Reports from the Field: Starfinder Second Edition Playtests

Tuesday, Aug 22nd, 2023

Here’s a look behind the scenes at Paizo’s internal playtests.

Welcome to one of our first blogs following up on the recent announcement of Starfinder Second Edition! For those of you who don’t know me, I’m Thurston Hillman, the Managing Creative Director for Starfinder. Basically, that means that I guide the creative vision for the Starfinder brand, while also managing the great folks who work on the Starfinder Roleplaying Game. Today, as we continue our open playtest experience, I wanted to give you a behind-the-scenes look at some of the internal playtesting we’ve been doing here at Paizo!

Up until this point, the team has been doing some immediate stress tests of new classes under the GMing stewardship of our Director of Game Design, Jason Bulmahn. These involved some themed adventures about a starship that went too close to the Horizon of an Event, or a deadly jungle encounter where we learned the creature hunting us could bleed and so we could kill it. The playtests we’re reviewing here take place after those, bypassing some of our rockier initial class design, and instead focused on exploring some other aspects of Starfinder in a new game engine.


Playtest #1: Streetsweep

Map: Starfinder Flip-Mat: Enormous Battlefield
Character Level: 5th

Our initial playtests generally took place in confined environments, or locations that forced some tight-quarters gameplay. This was great, because we all know that there’s going to be a ton of adventures happening in cramped starship corridors or on alien worlds with lots of dense foliage. However, those situations are only a small part of the Starfinder experience. One element that I’ve been passionate about—speaking as the developer who proverbially trademarked “1 square = 30 feet” in an adventure I developed for Organized Play—was that we needed to try out some open-area and long-range combats to make sure all these futuristic guns and grenades we’ve been working on were going to be fun and balanced in play.

Starring in this playtest:

  • GM: Thurston Hillman (Managing Creative Director for Starfinder)
  • Operative: Jessica Catalan (Starfinder Society Developer)
  • Mystic: Dustin Knight (Starfinder Developer)
  • Soldier: GM NPC played by Thurston
  • Witchwarper: Jenny Jarzabski (Starfinder Senior Developer)

For a quick recap of the classes at play here…

The operative focuses on using guns and taking an aim action to get extra precision damage. Jessica’s operative for this playtest was built to be a sniper (as opposed to our iconic, who is more focused on using pistols at close range).

The mystic class creates a bond with their party members and has a vitality network that allows them to store Hit Points and deliver them to bonded allies with a single action (for those clutch heals). Dustin attempted a test build using the song connection to provide some buffs in addition to healing.

The witchwarper class activates a quantum aura, which creates bizarre effects and manipulates nearby space. Jenny’s witchwarper used the precog anomaly to help control the flow of time in and around them (as well as stacking grenades in their cheek pouches).

Finally, my soldier was built using a bombard-focused style, packing a stellar cannon and a machine gun to take advantage of being a kasatha and having four arms. For more info on the soldier and how it plays, check out Field Test #1.

We got right into the action, with the party confronting a group of Azlanti Star Empire Aeon Guards advancing through the streets of an embattled city. These well-trained troops used an ability called “aeon advance” that allowed them to spend a single action to move and fire their rifles if they ended adjacent to another Azlanti ally. This led to a vicious opening salvo, as the Aeon Guards had some exceptional initiative rolls, and advanced to slam a withering fusillade of fire into the soldier. This also led to the enemies clustering up, which turned out to be pretty useful in testing out how the soldier worked.

Once the PCs got to go, the situation quickly changed. Jessica’s operative took their first shot and opened (naturally) with a critical hit. This single shot dealt a whopping 2d12+2d6+1 damage, then doubled, then another 1d12 for the extra fatal damage dice. This dealt in the 40s for damage and immediately popped one of the Aeon Guards down, as they only had 30 Hit Points.

This set the tone for the combat as the soldier began unleashing hell with their stellar cannon, dealing regular damage to the clustered Aeon Guards. The mystic provided spot healing through their vitality network, while the witchwarper opted to try out grenades. Right now, the Starfinder team is experimenting with grenades as placed area effects with a limited range and no attack roll that use a character’s Class DC to determine targets’ saves. Our tactics were a success, and it didn’t take long for the players to overcome this Moderate threat encounter.

Top down view of virtual tabletop online map featuring starfinder second edition playtest Top down view of virtual tabletop online map featuring starfinder second edition playtest


The second encounter of this playtest had the PCs advance further into the city, where they came under fire from additional Aeon Guard ground troops, as well as a pair of Aeon Guard snipers. These snipers held back and used a ported-over version of the “Sentry’s Aim” action found on the Archer Sentry in the Pathfinder Gamemastery Guide, which let them sit back and fire with their long-range weapons and ignore cover on targets—a VERY powerful ability. Currently, the operative’s aim action isn’t quite this good, but NPCs get to cheat every once in a while!

What stood out most about this fight was the use of a simple piece of terrain on the map, a downed tree, for cover. Much of the combat saw both sides on opposite ends of a toppled tree stump, each firing at one another and then taking cover for increased AC against return fire. This led to a really fun and cinematic combat, which also forced a “sniper duel” as Jessica’s operative had to battle the two enemy snipers, one of which was almost 200 feet away, so far away they aren’t even visible on the screenshots.

This fight had some other interesting mechanics at play. The soldier fired a warning shot prior to the start of combat to suppress one of the Aeon Guards, applying a combat penalty that actually stopped the guards from hitting in the first round, and slowing their advance into cover thanks to the suppressed condition (see Field Test #1 for detailed info on how all this works). Our witchwarper was able to flush the Aeon Guards out of cover, and then the mortal coil, by zipping forward with the help of magic and tossing grenades into them as they clustered for cover behind the tree stump. Meanwhile, the mystic continued to provide healing to everyone through their vitality network, while also tossing out reliable offensive spells like noise blast to help overcome immediate threats. The combat was over in round 5, thanks in part to the precog’s aura giving a speed boost to allies that let them close the gap with the snipers in short order.

Top down view of virtual tabletop online map of a city square Top down view of virtual tabletop online map featuring a close up on damaged city square Top down view of virtual tabletop online map featuring a close up on damaged city square


This was the end of the playtest session. In the team’s debrief we discussed how area weapons were overall way more effective on groups of enemies (big surprise, I know). This had been a sticking point in our prior playtesting where enemies were spread out or we battled single foes where the area damage didn’t make much difference. This really made us think that the soldier might need more abilities to focus on single targets, something we’re already started pondering.

It also got us talking about adventure design and including options for encouraging creatures to group up for benefits. The sniper operative was consistent, with strong capabilities of popping lower-level threats through crits and dealing reliable damage with their aimed shots, which made us concerned about the overall damage the class could put out (more on that in our next playtest!). The mystic felt like it was in a good place with how they could provide secondary healing while also actively participating in battle. The witchwarper continues to be one that we fine tune, as its quantum aura ability requires them to stay mobile and play close to enemies to take advantage of some of their unique warp spells and effects.

Stay tuned for more behind-the-scenes looks at our playtests, news about our ongoing releases, and discussions about Starfinder Second Edition!

Thurston Hillman
Managing Creative Director (Starfinder)

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Tags: Starfinder Starfinder Playtest Starfinder Roleplaying Game Starfinder Second Edition
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Sanityfaerie wrote:
LoreMonger13 wrote:
nonbinarysunset wrote:


If the class does end up taking Precog into itself, and if we think about space/time/alternate dimensions and timelines with the flavour from the description of the Witchwarper in SF1e...

Something involving "Wyrd" could be neat, as the old definition of the word denoted someone or something that could manipulate fate. But in general, leaning into the "Weave" theme and making sure that the Precog is well-represented would be cool.

Considering they're taking a big step of "deleting" another class, the onus is on Paizo now to show us that was a good idea and that those who enjoyed the Precog can still play that kind of character in the Witchwarper (or, hopefully, whatever name it falls under in future)

Wyrdweaver?

That could be fun! Though maybe even something as simple as "Warpcaster" would fit the bill, keeping some of its prior nomenclature and identity while also being more distinct from Pathfinder's Witch, especially not that they are being made to operate under the system core chassis of 2E.

Xenocrat wrote:
LoreMonger13 wrote:


Further, as someone that manipulates time in a proactive way, the Precog presented a MASSIVE opportunity and incredible design space to really play deeply with the Action system, Fortune/Misfortune, and the underutilized Circumstance modifier.

For the latter two, the Witchwarper already had big inroads into these categories. They have all the reroll spells that precog does, including those that grant them to allies - they just flavored how this was accomplished differently. It's also hard to see how a circumstance modifier granted by manipulating a timeline can't be done by manipulating reality/probability.

As far as action manipulation, you mentioned forcing enemies to stride instead of step. The WW always had access to 95% of the spells that created difficult terrain, as well as that being one of the earliest things that Infinite Worlds could do. Same thing, different flavor as to how they're doing it.

WW also has Reality Bend spell (later shared with Precog) that let you trade your standard action to move an ally 10'. Or in PF2 terms, two actions for two steps by an ally. And of course slow/haste is a universal for action manipulation, this has never been anything special to the precog.

Comparing almost entirely by spell lists seems overly narrow and trivializing of the differences in class features, especially in the context of coming into 2E where there are only four "spell lists" for all spellcaster classes to use in Arcane, Divine, Occult, and Primal. So not a great basis of comparison to make unless you're going to say that we should only have one caster class per Tradition, because what else could actually be different between them? Both the Witchwarper and Precog were more than just their spell lists, and those differences set them apart from one another in not only how they could be played, but also how they could be designed.

That all said, here's what I will lay out as my hope for the Witchwarper absorbing the Precog (and also the hope for a name change, like the "Warpcaster", to make it clear that no, they don't just Warp Witches specifically now that we'll have class-compatibility between systems xP)

*Flexible Primary Attribute: Rather than ONLY being yet another Charisma-focused character, I'd like the option to choose between Charisma or Intelligence, at minimum.

*Kineticist-esque Design: I think this could be a FANTASTIC route to take, considering the Kineticist operates in a wonderful way with the Action system and has very interesting, compelling choices to make. In this case, the WW's "Elements" could be different physical and cosmic forces, such as Entropy, Spacetime, Matter, etc, and like Kineticist you could choose to go all in on one focus or spread yourself out across multiple.

*Unique and Dynamic Actions and Activities: I really stand by my point that the Precog, as someone that manipulates time, had ENORMOUS opportunity to play with the Action system of allies and enemies in really unique ways =outside of their spells like all other spellcasters can=, so if the WW is taking on Time as a core part of their build, then I'd like them to be able to do that as well (earlier examples: trading one of your Reactions to give an ally an extra Reaction, non-spell actions to limit enemy actions or control said actions, etc)

*Making use of Fortune/Misfortune and Circumstance Modifiers: Most time-related features, such as from the Chronoskimmer Archetype, apply Circumstance modifiers to checks because you're effectively using foreknowledge to give yourself or ally an advantage. It's also a REALLY underutilized modifier, and it'd be cool to see a class lean into that. Further, outside of a rare few feats and some spells, Fortune/Misfortune feels really poorly represented and utilized as well. Let the class that bends reality get in on that, which would also make them feel more like they truly adopted the Precog's niche!

By the sound of it, the Witchwarper is a ways off from any public Field Tests, but I really hope they do the Precog justice in a strong representation through the class rather than just "sure, you can flavor abilities this way if you want". I'd like to see mechanics that are recognizable as the Precog, like their Paradox and Anomalies.


The Ragi wrote:

Since the SF2 crew is around this comment section - any chance we get psionics in this new interaction of the game?

It just matches so perfectly with the theme.

The Starfinder 1e mystic is pretty much a psionic, or can be one with appropriate choices. They've mentioned that the SF2 mystic will be a divine/primal caster though, which seems like an odd flex, but I've whined about that in another thread.

Liberty's Edge

It occurs to me that "precog" as a concept, rather than as a bunch of class mechanics, is definitely in the same general ballpark as "psychic," which makes me wonder if the witchwarper subclasses will determine casting list and possibly casting stat in ways reminiscent of the sorcerer and psychic subclasses.


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
keftiu wrote:
The Ragi wrote:

Since the SF2 crew is around this comment section - any chance we get psionics in this new interaction of the game?

It just matches so perfectly with the theme.

Part of full compatibility with PF2 means you can play a Psychic right out the gate. You won’t see a separate psionics system - it’s just a kind of magic in this setting.

Y’know I was actually thinking about an NPC I’d write-up/stat out for my PF/SF crossover… a lashunta psychic w/ the mystic dedication. (Really hoping SF2e will have the class dedication feats like PF2e does). Imagine all the neat combos!

Dark Archive

Shisumo wrote:
It occurs to me that "precog" as a concept, rather than as a bunch of class mechanics, is definitely in the same general ballpark as "psychic," which makes me wonder if the witchwarper subclasses will determine casting list and possibly casting stat in ways reminiscent of the sorcerer and psychic subclasses.

That wouldn't be a bad approach at all! Or, if not their spell tradition, their Key attribute and special abilities and feats exclusive to them, ala the Subconscious Mind. Precog as a well-supplied "subclass" would the best route, if they're not going to make it an Archetype instead. (Failing, of course, a Kineticist-type design where Time could be its own "Element", but considering WW needs to share space with other classes, that's VERY unlikely. Kin ate up a LOT of bookspace xP)


While I understand the the flavor reasons for going with divine/primal for the mystic, I personally don't think that the primal spell list would fit that well. The primal list has lots of evocation elemental damage spells that I don't think fit the idea of a party support caster. The occult list does have lots of support spells, and also has lots of mental spells like the name "mystic" would imply. Though this is probably all just personal preference, and the final version will probably have all the kinks worked out.


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My pie in the sky dream for the mystic would be a new tradition, one that focuses on vital and mental essences so they get both their healing stuff and all the mind magic/psionic flavor from SF1E. Regardless I'm looking forward to seeing what they do with the mystic; that health pool feature sounds like a load of fun to play with and I can imagine some cool stuff being tacked on to it.


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Everyone's over at the War of Immortals playtest, meanwhile I'm over here being like "so... how about that Operative?" XD


Admittedly, we are a long way from the playtest for starfinder. While that playtest started today.


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Milo v3 wrote:
Admittedly, we are a long way from the playtest for starfinder. While that playtest started today.

Oh, I wasn't expecting anything else. It is more that, to my own surprise, I'm currently way more interested in Starfinder than Pathfinder ^^


Karmagator wrote:
Everyone's over at the War of Immortals playtest, meanwhile I'm over here being like "so... how about that Operative?" XD

I'm still lurking around here.

We just haven't had anything new drop from the devs recently. And have already discussed to the ground what has been dropped and then some.

Give it some time.


breithauptclan wrote:
Karmagator wrote:
Everyone's over at the War of Immortals playtest, meanwhile I'm over here being like "so... how about that Operative?" XD

I'm still lurking around here.

We just haven't had anything new drop from the devs recently. And have already discussed to the ground what has been dropped and then some.

Give it some time.

Yeah, that's why I want the Operative field test :D. That said, I wouldn't be surprised if had to wait a little longer, if only to not have the PF2 hype interfere too much.


2 people marked this as a favorite.
breithauptclan wrote:
Karmagator wrote:
Everyone's over at the War of Immortals playtest, meanwhile I'm over here being like "so... how about that Operative?" XD

I'm still lurking around here.

We just haven't had anything new drop from the devs recently. And have already discussed to the ground what has been dropped and then some.

Give it some time.

Actually, Thurston and Jenny were surprise guests during yesterday's Paizo LIVE, and they confirmed the next Field Test will be in early October! Likely to give the WoI playtest its' time to shine.

Second Seekers (Jadnura)

Pathfinder Starfinder Society Subscriber

Based on absolutely nothing, I'm predicting that the next Field Test will be a preview of the pahtra ancestry.
Don't @ me


Kishmo wrote:

Based on absolutely nothing, I'm predicting that the next Field Test will be a preview of the pahtra ancestry.

Don't @ me

If we get a sneak peek in any of the class previews it'll be the Solarian's. The iconic is a pathra after all.


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We'll be getting some Operative news in like a week or two - on Rise of the Rulelords podcast, Dustin and Thurston said there'll be a new blog post about a playtest comparing operative and gunslinger coming around that time. Excited!

Community and Social Media Specialist

Removed an off topic post.

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