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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Note: This product is part of the Starfinder Roleplaying Game Subscription.

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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

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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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Vic Wertz wrote:
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!

I know this has been said before, but want to confirm that those of us who have preordered can switch to subscription without major problems right?


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

Yep. You just add a subscription and your preorder is cancelled automatically.


So i was wondering if anyone knew if this product will be compatible with classes,items ect from pathfinder. Silly question sense it is set in the same world but in the future but i figured it was worth checking. I am also sorry if anyone else has asked this before hand i couldn't see any mention of it then again i was just glancing threw.

I am mostly asking sense i am putting a bit of work now on creating my own world with the races and classes as well as some third party stuff and well having this compatible would be a lot of fun.

Even if not it isn't a huge deal sense i love pathfinder and plan to keep playing it and now have a interesting new thing to look forward to!


Fenrirwolflord wrote:

So i was wondering if anyone knew if this product will be compatible with classes,items ect from pathfinder. Silly question sense it is set in the same world but in the future but i figured it was worth checking. I am also sorry if anyone else has asked this before hand i couldn't see any mention of it then again i was just glancing threw.

I am mostly asking sense i am putting a bit of work now on creating my own world with the races and classes as well as some third party stuff and well having this compatible would be a lot of fun.

Even if not it isn't a huge deal sense i love pathfinder and plan to keep playing it and now have a interesting new thing to look forward to!

I've heard they will not be innately compatible, instead some conversion and tweaking will be required. The game is specifically designed to allow for easy conversion of PF monsters to SF monsters though.


There's going to be a full chapter on how to handle conversion.


Plausible Pseudonym wrote:
There's going to be a full chapter on how to handle conversion.

Ah thank you very much for the info. I think it even says it in the books description i just missed it before heh.

Also thank you to Milo v3 for the replay as well.

The Exchange

So is this coming out August or September?


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

August, first day of GenCon. :-)

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
captain yesterday wrote:
August, first day of GenCon. :-)

Or you could just say August 17th, like it does up above in the description. :-)


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

But my way I get to hype GenCon. :-)


1 person marked this as a favorite.
captain yesterday wrote:
But my way I get to hype GenCon. :-)

In space, no one can hear you hype...

Silver Crusade

Vic Wertz wrote:
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!

That's great to hear! If we sign up for the sub should we assume that our existing pre-orders for the Core will be taken into account for that, we won't end up with 2 copies? Or do we need to have a word with CS?


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
quibblemuch wrote:
captain yesterday wrote:
But my way I get to hype GenCon. :-)
In space, no one can hear you hype...

We aren't in space yet.

So there's still time to grab your towel. :-)

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.
Dean HS Jones wrote:
Vic Wertz wrote:
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!
That's great to hear! If we sign up for the sub should we assume that our existing pre-orders for the Core will be taken into account for that, we won't end up with 2 copies? Or do we need to have a word with CS?

We'll take it into account automatically.

Paizo Employee Outreach Coordinator

2 people marked this as a favorite.

Starfinder Subscriptions are now live! Go to http://paizo.com/store/subscriptions#SFRPG. If you have any issues with your existing preorders and starting a new subscription, let customer service know via email, phone or by starting a new thread.

Silver Crusade

Ah cool, this thread in CS was great! Thanks Vic, Dan and Sara Marie!


So, there was word that those going to GenCon could pick up their preorder there. Will it be possible for a person to pick up preorders for *other* people, assuming that was done in advance?


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Derfmancher wrote:
So, there was word that those going to GenCon could pick up their preorder there. Will it be possible for a person to pick up preorders for *other* people, assuming that was done in advance?

No.


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
Derfmancher wrote:
So, there was word that those going to GenCon could pick up their preorder there. Will it be possible for a person to pick up preorders for *other* people, assuming that was done in advance?

Historically that hasn't been possible. The subscriber has to collect their subscription order in person.

Also, it's usually the case that one can collect subscriptions from GenCon but not preorders. Anyone hoping for a GenCon pickup should ensure they have subscribed to the Starfinder Roleplaying Game line and not just preordered (they also need to do that if they want access to the PDF at no charge).

Grand Lodge

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?


The showed some of the deities recently and they still have alignments.

Paizo Employee Developer, Starfinder Team

Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

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
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...


Rysky wrote:
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...

wary that it won't be alignmenty enough or worried that there will still be interaction?

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
Vidmaster7 wrote:
Rysky wrote:
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...
wary that it won't be alignmenty enough or worried that there will still be interaction?

Of less things interacting with the Alignment system.


Rysky wrote:
Vidmaster7 wrote:
Rysky wrote:
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...
wary that it won't be alignmenty enough or worried that there will still be interaction?
Of less things interacting with the Alignment system.

My thought process is they probably mean aligned spells primarily. I think their will probably be a lot less of those. probably less equipment that effects specific alignments too (like certain tomes and holy symbols)

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
Vidmaster7 wrote:
Rysky wrote:
Vidmaster7 wrote:
Rysky wrote:
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...
wary that it won't be alignmenty enough or worried that there will still be interaction?
Of less things interacting with the Alignment system.
My thought process is they probably mean aligned spells primarily. I think their will probably be a lot less of those. probably less equipment that effects specific alignments too (like certain tomes and holy symbols)

I'm going to very disheartened if that's true.


1 person marked this as a favorite.
Rysky wrote:
Vidmaster7 wrote:
Rysky wrote:
Vidmaster7 wrote:
Rysky wrote:
Owen K. C. Stephens wrote:
Jonathon Wilder wrote:

So I have been concerningly seeing mention on Paizo Forums that Starfinder won't have the alignment system... is this true, an exaggeration, a lie? Would Starfinder really depart so heavily from the alignment system?

If so, will those who want to keep the alignment system in their campaign still be able to do so and have it continue to play a role mechanically like in Pathfinder proper?

If not, where are some people getting the idea that Starfinder doesn't have alignment and why are they going around saying that Starfinder does not have the alignment system?

Starfinder has an alignment system.

Fewer rules interact with in than in Pathfinder, but it's basically the same core system.

I'm very wary of this...
wary that it won't be alignmenty enough or worried that there will still be interaction?
Of less things interacting with the Alignment system.
My thought process is they probably mean aligned spells primarily. I think their will probably be a lot less of those. probably less equipment that effects specific alignments too (like certain tomes and holy symbols)
I'm going to hate it if that's true.

That is my guess anyways. makes the most sense from a design stand point especially since it seems there won't necessarily be magic titled divine magic (I think you still can say your magic is divine from what I understand) which most aligned spells seem to come from divine magic.

I don't see why that is a negative. I don't like the feel of prot from evil or power word etc for a space game. It might be possible to still migrate those over if that is what you like rysk but I'm just taking shots in the dark. All just guesses.

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

The grouping all magic together is something else I'm not a fan of.

*sigh*

I hope I like Starfinder. I really do.


Yeah that made me a little hesitant too, but I'm definitely going to read through it and play with it a bit. Sometimes things taken out of context don't make sense until you apply them to the whole. I do like a lot of what I've seen so far. I'm not expecting perfection but I think it will be solid and fun to play.

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

Oh yeah, there's definitely been plenty of stuff I've liked, it's just those are far outweighed by the things I'm concerned about.

For good or ill I can't wait to read the Core Rulebook.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all.

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
Gorbacz wrote:
I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all.

Well Pathfinder still exists so you were gonna have those anyway.


Gorbacz wrote:
I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all.

Yeah its a weird thing some people look at alignment as Evil and some as good. I'm frankly TN. I don't think it enhances or detracts from my games I don't give it much attention really.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I was kind of hoping for a game that will be free from links between alignment and rules. I like alignment as a quick and dirty guideline for portraying NPCs and not much else. At least, no Paladins this time round!


Gorbacz wrote:
I was kind of hoping for a game that will be free from links between alignment and rules. I like alignment as a quick and dirty guideline for portraying NPCs and not much else. At least, no Paladins this time round!

I like playing paladins but I don't see a place for them in a future society. Good guys with a code sure but not paladins.

Edit: However maybe some sort of cool slightly altered spacealadin. Favored space bike or favored blaster. some sort of space cop/mounty. yes I could play this.

Grand Lodge

Well I am not so much worried about spells, as I was long ago converted to how amazing Spheres of Power is as a magic system and use it in all my campaigns, but alignment I very much have concern for.

For myself, having the ideas of good, evil, law, and chaos being objective parts of the roleplay setting has I felt allowed for greater focus on the adventure and story.

So often in RL we argue and debate what is good, what is evil, what is moral, and what is right. Whether it be in politics, philosophy, science, or religion and I personally just don't want to deal with that.

At least not to the same extent. To be able to say this god or goddess is good while this one is evil, that this monster is always/at least generally evil while another is good.

Whether demons, devils, or celestials to be able to say with confidence which one we can trust and which one wont stab us in the back. It simplifies a few things in a system that can already be pretty complex.

It helps to define the characters and the setting, and for that I appreciate the alignment system... even if not everyone can agree what just what alignment is and at some tables it has led to the arguments which I have avoided by discussing and defining that with my players or my DM.

Grand Lodge

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The Space Paladins are coming.

-Skeld

Grand Lodge

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Skeld wrote:

The Space Paladins are coming.

-Skeld

Honestly I hope so, I love the Paladin class.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Jonathon Wilder wrote:
Skeld wrote:

The Space Paladins are coming.

-Skeld

Honestly I hope so, I love the Paladin class.

Soldier with priest theme may have you covered.


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Paizo Superscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

I happen to be in the anti-alignment camp, so I'm pretty thrilled to hear it will have less impact on the Starfinder interpretation of 3.5 rules.

If Paladins do resurface in some capacity, and they aren't tied to alignment restrictions, I'll finally be able play the concept the system has long denied me: the Evil character who is a Lawful Good person on paper but who is really a brilliant manipulator with a terrible, terrible endgame. The alignment system and the Paladin's class requirements means this character can't exist in Pathfinder without heavy homebrewing and handwaving of many mechanics.

The new system of magic would very much lend itself to this concept as no one would be able to gainsay the Evil one's magic when it looks and functions exactly the same as his Paladin brothers and sisters.

I do not have an inherent problem with Mr. Wilder's desire for simplification for the sake of assumptive background when dealing with a gamut of otherworldly beings of terrible power. My dislike has always been the ease things can be broken when this is forcibly applied to every living thing and spells & magic items are falling off trees that manipulate that system.

If a (by-and-large) static alignment applied only to Outsiders and god-like entities while having no enforceable effect on Material Plane (and other non-aligned Planes), that would be the best of both worlds really.


Very much looking forward to this book, I am really loving the art.

Paizo Employee Chief Technical Officer

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Please keep the product discussion threads focused. Discussion of your expectations for the system as a whole would be better placed in the Starfinder General Discussion forum.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Sorry if this has been asked before (there's a lot to sort through) - if you get the subscription, will you get the PDF August 17th, or do you get it when your physical book ships (I won't be at GenCon to pick it up in person)? I just signed up for the subscription and it says "Will be in your downloads once shipped". I was really hoping to get the PDF as early as possible because I'm going to be running a game (my first time GM-ing ever, too), and if I get the physical book and the PDF at the same time, it seems like not much of a bonus/head start. Any help appreciated, thanks.

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

If you are subscribed you get the free PDF when your book ships. August 17 is when the PDF is available for non-subscribers to purchase.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Starfinder Charter Superscriber
doonpook wrote:
Sorry if this has been asked before (there's a lot to sort through) - if you get the subscription, will you get the PDF August 17th, or do you get it when your physical book ships (I won't be at GenCon to pick it up in person)? I just signed up for the subscription and it says "Will be in your downloads once shipped". I was really hoping to get the PDF as early as possible because I'm going to be running a game (my first time GM-ing ever, too), and if I get the physical book and the PDF at the same time, it seems like not much of a bonus/head start. Any help appreciated, thanks.

You receive the pdf when the book is ready to ship your physical copy and your cc is charged. This is generally a few days before the release date.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks, everyone. I was really hoping as sort of a pre-release bonus that we'd get the PDF as soon as it was made available. My group is very anxiously awaiting the game's release (aren't we all??)

Dark Archive

Will Starfinder have an OGL?


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
Tabletop Prophet wrote:
Will Starfinder have an OGL?

It is being released under the OGL (the same one that allowed Pathfinder to be published).

There is also. a Starfinder Compatibility License that third party publishers can use to produce OGL content which is compatible with it.

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