientist = science officer role in starship combat

Pilot = pilot role in starship combat

Aristocrat = Envoy core class

Hacker = maxed out Computer skill

No idea about Explorer/Pioneer/Spacer. Maybe an Operative specialization?

You have a point with the Aristocrat and the Envoy. But come on, you can use more imagination than that! The Hacker could be something way more worthwhile than a skill and Scientist could be way more than a role on a starship.

Contributor

Hmm. I could easily imagine a Hacker style class that functions as something like a tech-mesmerist. But Scientist is vague enough to be literally anything. Are we talking a xenobiologist or a geologist here?


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber
Michelle A.J. wrote:
But Scientist is vague enough to be literally anything. Are we talking a xenobiologist or a geologist here?

Or a thaumatologist, even?

Lantern Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Michelle A.J. wrote:
Hmm. I could easily imagine a Hacker style class that functions as something like a tech-mesmerist. But Scientist is vague enough to be literally anything. Are we talking a xenobiologist or a geologist here?

Per my earlier post, I meant a class that has specialties, like bloodlines for sorcerers or spirits for shamans. So, the scientist could be a doctor/xenobiologist, an archaeologist, an astrophysicist, a xenopsychologist, or whatever sciences we think up with uses for in game. Some versions of these are already archetypes for pathfinder classes, like the Bard's Archaeologist or the Alchemist's Vivisectionist, when science is at one of its lowest points. So, why not have scientists as a playable class in a game set when scientific knowledge is supposed to be at it's peak?


well how ever they do this I'm truly excited for this release


KrashKourse wrote:
I see no way to play this game with out monsters. how will monsters be added with out waiting a WHOLE month for them to come out??? are they in the core book? if not im not buying them till both come out and only if the monsters dont suck, other wise I dont think I will buy this from the site, maybe some other cheap download for a dollar because the game is getting released with out monsters.

You have this thing coming out in July

Lantern Lodge

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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Axial wrote:
KrashKourse wrote:
I see no way to play this game with out monsters. how will monsters be added with out waiting a WHOLE month for them to come out??? are they in the core book? if not im not buying them till both come out and only if the monsters dont suck, other wise I dont think I will buy this from the site, maybe some other cheap download for a dollar because the game is getting released with out monsters.
You have this thing coming out in July

Earlier if you can get the physical copy on Free RPG Day, Saturday, 17 June, 2017.

Shadow Lodge

Okay so it comes out in August, I get that, cool.

Can I just have a copy now though? Thanks in advance, PDF is fine. I can appreciate making full books is tricky.

Dark Archive

So this will be available on the first day of Gencon 2017.

I guess street date will still be august 23rd?


Marco Massoudi wrote:

So this will be available on the first day of Gencon 2017.

I guess street date will still be august 23rd?

Nope, August 17, same as the pdf.

Grand Lodge

Dunno if this can even be answered at this stage, but will Starfinder, like Pathfinder, be a 20-level system?


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber
The Drunken Dragon wrote:
Dunno if this can even be answered at this stage, but will Starfinder, like Pathfinder, be a 20-level system?

Erik confirmed the game will go to twenty levels here.

That was a while ago so I guess things may have changed in development but it read to me like they had settled the issue.

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Steve Geddes wrote:
The Drunken Dragon wrote:
Dunno if this can even be answered at this stage, but will Starfinder, like Pathfinder, be a 20-level system?

Erik confirmed the game will go to twenty levels here.

That was a while ago so I guess things may have changed in development but it read to me like they had settled the issue.

I think the oft-repeated compatibility with Pathfinder monsters means that this will be a 20 level system, as well. Also, part of the reason that Paizo is so careful about releasing information too early is that they don't want to end up in a situation where they wind up contradicting themselves. So, I doubt very much that would have changed the 20 level thing in development after that was made public.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Starfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Part of me really wants to get into this, but I think the thing that's keeping me from really diving in, is just the lack of knowledge about how it all works. Is anyone else similarly stuck?


Paizo Superscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

As someone who actually dislikes the 3.X system rules, I can assure you the reason I own everything Paizo has made for Pathfinder was my sheer love of the world treatment and variety within the setting.

That said, I have come to have a tolerance for the 3.X system which allows me to appreciate what Paizo does produce regardless of the system's failings. I have already set myself up to transition from pre-order to subscription solely based on the fact that my prior experience with the company's history of Pathfinder leads me to trust they will provide me an equivalent sci-fi world.

Quite admittedly, if they use Starfinder to change and improve on the 3.X mechanics, I for one will shed no tears. So a lack of "system" info is certainly not one I have any concern about. ;-)

Paizo Employee Chief Technical Officer

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Dhampir984 wrote:
Part of me really wants to get into this, but I think the thing that's keeping me from really diving in, is just the lack of knowledge about how it all works. Is anyone else similarly stuck?

Remember that the Core Rulebook is still three months from release, so we're really just at the start of the process of revealing the sort of information you're looking for. A *lot* of info will be coming via the Paizo Blog in the coming weeks.

Paizo Employee Developer, Starfinder Team

1 person marked this as a favorite.
Steve Geddes wrote:
The Drunken Dragon wrote:
Dunno if this can even be answered at this stage, but will Starfinder, like Pathfinder, be a 20-level system?

Erik confirmed the game will go to twenty levels here.

That was a while ago so I guess things may have changed in development but it read to me like they had settled the issue.

I think it's safe to reveal we stuck to Erik's 20-level statement in the final version. :)


Hi there,
Can anyone tell me why the core book is so expensive? It's 10 dollars more than the core book for Pathfinder...

Silver Crusade

GRuzom wrote:

Hi there,

Can anyone tell me why the core book is so expensive? It's 10 dollars more than the core book for Pathfinder...

Inflation? It has been 8 years since the Pathfinder CRB was published, after all.

My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?


3 people marked this as a favorite.
Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Smaller print run?

The Pathfinder Core Rulebook has going for it economy of scale (since more volumes are printed for this book than for any other Pathfinder book) and its possible use as a loss leader for a much larger product line.


Pathfinder Companion Subscriber
Fromper wrote:
GRuzom wrote:

Hi there,

Can anyone tell me why the core book is so expensive? It's 10 dollars more than the core book for Pathfinder...

Inflation? It has been 8 years since the Pathfinder CRB was published, after all.

My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?

Seconding this. If you do the conversion, it pretty much accounts for the difference alone.

Plus, the PDF is still a ridiculously low price.

Paizo Employee Chief Technical Officer

4 people marked this as a favorite.

The biggest reason for the increased price compared to the Core Rulebook is indeed that the costs of printing have gone up over the last 8 years. A more appropriate comparison would be the more recent Curse of the Crimson Throne hardcover, which is 480 pages for $59.99. The Starfinder Core Rulebook actually comes out ahead there, with an additional 48 pages for the same price.

As David knott 242 mentioned, print quantity is also a factor in pricing—as a GM-focused book, Crimson Throne has a smaller reach than we expect for the Starfinder Core Rulebook, so our per-copy print costs are higher for that one. And our print runs of the Pathfinder RPG Core Rulebook tend to be bigger still.

A lesser (but still significant) factor is that it cost us a fair bit more to make this book than it did to make the Pathfinder Core Rulebook. Some of you will remember that the Pathfinder RPG Core Rulebook reused a fair amount of art from our 3.5-era RPG products, but all of the art in the Starfinder Core Rulebook was commissioned specifically for this product. Our editorial costs were also higher.


2 people marked this as a favorite.
Paizo Superscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

I have every confidence my dollars are well placed in this product. Whether each and every piece is more expensive than its Pathfinder counterpart is of no consequence to me as my purchase is made for the sheer enjoyment I know I will get from them.

Ever since Distant Worlds first appeared in my hands, I have been waiting for what is about to be loosed upon us.


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

I bought it as soon as it was available for preorder and I haven't wavered in the slightest.

waves towel enthusiastically.


Vic Wertz wrote:
The biggest reason for the increased price compared to the Core Rulebook...

Thanks for answering, Vic:-)


Plus, the PDF is still a ridiculously low price.

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


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

So when are we going to see the subscription(s) set up for Starfinder?

Grand Lodge

I know this has probably been answered somewhere before, but how easy will it be to convert Pathfinder classes to Starfinder?


The Drunken Dragon wrote:
I know this has probably been answered somewhere before, but how easy will it be to convert Pathfinder classes to Starfinder?

Here are two blog posts about classes in Starfinder

The Envoy
The Operative

Those don't look very easy to convert to Pathfinder classes, which I would imagine is by design. This isn't Pathfinder In Space.

Grand Lodge

CrystalSeas wrote:


Here are two blog posts about classes in Starfinder

The Envoy
The Operative

Those don't look very easy to convert to Pathfinder classes, which I would imagine is by design. This isn't Pathfinder In Space.

Oh no, I know that. I was wondering if the reverse was true. For instance, would it be possible to make a Psychic in Starfinder, or perhaps a Summoner, or an Alchemist. There are a bunch of cool classes in Pathfinder that might have a nice spin with the addition of tech, so I was wondering if that was possible, or if it would be impractical.

Silver Crusade

Fromper wrote:
My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?

This earlier question was ignored. Anyone at Paizo care to weigh in?

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Fromper wrote:
Fromper wrote:
My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?
This earlier question was ignored. Anyone at Paizo care to weigh in?

All of the Starfinder events listed for PaizoCon have mentioned pregens. I have not seen any Starfinder Society events listed for PaizoCon.


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Starfinder Charter Superscriber
Fromper wrote:
Fromper wrote:
My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?
This earlier question was ignored. Anyone at Paizo care to weigh in?

It is going to be pregens. I wouldn't expect an online resource from Paizo anytime soon, due to staffing changes a while back the person who was working on the PRD is now flooded with other stuff to do, so the PRD itself has stagnated. As such, unless a "Starfinder Reference Document" was on a priority list, I wouldn't hold my breath to see anything like that from Paizo. I image 3rd party sites will step up to the plate in the months after release.

Starfinder Society Developer

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Fromper wrote:
Fromper wrote:
My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?
This earlier question was ignored. Anyone at Paizo care to weigh in?

The question wasn't ignored. In this case, the Starfinder Society team is lining up a lot of things and just don't have an announcement on this front yet. I would expect to see more information about the Starfinder Society's Gen Con launch coming out of PaizoCon, in just about 2 weeks time.

...

Oh gosh, only two weeks!

*gets back to madly working on all the Starfinder Society Roleplaying Guild things*

Starfinder Society Developer

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skizzerz wrote:
It is going to be pregens.

Please don't post speculation as though it were fact. The Starfinder Society team has yet to announce the Starfinder Society Gen Con release strategy yet.

Thanks.


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

The Know Direction podcast with the PFS folks mentioned that the Starfinder events on day 1 of Gen Con would all use pregen characters, since nobody would have time to pick up the core rulebook, digest the rules, and create characters in such a short period of time.

From day 2 on would be a different story.


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Starfinder Charter Superscriber
Thurston Hillman wrote:
skizzerz wrote:
It is going to be pregens.

Please don't post speculation as though it were fact. The Starfinder Society team has yet to announce the Starfinder Society Gen Con release strategy yet.

Thanks.

I posted fact as if it was fact, I just missed the nuance that the pregens are only for the first day as David knott explained above. For that, I apologize. (Notes from the interview this was taken from.)

Starfinder Society Developer

skizzerz wrote:
I posted fact as if it was fact, I just missed the nuance that the pregens are only for the first day as David knott explained above. For that, I apologize. (Notes from the interview this was taken from.)

No worries, and as I was one of the people involved in the interview, I'm well aware (OK, mostly aware) of what was said. Given that Gen Con events will be up soon, I'm just trigger-happy on anyone spreading information as fact. Especially if the fact could be misconstrued as "All of Gen Con Starfinder Society will be Pregens", which would doubtless be followed by a torch-bearing mob coming for me!

Of course, this response is itself a bit of a statement... So take this post how you will ;)


I can't wait for this too come out. I would preorder a copy of this for myself but that'll have to wait till I know where it is I am going to be when august rolls around.

Still I love everything shown so far.

Paizo Employee Chief Technical Officer

5 people marked this as a favorite.
The Drunken Dragon wrote:
There are a bunch of cool classes in Pathfinder that might have a nice spin with the addition of tech, so I was wondering if that was possible, or if it would be impractical.

All I can say at this time is that the Starfinder Core Rulebook has a chapter on Pathfinder compatibility.

Silver Crusade

Thurston Hillman wrote:
Fromper wrote:
Fromper wrote:
My own question: Will there be a prd with the Starfinder CRB before Gen Con, or will all Starfinder Society tables at Gen Con be played with only pregens, since we won't have the info to make PCs in advance?
This earlier question was ignored. Anyone at Paizo care to weigh in?

The question wasn't ignored. In this case, the Starfinder Society team is lining up a lot of things and just don't have an announcement on this front yet. I would expect to see more information about the Starfinder Society's Gen Con launch coming out of PaizoCon, in just about 2 weeks time.

...

Oh gosh, only two weeks!

*gets back to madly working on all the Starfinder Society Roleplaying Guild things*

Thanks for responding.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Vic Wertz wrote:
All I can say at this time is that the Starfinder Core Rulebook has a chapter on Pathfinder compatibility.

Nice.

I was expecting something more like the short web PDF for converting v3.5 stuff to Pathfinder. That seemed like plenty.


Pathfinder Starfinder Roleplaying Game Subscriber

Been looking forward to this for some time. Do we get a PDF copy for preordering this product? Because if not I'll buy it from my LFGS.


Pathfinder Starfinder Roleplaying Game Subscriber
Biztak wrote:
Been looking forward to this for some time. Do we get a PDF copy for preordering this product? Because if not I'll buy it from my LFGS.

I was wondering this too. In the past they said they haven't decided yet so I e-mailed them on Wednesday and they responded but said they still haven't worked out if they will be doing that or not yet.


Axial wrote:
I anticipate a high volume of 3pp to account for the fact that there will be less Starfinder content released over time compared to Pathfinder (with just an AP line instead of AP, setting, and player companions). Plus, there are many, many writers out there who would love to take a crack at writing sci-fi content for Starfinder.

You can also convert any of the pre existing material from the Pathfinder world and throw it into space! (with some modifications of course)


I will be at GenCon, but would like to preorder to insure that I get the books I want. Is there an option to preorder and pick up at GenCon? If so, how do I make this happen?

Paizo Employee Chief Technical Officer

3 people marked this as a favorite.

We will offer free PDFs to subscribers to the Starfinder RPG line. Subscribers will also be able to pick up their August shipment at Gen Con. We'll be announcing subscription details soon; the Gen Con pickup option will be turned on shortly after we ship our July releases. You haven't missed anything yet!

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