
Pax Rafkin |

For soldier class skills drop Engineering and add Perception.
For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...

Neongelion |

I want to figure out a way to use abstract ammunition, and not force players to keep track of every single charge or bullet they use.
I'm also not sure if there's a way to implement the automatic bonus progression thing from Unchained, since I don't want to shower the players in magic items to be required to be APL appropriate.

Luna Protege |

For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...
Technically, Computers don't seem to have an Item Level... Unless Tiers count, but since there's only 10 tiers, that doesn't seem right.
Given crafting rules are based on Item Level, then Rules as Written, making an AI is trivially easy. Assuming no Item Level is equivalent to Item Level 0, then if it weren't for the "trained only" factor, then one wouldn't even need to put a point in it.
... Expensive perhaps, but easy.

Pax Rafkin |

Pax Rafkin wrote:For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...
Technically, Computers don't seem to have an Item Level... Unless Tiers count, but since there's only 10 tiers, that doesn't seem right.
Given crafting rules are based on Item Level, then Rules as Written, making an AI is trivially easy. Assuming no Item Level is equivalent to Item Level 0, then if it weren't for the "trained only" factor, then one wouldn't even need to put a point in it.
... Expensive perhaps, but easy.
That's even worse. If it's trivial then everyone would have one.

Shinigami02 |

Pax Rafkin wrote:For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...
Technically, Computers don't seem to have an Item Level... Unless Tiers count, but since there's only 10 tiers, that doesn't seem right.
Given crafting rules are based on Item Level, then Rules as Written, making an AI is trivially easy. Assuming no Item Level is equivalent to Item Level 0, then if it weren't for the "trained only" factor, then one wouldn't even need to put a point in it.
... Expensive perhaps, but easy.
Well, technically no one but a Mechanic can make an AI. A true AI in Starfinder (at least Default Setting Starfinder) has its own implications, namely that it has a soul. As such basically a Mechanic's AI is probably a standard drone that they built, but by some quirk (or sometimes possibly intentional), some (literal) ghost in the machine a soul took refuge in the code. How'd this happen for the Mechanic? Well... why does an Eidolon come to a Summoner, or a Phantom latch on to a Spiritualist? Either Sheer Chance or some Higher Power. Meanwhile the backups a Mechanic has in their custom rig function kinda like Clones did in Pathfinder, a backup body for the soul to take refuge in if their normal body is destroyed. Then when the Mechanic builds a new drone, the soul transfers over. If the drone was destroyed *and* an enemy managed to wipe your backups, then that would probably be true death for the ghost in the machine.
Off that tangent though, basically the code itself probably doesn't have to actually be *that* complex, since the soul itself functions as a sort of upgrade. Its progression as you level is partially the soul itself growing stronger, and partially you upgrading the hardware it has to work with, much more than trying to upgrade the code itself.

Pax Rafkin |

Luna Protege wrote:Pax Rafkin wrote:For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...
Technically, Computers don't seem to have an Item Level... Unless Tiers count, but since there's only 10 tiers, that doesn't seem right.
Given crafting rules are based on Item Level, then Rules as Written, making an AI is trivially easy. Assuming no Item Level is equivalent to Item Level 0, then if it weren't for the "trained only" factor, then one wouldn't even need to put a point in it.
... Expensive perhaps, but easy.
Well, technically no one but a Mechanic can make an AI. A true AI in Starfinder (at least Default Setting Starfinder) has its own implications, namely that it has a soul. As such basically a Mechanic's AI is probably a standard drone that they built, but by some quirk (or sometimes possibly intentional), some (literal) ghost in the machine a soul took refuge in the code. How'd this happen for the Mechanic? Well... why does an Eidolon come to a Summoner, or a Phantom latch on to a Spiritualist? Either Sheer Chance or some Higher Power. Meanwhile the backups a Mechanic has in their custom rig function kinda like Clones did in Pathfinder, a backup body for the soul to take refuge in if their normal body is destroyed. Then when the Mechanic builds a new drone, the soul transfers over. If the drone was destroyed *and* an enemy managed to wipe your backups, then that would probably be true death for the ghost in the machine.
Off that tangent though, basically the code itself probably doesn't have to actually be *that* complex, since the soul itself functions as a sort of upgrade. Its progression as you level is partially the soul itself growing stronger, and partially you upgrading the hardware it has to work with, much more than trying...
The book specifically says otherwise:
"This AI is the product of your own genius,
far more advanced and complicated than any available for sale
to consumers (though it falls short of being truly self-aware),
and only you know the secrets of its creation and operation."

Shinigami02 |

Huh. Must have missed that line. Shame.
That said, the part about being a quirk that may or may not be reproducible still stands as an option. Heck, that's a system that's downright common in many media, the one-in-a-billion quirk that gives someone superpowers/allows their tech to go beyond what should be possible/etc.

magnuskn |

I'll give players who want to play a Solarian the option to decide at first level if they want to treat their Solar Weapon as a normal weapon or an operative weapon.
This reduces MAD a bit for the Solarian, but comes at the cost of a lot of damage over the course of a campaign. For example, a 10th Solarian who starts with STR 16 would have a flat +14 (assuming he upped STR at lvl 5) to all his other damage, while a 10th level Solarian who started with DEX 16 would only have +5 to all other damage.
I still have the image in my head of dexterity being the more appropiate stat for what amounts to lightswords.

Jerricho |

I am still toying heavily with the notion of allowing a Solarian to use their Cha mod for their solar weapon (+hit/+dmg) or for their solar armor (+AC).
I am also contemplating an expansion bay that allows "piggy-backing" of much smaller ships rather than depending on a bay or hangar (thus allowing the Serenity/Companion Shuttle type situation).

Porridge |
5 people marked this as a favorite. |

I'm going to expand the list of variable-level spells by merging any spells whose description starts “This spell functions as X, except/but…” with spell X. (So, for example, the Hold Monster description starts “This spell functions as Hold Person, except…”, so Hold Person and Hold Monster would be merged.)
This adds 17 variable-level spells to the 9 given in the CRB. So we end up with the following expanded list of variable-level spells (new entries bolded):
- Variable-Level Spells:
- Charm (1,3) [Charm Person, Charm Monster]
- Command (1,5) [Command, Greater Command]
- Confusion (1,4) [Confusion, Greater Confusion]
- Creation (4-5)
- Daze (0,2) [Daze, Daze Monster]
- Discharge (3,6) [Discharge, Greater Discharge]
- Dismissal (4-5)
- Dispel Magic (3,5) [Dispel Magic, Greater Dispel Magic]
- Fear (1-4)
- Flight (1-6)
- Hold (2,4) [Hold Person, Hold Monster]
- Holographic Image (1-6)
- Inflict Pain (2,6) [Inflict Pain, Mass Inflict Pain]
- Invisibility (2,4,6) [Invisibility, Greater Invisibility, Mass Invisibility]
- Mending (0,2) [Mending, Make Whole]
- Mind Thrust (1-6)
- Mystic Cure (1-6)
- Mystic Cure Mass (5-6)
- Planar Binding (4-6)
- Remove Condition (1,2,5) [Lesser Remove Condition, Remove Condition, Greater Remove Condition]
- Resistant Armor (3-6) [Lesser Resistant Armor, Resistant Armor, Resistant Aegis, Greater Resistant Armor]
- Restoration (2,4) [Lesser Restoration, Restoration]
- Rewire Flesh (4,6) [Rewire Flesh, Mass Rewire Flesh]
- Suggestion (3,6) [Suggestion, Mass Suggestion]
- Synaptic Pulse (3,5) [Synaptic Pulse, Greater Synaptic Pulse]
- Teleport (5-6) [Teleport, Interplanetary Teleport]

JacobCaster |
Use Pathfinder as the base and bring over stamina, HP, resolve, equipment, classes, feats, and skills. D20 Future will also have a heavy influence for ships and mechs. Have feats from pre saga d20 Star Wars unlock powers and use a single Use the Force skill. Use the armor as DR rules from Pathfinder. Probably use the Elysium Nebula setting. Creatures will be converted from Pathfinder. I do prefer the more detailed breakdown of creature stats and what comes from where or is the sum of inputs. Anything that is not vanilla rules needs that information or it becomes difficult to convert.

AnimatedPaper |

I got to the bit about starships, and literally laughed out loud at the cargo bay description. The spaceships as shown have TINY carrying capacity. It's a minor issue, but one that as a logistics professional I found hilarious. Does everyone know those 40' steel intermodal containers that are moved via truck, ship, and rail? Each and every one of those has a larger carrying capacity than a SF ship's cargo hold. A 20' container can just about beat it with the right commodity.
The average bulk ocean freighter has easily 200 times the capacity of a SF "bulk freighter," and that's using some fairly conservative estimates. The biggest might haul more than a thousand times that of a bulk freighter.
Instead of 25 tons per cargo hold, I'm houseruling they hold at least 10 times that. Maybe 20. Otherwise space trading is limited to the smallest and lightest commodities, and is basically just mail service instead of actual commerce.

Bluenose |
Don't compare them with modern transport ships. Look at this as a period comparable to anything from the 16th century to the middle of the 19th, where the largest ships in the world are under 5,000 tons (RMS Atrato, 1853, 3467 GRT, was the largest passenger ship in the world when built). And it's not as if there wasn't oceanic trade in those days.

Raynulf |
2 people marked this as a favorite. |

Unfortunately, neither myself nor my players were very sold on the setting, so the first on my list is setting and race info. In particular, I would like to (at least partially) recreate one of the greatest accomplishments of Golarion: Making humans interesting.
In addition to that:
Races: Removing ability score penalties for races and giving humans a second +2. Yes, this is more powerful, but as published dump stats still exist - just not for humans - which runs counter to the decision to remove the ability to gain extra points by dumping stats below 10.
Ability Scores: As a big fan of 20 and 25pt gen for Pathfinder, I'm bumping the discretionary points from 10 to 15, but leaving the cap at 18 at character gen.
Character Themes: The concept is akin to traits or the 5th edition background, and has some clever ideas... but I can't say I'm huge fan of the implementation, as they are very narrow, few in number and the most useful ability - the ability to recover Resolve - is rarely (if ever) going to come into play. Instead I'm more interested in having them grant two abilities at 1st level - Theme Knowledge and a means of recovering Resolve (equal to key ability modifier, but once per day). And as the Themes are less work to design, adding in another dozen or so (the very limited number of character options is one of the biggest turnoffs for some of my players - they were hoping for a lot more in the CRB than 7 classes and 9+1 themes).
As an addition to the above: The theme is also inflexible, in that once selected a character is locked into it for the rest of their career and gains the new abilities related to it, regardless of circumstances that occur during the game. I prefer backgrounds because they define where the character is coming from rather than dictating where they are going.
Resolve Points: Considering the rate you can haemorrhage through these, I find starting with 1 + Key modifier, and increasing by +1 at 4th level is a little too skewed towards infant mortality than I would like. I am house ruling that starting Resolve Points is 3 + Key ability score modifier, and increases by +1 at 2nd level and every 2 thereafter, both to increase the base value and cut down on the 'lag' between 1st and 4th. Giving a bit more longevity to characters usually helps extend the working day.
Envoy: The envoy is solid, but feels like it is missing a class ability - specifically a means of differentiating between envoys, like the operative, mystic and soldier possess. The choice of improvisations is 'not enough' in my book, and the fact that they have among some of the worst weapon and armor proficiencies is a bigger handicap than they need. Throwing in the option of grabbing proficiency in longarms and perks with ranged combat, or proficiency with advanced melee and perks with melee combat, or even heavy armor proficiency means that they aren't burning precious feats or multiclassing just to use decent equipment right out of the gate.
Also:
Long-Term Stability
You can use Medicine to tend a creature that is unconscious
but stable, ensuring that it doesn’t die while it remains
unconscious. Each hour, before the unconscious creature
attempts its Constitution check, you can attempt a DC 15
Medicine check. If you succeed, the unconscious creature can
treat its Constitution check result as if it were 10, allowing the
creature to attempt another Constitution check the following
hour. For more about long-term stability, see Stabilizing on
page 250.
Long-Term Stability
If you are unconscious and stable but lack the Resolve Points to
stay in the fight, there is a chance you will eventually recover on
your own. After 1 hour elapses, you must attempt a Constitution
check (see Ability Checks on page 242). If the result of this
check is 20 or higher, you regain 1 HP and become conscious
again. If the result of the check is at least 10 but less than 20,
you don’t regain any Hit Points, but you remain stable and you
must attempt another Constitution check 1 hour later. If the
result of the check is 9 or lower, you die. You must continue
attempting a Constitution check once per hour until you regain
consciousness or until you die. After 8 hours, if you have not
regained consciousness or died, you regain consciousness and
recover 1 HP per character level, as if you had a full night’s rest
(see Recovering Hit Points Naturally below).
If a healer or medic is tending you are while you are
unconscious and stable, the attendant can attempt a DC 15
Medicine check each hour before you attempt your Constitution
check. If the Medicine check is successful, you gain a +2 bonus to
your Constitution check, and if your Constitution check result is
less than 10, you treat it as if the result were a 10.
The bolded second of the latter description isn't included in the description of the Medicine skill. Which was confusing.

Steve Geddes |

Resolve Points: Considering the rate you can haemorrhage through these, I find starting with 1 + Key modifier, and increasing by +1 at 4th level is a little too skewed towards infant mortality than I would like. I am house ruling that starting Resolve Points is 3 + Key ability score modifier, and increases by +1 at 2nd level and every 2 thereafter, both to increase the base value and cut down on the 'lag' between 1st and 4th. Giving a bit more longevity to characters usually helps extend the working day.
I like the idea of starting with a higher base.
I planned on mitigating the 1-4 pause by using (half your level round up) ie gaining one every odd level. Perhaps it should be (half your level, round up plus two).

AnimatedPaper |

Don't compare them with modern transport ships. Look at this as a period comparable to anything from the 16th century to the middle of the 19th, where the largest ships in the world are under 5,000 tons (RMS Atrato, 1853, 3467 GRT, was the largest passenger ship in the world when built). And it's not as if there wasn't oceanic trade in those days.
I suppose if we're using historical comparisons, SF ships do fit in along those lines, easily matching and even slightly exceeding the cargo capacity of ships 10% of their size built in the 1400s.
1500s era carracks and galleons beat them though.All sarcasm aside, you make a decent point, but this issue is more rooted in limitations of the ship rules, namely that all ships have armaments and shields that scale with size and are more meant for players and other combatants, which greatly restricts how many expansion bays are available in even the largest ships. And that's the correct approach to take for this game.
I do wonder if someone is going to put out a supplement that has a line of freighters and passenger ships that ditch most of their arms and armor in exchange for a lot more expansion bays. Most sci-fi that I read has at least a few classes of ships that have only token defenses but can haul a huge amount of cargo like food or ore.

blindiebyrd |

I'm scrapping the entire setting for my own. I'm dropping Magic in favor of Psychics. I'm changing Technomancer to be Psychic, obviously. I'm dropping Mystic and Solarians, adding in Chemists and one more (not sure what yet), then maybe another 1 to 3 after that because I want a nice round number. I love the system. Adore it actually. I'm really not feeling the setting though.

Raynulf |
2 people marked this as a favorite. |

How will I change it?
Here's how: making it so that players actually have a reason to invest in things like Skill Focus and Skill Synergy instead of making every freaking bonus an insight bonus.
I noticed that too. We actually did a search for divine bonuses in the pdf, and found the only place it exists is in the description of bonus types <_<
Pretty much everything is an insight bonus: Magic items, feats, class abilities, even the bonus for being acclimatised to an environment. I appreciate the desire to avoid the outrageous stacking madness of Pathfinder... but it feels a little excessive to me, too.
Edit: I'd also add to my list:
Archetypes: Pathfinder's archetypes were complicated, but added an extra layer of flexibility of character design. 5E archetypes were somewhat more smoothly integrated. Starfinder's archetype design looks more like the Variant Multi-Class rules from Pathfinder Unchained and really, really isn't my thing. I'd be more inclined to just create some actual archetypes for the listed classes to give some much needed extra character options.
Dual Wielding: I appreciate the billion-attacks phenomenon is something Starfinder was avoiding... But as written there is no reason to use a small arm unless you're playing an operative. It isn't even a choice of style statement - small arms are simply inferior, and by a significant margin; less range, less base damage, half level with Weapon Specialisation.
Something I am contemplating is allowing a character wielding more than one weapon to make one additional attack with a different weapon with the following caveats:
- Regardless of the number of weapons you are holding (I am looking at you, Kasatha), you can only make one additional attack.
- You cannot use this ability if any of your weapons is two-handed
- The bonus attack can only be made with a small arms weapon or a one-handed melee weapon possessing the operative special quality.

hariustrk |
1 person marked this as a favorite. |
So what will you change about Starfinder when you start playing?
One mechanic we've been adding to our d20 based games is stolen from 13th Age. We have the players write up a short background and if you can explain how your background applies to a skill check you get to roll it with Advantage (2d20 take the highest).
It encourages my players to think about their backgrounds more and builds investment in their character.

martinaj |

Shinigami02 wrote:Luna Protege wrote:Well, technically no one but a Mechanic can make an AI. A true AI in Starfinder (at least Default Setting Starfinder) has its own implications, namely that it has a soul.Pax Rafkin wrote:For Mechanic, well this is a pet peeve of mine. How did you create a limited AI with 1 rank in Computers/Engineering?
I'm all for letting the player build his drone but they need to come up with some other story of how they acquired the AI module. Found it, stole it, inherited it, etc...
Technically, Computers don't seem to have an Item Level... Unless Tiers count, but since there's only 10 tiers, that doesn't seem right.
Given crafting rules are based on Item Level, then Rules as Written, making an AI is trivially easy. Assuming no Item Level is equivalent to Item Level 0, then if it weren't for the "trained only" factor, then one wouldn't even need to put a point in it.
... Expensive perhaps, but easy.
THIS is actually something that I will probably change in my game, because I think leaving it ambiguous creates too many plot possibilities to ignore. Now I kind of want to do a big arc with some kind of Deus-level AI that becomes obsessed with finding the answer and starts conducting brutal expiriments on other AI to figure it out. When it concludes (rightly or wrongly) that they don't, it's sole aim is ensure and safeguard its continued existence. And guess how it decides the best way to guarantee that is? Watch out, other forms of sentient life!

Rockwell555 |
Well, for me:
First off, I've only given the rules a VERY quick read through (picked up the hardback the other day).
I'm an 'Old School' D20 system guy (although I've been playing RPGs since the 'Red Box D&D", or more appropriately for this thread, "Traveller Black Box" rules ^_^).
I'm not sure if I'll use these rules completely as is, but if I ever start up a Modern/Sci-Fi D20 game, I will certainly use elements from this (particularly the Starship Rules, as the old D20 Modern/Future system really lacked in this department).
To be true, anything I run will most certainly be a hodge-podge of stuff stuff from D20 Modern/Future, Pathfinder, and Starfinder.

Noodlemancer |
4 people marked this as a favorite. |

One thing that I dislike about the archetype system is that different classes lose very different things from it, making the system feel very unbalanced overall: a Soldier who takes Phrenic Adept simply loses bonus feats, keeping all their main class features and not really losing anything important from it; a Solarian who takes Phrenic Adept doesn't get their first non-Zenith Revelation until level 8 and their second until level 14, practically crippling the class, given how strongly it is reliant on Revelations; an Envoy who takes Phrenic adept is stuck with only one Improvisation until level 8, which is very harsh when Improvisations are nearly the only class feature Envoys get.
I would have strongly preferred if it worked like VMC in Pathfinder, giving up feats for archetype features.
As a potential homebrew adjustment that makes archetypes more like VMC, here's this:
Features gained at levels 2, 4, 6, 12, and 18 are moved to 3, 5, 7, 13, and 17 respectively.
Features gained at level 9 stay at their original level, not being moved anywhere.
All features replace feats gained at respective levels instead of class features.
Since replacements are tied to feats, archetypes are linked to character level instead of class level, applying across all classes instead to only one class of the player's choice.

Joseph Norris |
2 people marked this as a favorite. |
I'm dumping the whole Starfinder Society.
The setting section of the core book states:
The Pact is not a single system-wide government, but rather an association of independent worlds bound by treaty to work together and acknowledge each other's sovereignty. Though its powers technically extend only to the facilitation of trade between worlds, interplanetary law enforcement, and mutual defense, over the last several centuries the government has gradually broadened the scope of its authority.
Borrowing" a few things from other games/media, here is what I've got as a multibranch replacement for the Starfinder Society.
mutual defense a.k.a. The StarForces
The StarForces are the military arm of the Pact and divides into a number of branches: Starship Command, Science, Engineering, Technicians, and Medical.
The Space Marine Corps is the elite assault force of the StarForces. Every Starship carries a complement of Marines for landing and boarding actions, as well as for major planetary raids and invasions.
The StarForce Commandos are an elite force within the Space Marines organization which trains for deep penetration raids and prolonged operations behind enemy lines. Commandos are also dropped onto enemy-occupied planets to assist BRINT agents to mobilize resistance groups.
Bureau of Intelligence - Military Agency
BRINT is the intelligence-gathering agency of the StarForce. BRINT operatives can expect to operate in enemy territory as ‘spies’ and saboteurs and may be required to organize and train resistance groups on planets Occupied by the enemy. BRINT agents also keep a close watch on the Bureau of State Security, whose agents are not part of the Military Establishment.
Interplanetary law enforcement:
Bureau of State Security BoSS
BOSS is a paramilitary organization which combines the duties of such services as MI5, the FBI, the KGB, and similar security institutions. The Bureau of State Security is a powerful arm of the Confederacy of allied worlds, for it is charged with conducting counter-espionage and anti-sabotage investigations, suppressing revolutionary and terrorist organizations, and maintaining the security of the state in general. Thus BOSS agents may be found in any government or civilian service, or in private business and industry. The Bureau is under the direct control of the Director-General of the Pact.
Interstellar Police Agency
The IPA is a paramilitary organization very similar to the StarForce and BRINT, except that it is charged with maintaining law and order in the volume of space controlled by the Pat and concerns itself with criminal activities of an interplanetary and interstellar nature.
Trade between worlds:
Merchant Marines
The Merchant Service is organized on a tight Guild structure. Normally, employment is maintained in one of the Guilds, but a general SpaceHand position may be obtained by any personnel unable to obtain employment in their Guild position. Most large vessels are owned by large corporations as both the cost of the vessels and the cost of operations are far too high for many private citizens to manage.
Department of Interstellar Survey
The Department of Interstellar Survey is charged with the exploration of deep space, to discover and chart new planets suitable for colonization, resource exploitation, etc.
Survey Scouts
The need for new Colony and resource planets is never satisfied, and while the Survey Service does extensive work in the discovery of new planets for settlement and industrial development, independent exploration companies have also entered the field. According to Interstellar Law, the discoverer of a planet uninhabited by sentient races becomes a First Claimant to all land and resources on the planet. If the discoverer undertakes the development of the planet, a very costly enterprise until returns are won from that development, he literally owns the planet. In most cases, the Only organizations capable of such development are governments and the great interstellar corporations. However, a discoverer can also sell his interest in his First Claim, the value of the Claim being dependent on the potential of the planet for colonization or resource development and the difficulties that may be encountered in undertaking such development.
Mercenary Companies:
The Mercenaries are fighting men who have, for the most part, been released from the regular forces. Mercenaries hire Out their services to the large interstellar corporations, to frontier planets that lack sufficient population to maintain a regular planetary defense force and need professional ‘stiffening’ for their Citizen militias, and to independent merchants requiring a heavy guard for voyages into pirate and enemy infested space.

Mark Carlson 255 |
After reading the book through the combat chapter I would change the following things that jumped out to me before playing. I do plan on helping a fiend out who wants to run a game but as of now I am going to take the book back.
Note do to some restrictions I cannot say how I will change things but I can say what I would change and why.
1) Stam and HP: too cinematic (phrase borrowed from another poster) for the groups I tend to play with for long term games. For short term game I do not see it as too much of a problem.
1a) Fix relevant issues to class and other rules from change 1.
2) Dex to armor if you do not know of attack: Right now you get the flat footed condition, which is a ac penalty and restriction to actions but if you have a dex bonus above +2 you still get a AC bonus even if you are unaware of the attack and are not moving to avoid it.
2a) Fix a number of issues that arise because you change how the flat foot redefine changes classes and other things in combat.
3) Skills: Redefine some skills, add skills to cover areas that redefinition cause issues to arise.
The big one is Piloting fire weapons, ie the skill I use to drive covered wagon or s jet ski allows me to fire all sorts of capital weapons.
3a) Look to see if the change needs to redefine how many skills you get per level.
4) Equipment: Add ability to use powered weapons in non powered mode by some reduction in damage.
5) General Combat: Remove Covering fire and Harrying fire because as worded they are very very cinematic, ie you do not need to see the target, non mods for people in the way or other simple factors, also in real life both actions generally require you to fire multiple rounds in a area to get the effect and ignores the fact that if the target is not worried (ie a fire elemental being fired at with a weapon that does fire damage only) they would not cower in any way. (Note I do see what they were trying to do, ie provide a way to aid another with a fire arm, but the rule as written has generated lots of laughter and head shaking.)
Right now there are a few groups (3-8) that are looking to port over the combat system from Pathfinder with the mods to the number of attacks per round presented in Starfinder and only 1 that is sure they are going to run the combat system as is (unless his players revolt).
MDC

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I'm going to play Starfinder as an addition to Pathfinder, instead of as a separate game. Golarion isn't gone, it's just interdicted by gods-level magic in the form of a shell that appears to be generated in the Spire on Absalom Station.
Since the Gap, on the planet below, the city of Absalom is a ruin, with the Starstone Cathedral utterly destroyed. The people of Golarion don't know what happened to it. And they are afraid to go find out because most who go there never return. The Pathfinder Society now runs out of two chapterhouses, one in Almas, and the other in Korvosa. And the society, for reasons no one understands, from the top down, absolutely prohibits Pathfinders from exploring the ruins of Absalom. All contact with the other worlds of Golarion's system has been lost since the time of the Gap.
The rest of the setting will remain mostly as is, except that occasionally bewildered natives of Golarion appear in buildings in Absalom Station, and have to be retrained to be able to function in their new home.
I will be allowing all Pathfinder classes and races, as well as all Starfinder classes and races (with possible mods as I see how they play).

MagicA |
1. Change the Solarian's key ability from Charisma to Wisdom
2. Give the Solarian maybe 5+ or 6+ skill points per level
3. Maybe make a high level revelation that gives a flight speed
4. Id like to see how transferable feats from Pathfinder are to Starfinder
5. Make Power armor feel more...potent I'd say, right now it feels like they're only really useful for very niche builds, require too much resources to use (battery dies pretty quick) for what they offer to people
6. have more armor upgrades, I feel like the amount of slots armors get at later levels, are kidna more than what people can afford/want to get on most of their builds (in my experience so far)
7. The Space Barbarian

Aqua Zesty Man |
Once per year, for about a week (plus or minus 12 hours), Absalom Station vanishes and a planet called Earth pops out of nowhere in its orbit and position. Earth people are as human as anyone can tell, but they and their cultures, languages, nations, and planet's geography are completely unfamiliar. Their technology level and civilization is just on the verge of switching over to modern energy sources from fossil fuels. The few things they have in common with our humans is Baba Naga mythology and a few other legends. (Including St. Cuthbert)
When Absalom Station comes back and Earth disappears again, anyone on Earth goes with it; anyone outside a certain distance from Earth stays over here.
From Earth's perspective this always happens right around October 31st of the common calendar, as early as October 24th but no later than October 30th. They seem as baffled about the exchange as anyone else (Absalom Station reports transitioning to a vaguely similar, but utterly inhabited solar system other than themselves and any ships that were in the vicinity of the station during the changeover).
Many crews and explorers from both sides have been lost when caught away from Shared Space at the end of the "witching week".

HunterWulf |

I my games, I will make the following basic changes;
Setting: I will use a different setting then Starfinder. It will be in a future our universe with Humans coming from Earth. Also while supernatural forces and magic do exist its at less common level. Magic is not something that every person deals with often in their daily lives. Rules wise this has little effect as pretty much nearly any spell or equipment fusion can be done technologically. Simple hand waving is all needed.
Attributes: All players get a standard array for attributes, which is: 10, 11, 12, 13, 14, 15 The then add race, and theme modifiers.
(Note: I am fully comfortable with the players having slightly elevated abilities, it merely means encounters with greater numbers, and tougher beasts)
Credits: I am basically turning credits into "Omni-Gel" from Mass Effect. This works in effect like build points from Starships but for players. Each player gets their level amount. Credits lost from expendable items, can be restored by throwing captured gear into the recycler in the player's ship. Recycling items only yield 10% of its total value. Excess of this "Omni-gel" go into the ships stores, and can be used to replicate items they have designs for. Items players specifically own can be recycled at 100% value. Recycling and replication takes hours or days, so it usually will be a in between adventure thing, subject to flexibility as the drama may require naturally.
I am never a fan of wasting adventure time going shopping, except when its the focus for a particular session.

Mark Carlson 255 |
I find it mildly amusing to see all these people who want to play Starfinder but don't want to play Starfinder.
I am not, quite often in the late 80's early 90's, we would pick up a game and swap out 10% to 50% (or more) and play the game. In the extreme, we would just use the setting and adapt the rules from another game to fit the setting flavor.
MDC

oldskool |

Things that come to mind...
Including D20 Future for some technology, cybernetics, genetic adaptions, mutations, etc...
Adding Farscape races like:
Luxons
Delvians
Hynerians
Kalish
Nebari
Interions
Probably make them a lot like reskins of current races but the D20 Farscape stuff looks pretty easy to translate. Most humanoids would have 4 hp with Luxons getting 6 like Vesk and Hynerians getting 2 like other small races.
Tentative class changes:
Solarians -
1) 6+ Int per level on skills. This would match the trend of class skill list divided by 2 = base modifier. Skill Adept bumps them to 12 class skills. Sidereal Influence can only function on a limited number of skills and it doesn't remain active in combat. So having 2 more skill points hardly seems like it steps on the toes of the Operative, whom gets an insight bonus to *everything*, or the Envoy.
2) May allow manifestation of both Solar Armor and Weapon. I find it no more disruptive to starting wealth than a player just picking the Weapon. Since grabbing the mote is the same action for both, I'd also allow it to work with Quick Draw.
3) May change the level perks for Defy Gravity to make it function a lot more like the different spell tiers of the Flight spell. I just see no reason why you can't maintain more control over your own personal gravity than what is currently stated. Graviton mode would be required to remain aloft, but that is the most significant change there.
Operatives -
1) Tweak Debilitating Sniper to include some form of damage bonus. Either half the Trick Attack dice or maybe change the Weapon Specialization to 1.5x character level. Full Dice to the current highest level sniper weapon averages 120 dmg. Adding 1.5x Weapon Specialization makes it somewhere around 85 dmg (still less than Item level 20 small arms), and adding half the TA dice is about 95-99 dmg. Either way, I have a feeling that a player of mine that likes sniper concepts will be very underwhelmed by the default rules. Also, I don't care if an Operative using a single shot on a sniper rifle can out damage a Soldier using a single shot on a sniper rifle. The Soldier is already a monster at ranged combat and a trick attack is once per round. Verdict is still out because adding debilitating tricks at extreme range is also really potent.
2) Also may allow for a called shot with Sniper Rifles to allow for a sort of ranged Coup De Grace only applicable to targets not in combat and unaware of the shooter. Because, if you're just sitting at a dinner table and someone puts you in their cross hairs you are at their mercy. Still, the conditions on this need to be crystal clear to not be abusive in a combat scenario, but if players want to be creative then snipers should be lethal... like they are. Said Coup De Grace is just a Sniper Rifle perk of the weapon and not limited to the Operative. As a full action it isn't a Trick Attack, etc... As written, sniper weapons just irk me. I don't mind the unwieldy quality, but the rest of it is just unimpressive.
I'm sure I'll find other quirks to question and change like why the Technomancer has less stamina than the Mystic yet both classes have the same saving throw progression. I guess because Technomancers can cast 1 more spell per day through their class features they're durability is further penalized? --I'll have to look a lot closer at this before I decide.
That's what's rattling around in my mind so far. The class stuff may not happen, but I'd love to dust off my D20 Future book for kicks.

LostDeep |
Setting: Using my own setting. While I think that the Starfinder setting has potential, it needs to mature some and get more content before it's a solid setting to play in.
Envoy: Thankfully none of my players yet want to play envoy, but if they do I might give them something to help. Maybe make a envoy improvisation that is like the cackle hex from PF? Even just that much of a change could make the envoy a LOT more powerful at later levels.
Other Classes: I'm liable to make more mystic connections/soldier styles/operative types eventually. There's a lot of potential there.
Ships: I don't like how all ships take up a single space on the grid. Maybe I'm just spoiled by Star Wars. In any case, I've drawn up multi-space bases for larger ships.
Also, large ships need more expansions, and the various craft-carrying expansions are very under powered. Escape pods are inviable for any ship larger than medium and even ginormous ships can only carry tiny amounts of fighters.
(If you have the first adventure path module, check out the map of the ship: Those escape pods are SO inefficiently packed.)
In addition, I don't see ships as big as Gargantuan size only running off of 300 people. They should have put in more rules about number of teams and let larger ships just have a vague amount of people on them.
The points above about star ships being new in the Starfinder setting aren't bad, but there is no way that's explainable in my setting. Plus, only able to store a large object with multiple adjacent holds? What, they assume the cargo bay only has person-sized doors and no cargo doors? Actually, I've seen people get a seven-foot-tall china cupboard around a tiny corner and out a person-sized door. Any ship with a sane cargo bay layout should be able to fit large items in it, and likely huge ones.
Ammo and Bulk: Actually using these systems to start out with. I might just keep track of clips and not force the players to buy more ammo, but the Bulk system is the first time I've looked at an encumbrance system and not felt it was unneeded and too complex.

Golurkcanfly |
I've decided to add a feat for each class to lessen the pain of archetypes/multiclassing as well as let Envoys and Solarians not suck for the first few levels due to lack of options.
Basically, there's a feat intended for every class that gives a certain benefit:
Envoy: Learn another envoy improvisation
Mechanic: Learn another mechanic trick
Mystic: Gain an extra Resolve Point that can only be used with connection powers
Operative: Learn a new operative exploit
Solarian: Learn a new stellar revelation
Soldier: Learn a new gear boost
Technomancer: Learn a new magic hack
While this does boost the overall power of characters a bit, Starfinder was lacking in feat options already and this definitely helps Envoys and Solarians at low levels, especially if they archetype. Mystics don't have those custom options, so I just gave them a feat to give them more uses of their unique powers without increasing the strength of those powers.

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Zaister wrote:I find it mildly amusing to see all these people who want to play Starfinder but don't want to play Starfinder....What does this mean, exactly? Mind being more specific? Is wanting to adjust some of the rules or not use the default Starfinder setting "not playing Starfinder"?
Personally I find it amusing when people start talking about adjustments to the setting that sound like they didn't read the setting because they're already in the setting (like wanting the Pact Worlds to have multiple conflicting/contradicting military forces when they already do in the Knights of Golarion, the Stewards, and the Starfinder Society)

Lord Fyre RPG Superstar 2009 Top 32 |

Zaister wrote:I find it mildly amusing to see all these people who want to play Starfinder but don't want to play Starfinder....What does this mean, exactly? Mind being more specific? Is wanting to adjust some of the rules or not use the default Starfinder setting "not playing Starfinder"?
Some people have suggested making major changes to the rule system to make Starfinder more like Pathfinder.

Vidmaster7 |

Neongelion wrote:Some people have suggested making major changes to the rule system to make Starfinder more like Pathfinder.Zaister wrote:I find it mildly amusing to see all these people who want to play Starfinder but don't want to play Starfinder....What does this mean, exactly? Mind being more specific? Is wanting to adjust some of the rules or not use the default Starfinder setting "not playing Starfinder"?
Personally Id rather do it the other way around.

Cranky Bastard |

Combining Starfinder with DSPs Ultimate Psionics to revive my old DragonStar campaign, as well as start new games in the continuity. The trickiest part is converting some closed content to keep the original dynamics even as the new classes are made available alongside all of the additional content that's become available.

Excaliburproxy |

For Mechanic Specific Stuff:
I am making a lot of custom crafts and weapons to fill out what I feel are holes in the list.
I am working on a Techno-monk class that I am calling the Nukaku.
For Campaign Stuff:
I am running a whole custom setting with almost all homebrewed monsters.
I change the "Drift" mechanics to better fit the cosmology of my setting; essentially the Drift came into existence because someone tried f@ing with a sealed planet/demi-plane that a bunch of gods created near the beginning of time. You can only travel FTL in the areas where the drift overlays reality, but the drift is expanding steadily which results in new star systems being reachable over time. This is true for other planes as well: things from hell and the abyss can only enter the prime material plane in certain star systems, for example.
"Magic" is essentially a localized phenomenon and the expansion of the drift has also expanded the area of the universe where magic is possible. A new system that had magic was probably visited by a God at some time in its history while systems without magic generally developed without any meaningful divine intervention.

Graywolf777 |

I have my own stats for Halflings and Half-Orc's that I will use rather than the book standard.
I am considering removing Half-Orc's entirely and just calling my half-orcs Orcs.
Characters add their Intelligence bonus for skills. (Rather than modifier.)
I use group initiative rather than individual initiative. (I find it inspires better teamwork, and it makes it so that not every last PC takes Improved Initiative.)
Characters add their Reflex save to initiative instead of their Dexterity bonus.
Improved Unarmed strike removes the Archaic tag from unarmed strikes and gives you the option of inflicting lethal damage.
Considering removing the Archaic tag from the game altogether.
Crew members of tiny spacecraft (i.e. fighters) may take two actions per turn.

Captain J.T. Kirk |

Setting wise, I will probably have the Gap not happen and have Golarion stay right were it is. It will still be ruled by multiple Nations and The Pact Alliance will still be a thing, but Golarion will have multiple ambassadors representing major nations (kind of like the United Nations). The Pact Alliance still serves for the various factions and Governments within the system to interact together.
I also plan to change how Drift Drives work. In my head I imagining a Drift Engine working similar to the Shadow Walk spell. Only on an a scale that could never be done by a mortal person. So the Drift works by skimming, or DRIFTING along the edge between the material plan and the plan of Shadow. Hence the greatly increased speed.
Because of this I also plan to change how space travel, near space and the Vast work. Instead having near space be defined by how many "drift beacons" are at a location, Near space will space that is withing a certain range increment. Beyond this distance travel time will be increased, with each distance increment adding more to the travel time. Because of this I would have the Vesk Empire be Relatively Close to the Pact System.
Because of this I DO plan to add things such as Worm Holes, Starship Sized Jump Gates, and other "cheats" that can be used to travel between SPECIFIC locations faster [Think Mass Effect]. Locations such as these have the benefit of creating Trading Routs, Strategic locations, etc. Which I think adds more to a setting.