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Advice for a new Starfinder

Starfinder Society Roleplaying Guild


So, new Starfinder here. I joined up a couple of days ago and wanted to know if there were some general tips those more experienced with organized play and Starfinder in general would be willing to share.

Question 1: Damage Variety
The two scenarios I played both featured an enemy that could reflect energy attacks. Should I be taking pains to carry multiple damage types?

Question 2: Gear Utility
What are some useful basic bits of equipment no Starfinder should leave home without?

Question 3: Weapon Variety
Is carrying and maintaining multiple weapons a zero-sum game?

Silver Crusade ***** Venture-Captain, Germany—Aschaffenburg-Würzburg

1: Having a physical and an energy weapon is a nifty idea. Also, there are good arguments for a magic physical weapon (so basically anything with the called weapon fusion). Try not to let energy immunity or significant resistance ruin your day.

2. Healing serums are pretty neat, armor is a bit of a no-brainer, but getting darkvision/a light source can be pretty critical.

3. Having a backup weapon (with a lower item level than your main weapon) can be worth it, and selling weapons really is not very lucrative in any case.
Also consider what happens, when the enemy sunders your main weapon.

The Exchange *

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I always try to have multiple damage types available, if one isn't effective try the other one! If you don't want to melee, carry grenades or tactical pistol.

If you have the skills hacking kit/engineering tools. Also if you have a profession, spend the money on professional clothes and professional kit. Gives you like +6 bonus to Day Job checks I believe. HEALING SERUMS!!!

You should always have multiple weapons available. With the number of undead that are susceptible to it, SALT water, is something you should carry as well.

Just try and set your characters up so that they can do SOMETHING effective every round. That doesn't always mean ATACK. You can use harrying fire, heal if you have the items/skills, buff others or self if nothing else, aid another action. Smart players are better players and better players make everyone have more fun!


I disagree slightly with the other responders.

The degree to which you want to focus on damage types is going to depend on how much of a combatant you are. Soldiers definitely should, exocortex mechanics also. Solarians from what I've seen are a bit locked in except for using fusions which is another option besides having entirely different weapons.

Drone Mechanic has the option to use 1 damage type himself and equip the drone with another. Then simply full attack with the more efficient one if the situation arises.

I think most other classes should be fine with one energy and one projectile weapon, one of which is a sub-tier backup.

Good equipment suggestions so far. Rope, antitoxins are useful. Industrial backpack is a must!!

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

Sebastian Hirsch wrote:

armor is a bit of a no-brainer,

Just wanted to emphasize this. ALL characters MUST have at least some armour. It is your data pad, it protects you from space, it protects you from lots of environments, etc. It is pretty much assumed that EVERY PC has it.

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