Starfinder Character Themes

Friday, June 9, 2017

In Starfinder, every player character has a theme, which represents a focus for the character beyond those determined by race, class, and skill and feat selections. In many ways a theme is a description of the character's place in society based on what interests them and what kinds of tasks they undertake. While a theme may represent a job or role within a broader culture, it can also be a result of a character's background, upbringing, training, or mystical destiny.

Each theme has a set of benefits when first selected, including a +1 bonus to one specific ability score and a skill-based benefit. Each theme grants additional special benefits that reflect major aspects of that theme at 6th, 12th, and 18th levels. None of the abilities are limited to any specific character class, race, or type of character. Conceptually, themes are designed to give the same kind of specialization that traits and favored class bonuses do in Pathfinder, but are faster and easier to select (no theme has any kind of prerequisite or limitation on who can take it) and rather than many tiny character adjustments, each theme focuses on 4 noteworthy adjustments over a character's career. Think of it as one extra dial you can turn to customize your character, giving the same class and race a dramatically different feel—a vesk soldier with the icon theme might be a celebrity gladiator, while one with the priest theme might be a chaplain of Damoritosh the Conqueror.

Illustration by Pixoloid Studios

There are nine themes in the Starfinder Core Rulebook, with a tenth option—"themeless"—for characters with a specific concept that they don't feel is a good match for any of the currently extant themes. The themes are intentionally kept fairly broad, with the names functioning as descriptive titles rather than hard limitations on what kind of character might take each theme. You can see a little of how themes can help you hone in on a particular character concept in the character build examples presented at the end of each class. Take the outlaw theme, for example: in just those few class build examples, we show you how the same outlaw theme can make an envoy into a fast-talking scoundrel, a mechanic into a saboteur, an operative into either a hacker or a thief, a solarian into a disgraced outcast, a soldier into a freelance sniper, and so on.

The nine themes (and the themeless option) are described briefly below.

Ace Pilot: Thanks to steady hands and nerves of steel, you are skilled at operating starships and other vehicles.

Bounty Hunter: Almost nothing will stop you from tracking down your quarries and returning them dead or alive.

Icon: You are a popular and respected celebrity within the bounds of colonized space.

Mercenary: You are a well-trained soldier of fortune who works well with your companions in battle.

Outlaw: Whether you're guilty or not, somebody wants to see you behind bars—or worse.

Priest: Your unshakable devotion to a philosophy or religion forms the core of your personality.

Scholar: As an academic, you have a broad knowledge base and a thirst to expand it.

Spacefarer: You live your life among the stars, seeking new worlds to explore and yearning for the next adventure.

Xenoseeker: As you travel outside of Pact Worlds space, you strive to make first contact with alien life forms.

Themeless: You don't fit neatly into any of the above categories, or you see yourself as a blank slate.

The abilities gained by each theme at 1st, 6th, 12th, and 18th level are useful and appropriate to the theme, but not so overpowering as to be a mandatory part of any effective character build. Below are examples of a few theme abilities—the 1st level ability gained by themeless characters (general knowledge), and the 6th level ability gained by the xenoseeker (quick pidgin).

General Knowledge (Themeless, 1st): You gain a class skill of your choice when you create a themeless character. You also gain an ability adjustment of +1 to any ability score you choose.

Quick Pidgin (Xenoseeker, 6th): If you don't share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they are willing), after which you attempt a DC 25 Culture check. If you succeed, you formulate a simple pidgin language that allows basic communication. You can use the pidgin language with those specific creatures only, but you gain a +2 bonus to Culture checks to create a pidgin language with similar creatures that speak the same language.

Owen KC Stephens
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Mark Seifter wrote:
Torbyne wrote:
Mark Seifter wrote:
Torbyne wrote:
Owen K. C. Stephens wrote:
UnArcaneElection wrote:
Missing theme:
I assume there are a bunch of missing themes, and I hope we'll be able to expand the list as the game matures. :)

Is one of the missing themes "missing" an amnesiac or lost person background? so we are missing the theme missing theme?

More seriously, do you see themes as a common approach to custimization on the future as Archetypes have been in Pathfinder? Or are the choose X Talent/Trick/Specialization abilities of the classes designed in such a way that the class ability lists could be grown over time?

Weirdly, one of my favorite playtester theme usage was a technomancer envoy who joined the party in a weird unexpected place and ran with that for her backstory: she was a famous techie a la Bill Gates or Mark Zuckerberg who vanished suddenly like Amelia Earhart, and the PCs found her and were like "Whoah, we just found IconChar!" So she managed to use icon to handle "missing" but it probably won't work in many cases.
That is actually a fun way to handle the scenario. It makes me wonder about icons in general though, would an icon have trouble disguising themselves as someone else or get a bonus from having to do it more often than someone who isnt an icon? it might not be a good thing to be well known for who you are in every situation...
Being an icon means you want to be recognized (as the player, anyway, I imagine the character might not fully embrace their celebrity depending on the concept), at least when you're not in disguise. It's definitely going to get harder and harder to walk around in no disguise and just pass as a normal Jane if you're an icon, but on the other hand, the power of celebrity can be very helpful when you're providing a distraction for your teammates. Icons literally have a power that makes the equivalent of the Knowledge (local) DC to have heard of you decrease as you advance as an icon,...

This just gave me the notion of an icon making a day job roll of just signing things and putting them up on space e-bay as memorabilia.

Scarab Sages

The icon theme seems pretty similar to vigilante renown. I like the power that lowered the knowledge check to have heard of you.


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+1 to: will we ever get something similar in Pathfinder? (optional of course.)

+1 to UnArcaneElection's question about "Justice Seeker".

+1 for Missing/Amnesiac.

and now waiting for August.

<_<

>_>

What about the Ace Pilot who is also a Chick/Dude Magnet?


Starfinder Charter Superscriber
Mark Seifter wrote:
We have a stronger in-house design guide for the separations than ever existed in PF's 1st days so it should be less common, and as always, everyone will do their best to avoid them, but I'm sure there will eventually be a theme (or other feature) that violates these guideline somewhere down the line; it's inevitable in a mature enough game system with enough options in enough books. If you see a new feature that's causing your group issues (say a theme that's diverting away player...

That seems good to me. As you said, with enough material, something is always going to slip through the cracks eventually. Knowing that there's a good guide for keeping the separation should help cut down on it, though. Is it something that will be available for 3rd party writers? I really like some of the things from people like Dreamscarred Press, for instance, but if they​ have to go just by feel it could take a lot longer to find those sweet spots.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Guy St-Amant wrote:
What about the Ace Pilot who is also a Chick/Dude Magnet?

Rack up some levels in Ace Pilot Class, then multiclass and take Icon...

Chuck Yeager is a straight single-class Ace Pilot with a lot of levels.
Charles Lindbergh is an Ace Pilot who picked up and used some Icon sway.


Cole Deschain wrote:
Guy St-Amant wrote:
What about the Ace Pilot who is also a Chick/Dude Magnet?

Rack up some levels in Ace Pilot Class, then multiclass and take Icon...

Chuck Yeager is a straight single-class Ace Pilot with a lot of levels.
Charles Lindbergh is an Ace Pilot who picked up and used some Icon sway.

Archetypes are tied to a class. Themes are tied to a character, as far as I can tell.


QuidEst wrote:
Cole Deschain wrote:
Guy St-Amant wrote:
What about the Ace Pilot who is also a Chick/Dude Magnet?

Rack up some levels in Ace Pilot Class, then multiclass and take Icon...

Chuck Yeager is a straight single-class Ace Pilot with a lot of levels.
Charles Lindbergh is an Ace Pilot who picked up and used some Icon sway.

Archetypes are tied to a class. Themes are tied to a character, as far as I can tell.

I am not sure i follow what you mean, just how archetypes trade out class abilities while themes are not affected by them?

Mr. Lindbergh could very well be an Envoy with the Ace Pilot theme who has a normal level of renown for his level.


Ventnor wrote:
Character idea: Bounty Hunter Mystic. Hunting down criminals and capturing them are acts of religious devotion.

Isn't that an Inquisitor?


Torbyne wrote:

I am not sure i follow what you mean, just how archetypes trade out class abilities while themes are not affected by them?

Mr. Lindbergh could very well be an Envoy with the Ace Pilot theme who has a normal level of renown for his level.

I think he means your character only gets 1 theme for the entire game, multiclassing doesn't give you another theme as themes are tied to the character as a whole not the individual classes.


Torbyne wrote:
QuidEst wrote:
Cole Deschain wrote:
Guy St-Amant wrote:
What about the Ace Pilot who is also a Chick/Dude Magnet?

Rack up some levels in Ace Pilot Class, then multiclass and take Icon...

Chuck Yeager is a straight single-class Ace Pilot with a lot of levels.
Charles Lindbergh is an Ace Pilot who picked up and used some Icon sway.

Archetypes are tied to a class. Themes are tied to a character, as far as I can tell.

I am not sure i follow what you mean, just how archetypes trade out class abilities while themes are not affected by them?

Mr. Lindbergh could very well be an Envoy with the Ace Pilot theme who has a normal level of renown for his level.

He means themes are applied to a character and key off character level while archetypes are applied to each class individually and key off class levels.


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Torbyne wrote:


I am not sure i follow what you mean, just how archetypes trade out class abilities while themes are not affected by them?

Mr. Lindbergh could very well be an Envoy with the Ace Pilot theme who has a normal level of renown for his level.

Pretty sure it means that you can't multiclass into Icon from Ace Pilot. Themes are one per character, archetypes are one per class.


ah, i follow now. for some reason it didnt click with me that he was bringing up the idea. thanks all.


Pathfinder Starfinder Society Subscriber

In any case, a lot probably depends on WHEN your character became a famous and sexy babe magnet. If your character was a celebrity before start of play, they probably have the icon theme. If they became famous during play, they probably have some other theme. I would imagine that any mid- to high-level character should achieve some degree of fame -- especially in the Starfinder setting where apparently a lot of the high level NPCs were recently wiped out.


...

Crazy/Insane/Mad theme?

"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)

Scarab Sages Developer, Starfinder Team

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Nutcase Entertainment wrote:
"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)

I'd have to assume GMs will write that theme themselves, for use with their favorite GM-run PC-build character.


Nutcase Entertainment wrote:

...

Crazy/Insane/Mad theme?

"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)

Alternatively, Inspector Clouseau theme . . . .


Owen K. C. Stephens wrote:
Nutcase Entertainment wrote:
"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)
I'd have to assume GMs will write that theme themselves, for use with their favorite GM-run PC-build character.

But it sounds like sooo much work...and I have to mache the character really really edgy tooooo


Seisho wrote:
Owen K. C. Stephens wrote:
Nutcase Entertainment wrote:
"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)
I'd have to assume GMs will write that theme themselves, for use with their favorite GM-run PC-build character.
But it sounds like sooo much work...and I have to mache the character really really edgy tooooo

Just convert the Bladeling over to Starfinder, hard to get edgier than being made out of edges ;)


Torbyne wrote:
Seisho wrote:
Owen K. C. Stephens wrote:
Nutcase Entertainment wrote:
"Mary Sue"/"Gary Stu" theme? (< kinda hope not.)
I'd have to assume GMs will write that theme themselves, for use with their favorite GM-run PC-build character.
But it sounds like sooo much work...and I have to mache the character really really edgy tooooo
Just convert the Bladeling over to Starfinder, hard to get edgier than being made out of edges ;)

Don't forget to back it up with the Edge Lord Harbinger archetype.


Well... I have an odd question in regards to that "Quick Pidgin" example, in the vein of "instructions not clear".

Namely, what does it mean by "specific creatures" exactly?

Does it mean the members present when you're trying this communication thing? Or does it mean all members of that species?

I get the feeling that it means basically the members present, but the rule is slightly ambiguous given the statement immediately after: It states afterward that the +2 bonus on doing it with others is with "similar creatures" rather than with "creatures of the same species".

In a full context interpretation, one player could argue that the latter statement implies that the former case of "specific creatures" refers to "that specific species" rather than specific members of that species. (With whether or not "similar creatures" being just that species or not being up for debate.)

In a word for word interpretation, another player could argue that its a case that the Pidgin only works for the members involved in that instance, and that the clause of "similar creatures" is merely a case of the bonus not applying exclusively to other members of that species, but also others.

I think the main fumble with the wording is just the ambiguity of what "creatures" refers to. "Creatures" as a word in itself could refer to species, or it could refer to members of a species, especially given its in plural rather than singular. (I.E. A group of Dragons are "specific creatures", as is an unusual race of Dragons also considered "specific creatures" in a purely linguistic sense.)

I ask this now so that we can get the rules lawyering out of the way so we don't have to deal with it mid session.

Sovereign Court

Pathfinder Starfinder Society Subscriber
Luna Protege wrote:
Namely, what does it mean by "specific creatures" exactly?

It means the creatures present.

The bonus for "similar creatures" could apply to other members of that species, yes. But, it could also apply to members of a different species that share the same home or occupation. Creatures can be similar along many different axes and shouldn't be limited to race.


I would say similar may also refer to language. If you can mime your way through talking to someone who only speaks akitonian, you should be able to do the same with another person who speaks the language, despite rave. I would think.

Could be similar disposition as well. Warlike vs peaceful. Probably up to the dm


Up to the GM, obviously, but it's clear to me that it refers creatures that speak the same language so that the same pidgin could convey information effectively to them.

You are transposing a pidgin of two languages to another similar context.


Secret Wizard wrote:

Up to the GM, obviously, but it's clear to me that it refers creatures that speak the same language so that the same pidgin could convey information effectively to them.

You are transposing a pidgin of two languages to another similar context.

Speaking the same language is not always a guarentee. Very often culture will have a large impact on things as well.

The UK and US both speak 'english' but their use of certain words and cultures can have a very large impact on how they communicate. Perhaps the US would be 'similar' to the UK for this ability?


Gilfalas wrote:
Secret Wizard wrote:

Up to the GM, obviously, but it's clear to me that it refers creatures that speak the same language so that the same pidgin could convey information effectively to them.

You are transposing a pidgin of two languages to another similar context.

Speaking the same language is not always a guarentee. Very often culture will have a large impact on things as well.

The UK and US both speak 'english' but their use of certain words and cultures can have a very large impact on how they communicate. Perhaps the US would be 'similar' to the UK for this ability?

That's why you get a +2, not auto-success


The discussion seems kind've moot, since it comes in at a level where tongues has already been appropriate for a while, and Sci-fi translator technology exists. Unless both magic and technology have had their language abilities neutered specifically to give it a niche, Quick Pidgin is probably not going to be useful very often.


Aratrok wrote:
The discussion seems kind've moot, since it comes in at a level where tongues has already been appropriate for a while, and Sci-fi translator technology exists. Unless both magic and technology have had their language abilities neutered specifically to give it a niche, Quick Pidgin is probably not going to be useful very often.

Yeah, especially as a level 6 feature, when a lot of such spells and stuff should come online already.

Scarab Sages Developer, Starfinder Team

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Aratrok wrote:
The discussion seems kind've moot, since it comes in at a level where tongues has already been appropriate for a while, and Sci-fi translator technology exists. Unless both magic and technology have had their language abilities neutered specifically to give it a niche, Quick Pidgin is probably not going to be useful very often.

That's assuming that by "tongues has already been appropriate for a while," you are assuming tongues comes into Starfinder when it does in Pathfinder for bards or sorcerer/wizards, rather than when it does for clerics (in which case it wouldn't come in until 7th, and then only if someone selects it as one of their two 3rd level spells known or spends money to have it as a consumable.

Also assuming that technology exists that can translate totally unknown languages (which is not something we have previewed as happening in the game). Even the racially-granted limited telepathy only works with creatures that share a language with you. (Translating to a known language is a different level of difficulty, obviously.)

And even if tongues is an option, if its duration is the same at the Pathfinder version it's only last an hour, which likely means you can talk to the scouting party you run into, or to their leader back at camp, but not to both in the same day.

The Exchange

Twitchontv wrote:
I may have missed it since information is scattered here and there about the net but does anyone know how healing is going to work in starfinder? I'm very interested in playing a medic type of character.

I'd expect that to be detailed in one of the classes, or possibly one of the themes could be re-flavored to assume such a role.

Or you could homebrew it.

Liberty's Edge

The envoy's mouthpiece only works to translate one known language into another known language; tongues is a 3rd level spell, which means it probably won't come online until 7th level in a world of only 6th-level casters. As a first-contact kind of ability, it seems pretty useful to me.


Owen K. C. Stephens wrote:

That's assuming that by "tongues has already been appropriate for a while," you are assuming tongues comes into Starfinder when it does in Pathfinder for bards or sorcerer/wizards, rather than when it does for clerics (in which case it wouldn't come in until 7th, and then only if someone selects it as one of their two 3rd level spells known or spends money to have it as a consumable.

Also assuming that technology exists that can translate totally unknown languages (which is not something we have previewed as happening in the game). Even the racially-granted limited telepathy only works with creatures that share a language with you. (Translating to a known language is a different level of difficulty, obviously.)

And even if tongues is an option, if its duration is the same at the Pathfinder version it's only last an hour, which likely means you can talk to the scouting party you run into, or to their leader back at camp, but not to both in the same day.

I'm comparing it to when tongues comes into play for most 6 level casters, since that's what we've got in Starfinder. Which is level 4- 2 levels before Quick Pidgin is an option.

Universal translators are a pretty common thing in sci-fi, more so in science fantasy. I would be extremely surprised if they didn't exist as a relatively common thing in a game that bills itself as kitchen sink science fantasy.

As far as duration, I mean, there's not really anything stopping you from casting the spell multiple times. Or carrying consumables that trigger it for when you need it. Both of those are pretty common activities in Pathfinder. Your specific example is a pretty unlikely one, though, since it also assumes whatever "scouting party" you're running into that has a totally unknown language both isn't a hostile encounter and has the patience and intelligence to spend 10 minutes trying to make up a pseudo-language with you.

From my perspective, Quick Pidgin looks like a ribbon ability that's impractical and unlikely to matter. Which is fine, lots of RPG abilities are mostly background and don't do anything immediately useful, and it's cool to be able to say your character can make up a temporary language in 10 minutes, just as long as it's not competing with other abilities that do important stuff.

Scarab Sages Developer, Starfinder Team

Aratrok wrote:
Your specific example is a pretty unlikely one, though, since it also assumes whatever "scouting party" you're running into that has a totally unknown language both isn't a hostile encounter and has the patience and intelligence to spend 10 minutes trying to make up a pseudo-language with you.

It becomes much more likely when the campaign included the option of seeking out new worlds, new life forms and new civilizations, while boldly going where no one (from your civilization) has gone before.

There should be more totally unknown languages on previously-uncontacted worlds than known ones. (At least maybe -- one could assume that planar tongues are the same on every world, which might make them common trade tongues... )

Scarab Sages Developer, Starfinder Team

Also, in Pathfinder tongues is gained as a 3rd level spell by just as many 6-level casters (alchemists and summoners) as get it as a 2nd level spell (bards and inquisitors).

Warpriests are 6-level casters who get it at 4th.

So *most* 6-level casters get it later than 6th level.


It also becomes way more likely that you can just prepare tongues and/or comprehend languages for they day when you're going somewhere or bring gear to deal with the problem. A permanent ability for then you unexpectedly run into a totally unknown language spoken by people willing to collaborate isn't really a large amount of play space. If it's a ribbon, that's great. If it's competing with a special ability appropriate to 6th level, it's probably not.

Scarab Sages Developer, Starfinder Team

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Starfinder (currently) has no preparation spell caster. Only spontaneous spellcasters.


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Owen K. C. Stephens wrote:
Aratrok wrote:
Your specific example is a pretty unlikely one, though, since it also assumes whatever "scouting party" you're running into that has a totally unknown language both isn't a hostile encounter and has the patience and intelligence to spend 10 minutes trying to make up a pseudo-language with you.

It becomes much more likely when the campaign included the option of seeking out new worlds, new life forms and new civilizations, while boldly going where no one (from your civilization) has gone before.

There should be more totally unknown languages on previously-uncontacted worlds than known ones. (At least maybe -- one could assume that planar tongues are the same on every world, which might make them common trade tongues... )

Ah, old school detect evil... say something flattering in infernal and if they thank you for the compliment than the race is evil and purging is authorized...

Which brings back up some curiosity, doe the Starfinder Society have anything like a Prime Directive when encountering new civilizations? or maybe a pamphlet on how to handle it at least?


Owen K. C. Stephens wrote:
Starfinder (currently) has no preparation spell caster. Only spontaneous spellcasters.

What? Are you serious? Jeez. Leaving all the people out that like preparing spells is a way more serious problem than splitting hairs about pidgin languages. How the heck did that get through first drafts?


Aratrok wrote:
Owen K. C. Stephens wrote:
Starfinder (currently) has no preparation spell caster. Only spontaneous spellcasters.
What? Are you serious? Jeez. Leaving all the people out that like preparing spells is a way more serious problem than splitting hairs about pidgin languages. How the heck did that get through first drafts?

This isnt new information, they put that out pretty early on and have re-stated it many times since. There are also only two "casters" in the core book, the Mystic and the Technomancer. They have said there will be effects from 7-9th level spells in the book but we dont know if that is the summoner's approach of lowering a spell level, effects moved to the realm of technology, some kind of ritual spell system, minor artefacts... who knows.

They have also said to never say never and that 9th level caster classes might appear in some future book.

Liberty's Edge

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Prepared casters don't fit the genre as well.


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Tbh prepared casting was the single thing I disliked the most about PF, so I'm fine with them being absent.


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Yeah prepared casters always seemed like an extra level of redundancy, I don't think I've ever played a game where prepared casters have actually said what spells they prepared, they just cast whatever was appropriate at the time.


Aratrok wrote:
Owen K. C. Stephens wrote:
Starfinder (currently) has no preparation spell caster. Only spontaneous spellcasters.
What? Are you serious? Jeez. Leaving all the people out that like preparing spells is a way more serious problem than splitting hairs about pidgin languages. How the heck did that get through first drafts?

We've known that pretty much from go. But yeah, of the 2 casting classes so far, they're both spontaneous. And when you think of Scifi or science fantasy, those few who do have magic abilities are, in essence, spontaneous casters. They can do a few things with their limited powers. They may change that at since point, but for right now, that's how it is.


There are plenty of 6 level casters that are prepared. Just refusing to handle prepared casting in the core book is baffling to me, since it's one of the more unique things about d20 compared to most RPGs.

Shisumo wrote:
Prepared casters don't fit the genre as well.

Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.


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Aratrok wrote:

There are plenty of 6 level casters that are prepared. Just refusing to handle prepared casting in the core book is baffling to me, since it's one of the more unique things about d20 compared to most RPGs.

Shisumo wrote:
Prepared casters don't fit the genre as well.
Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.

Prepared casters are generally more prone to becoming god wizards than spontaneous due to vastly better access to their spell list. Removing them is a logical part of curbing C/MD.

Liberty's Edge

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Aratrok wrote:
Shisumo wrote:
Prepared casters don't fit the genre as well.
Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.

I'm not saying casters don't fit the genre. Obviously they do. But every example I can think of fits the spontaneous, spells-known model far, far better than the awkwardness of spell-selection and one-and-done casting of prepared spellslingers. So yes, prepared casters don't fit the genre as well.


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Aratrok wrote:

There are plenty of 6 level casters that are prepared. Just refusing to handle prepared casting in the core book is baffling to me, since it's one of the more unique things about d20 compared to most RPGs.

Shisumo wrote:
Prepared casters don't fit the genre as well.
Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.

As far as it being a unique thing to D&D... you are aware that D&D whole sale lifted the concept from popular fantasy novelist of the time Jack Vance and has been featured in many, many games of its period? it has really fallen out of favor in newer systems and novels because a lot of people lost interest in it. i do admit i am biased however, i much prefer a point system or D&D style spontaneous casting if i cant get points.


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Shisumo wrote:
Aratrok wrote:
Shisumo wrote:
Prepared casters don't fit the genre as well.
Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.
I'm not saying casters don't fit the genre. Obviously they do. But every example I can think of fits the spontaneous, spells-known model far, far better than the awkwardness of spell-selection and one-and-done casting of prepared spellslingers. So yes, prepared casters don't fit the genre as well.

I will say i could see prepared caster who prepares spells into bullets ahead of time and they are cast by being fired. i could see that fitting well in setting and it would really help with the outlaw star stand in that we have been hoping for. for what ever thats worth and to add to the "never say never" comment on new classes.


Shisumo wrote:
Aratrok wrote:
Shisumo wrote:
Prepared casters don't fit the genre as well.
Oh come on. Space wizards aren't even remotely a rare concept in science fantasy, and the distinction between spontaneous casting and prepared casting is almost entirely player preference- they're both running on "shots" of spells that aren't modeled in any of the source material.
I'm not saying casters don't fit the genre. Obviously they do. But every example I can think of fits the spontaneous, spells-known model far, far better than the awkwardness of spell-selection and one-and-done casting of prepared spellslingers. So yes, prepared casters don't fit the genre as well.

The spontaneous model doesn't fit at all either. Pretty much all of those stories' systems fall into fatigue (you get worn out by casting), pool (you expend nebulous 'magic juice' and can run out), or unlimited (you can cast all you want within the options you know). Darth Vader doesn't run out of 3rd level slots and resort to casting force choke instead of force lightning.

If we're only going to do Vancian style casting, the important distinction between spontaneous and prepared casting is seriously just player preference. "Do you want more spells known at a time, or do you want to be able to change up your strategies more frequently?" Only including spontaneous casting is pretty much just telling anyone that likes preparing spells to go pound sand, the benefits to theme outright don't exist.

Arguably, it just does harm to people's ability to do interesting things without hiring people outside of the party. If everyone's a spontaneous caster, they're probably not going to bother learning really niche or downtime-based spells along the lines of masterwork transformation or continual flame or determine next of kin, since they're not versatile enough to be worth limited spells known that have to be more focused on fulfilling broad task groups. I would have expected something more like what Arcanists do becoming more common, not a step back like this.

Liberty's Edge

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We need to stop derailing this thread. However...

Aratrok wrote:
The spontaneous model doesn't fit at all either. Pretty much all of those stories' systems fall into fatigue (you get worn out by casting), pool (you expend nebulous 'magic juice' and can run out), or unlimited (you can cast all you want within the options you know).

I completely agree that there are mechanical options that are much more like the genre examples than spontaneous casting. But spon-casting is far closer to those options than preparation would be. You can reasonably flavor running out of spell slots as fatigue, for example. Preparation doesn't fit the model at all.

Aratrok wrote:
Darth Vader doesn't run out of 3rd level slots and resort to casting force choke instead of force lightning.

To the extent that this is true, it's certainly far more true still that he doesn't switch to force choke because he only prepped force lightning once today.

Aratrok wrote:
If we're only going to do Vancian style casting, the important distinction between spontaneous and prepared casting is seriously just player preference. "Do you want more spells known at a time, or do you want to be able to change up your strategies more frequently?" Only including spontaneous casting is pretty much just telling anyone that likes preparing spells to go pound sand, the benefits to theme outright don't exist.

I disagree completely. I can fudge a Jedi or a biotic in the model of a spontaneous caster, but prepared caster just doesn't work in my head at all. But I'm not going to push this further unless we make a new thread for it.

Sovereign Court

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Pathfinder Starfinder Society Subscriber

Yeah, only spontaneous makes much sense in the setting.

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