Here’s a look behind the scenes at Paizo’s internal playtests.
Welcome to the second blog following up on the recent announcement of Starfinder Second Edition. You can read the first blog here!
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!
As a heads up, the playtests I’m talking about here took place before our Gen Con announcement, so I’m sure the online discourse about the new edition has already been buzzing. Sorry I can’t capitalize on any memes yet.
So up until this point, the team had 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 cloze 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 #2: Blackpowder Guns in My Space Adventure?!
Map:Starfinder Flip-Mat: Drift Crisis
Character Level: 5thThis second playtest, once again GM’d by myself and attended by the same group of PCs, happened a week after the previous test and involved a SPECIAL MYSTERY GUEST. The goal of the second playtest was to test out some issues we’d discovered in our prior playtests. We also decided to add a guest player:
- Gunslinger: Michael Sayre (Pathfinder Rules & Lore Manager)
Yes, today’s test was to see how a Pathfinder gunslinger (from Guns & Gears) would operate in a Starfinder party and get a sense of the relative playstyles and power levels. Michael was gracious enough to give us a few hours of his time and bring in his esteemed character, Griestly Peppercorn, a Way of the Sniper gunslinger to work alongside Jessica’s operative sniper. Also, Griestly had heard that we were “fightin’ space fascists” and suddenly travelled through time to help. Just normal Starfinder things.
This fight had the PCs travelling through relatively narrow 10-foot hallways and engaging in some medium to long-range firefights with more of the Aeon Guard. The first encounter involved battling yet more Aeon Guard troops with laser rifles, though this time they were supported by a hovering drone.
The players deployed really strong tactics, with the soldier once again providing some mobile cover and firing area weapons to suppress foes. The mystic used their Song connection ability to provide an Inspire Courage-esque buff to the group, and the witchwarper tossed in damage spells while using their aura to provide a speed buff to allies starting inside their aura. The operative had some middling rolls this playtest game, but still managed to provide long-range support in the form of consistent damage and occasional debuffs (like a very useful clumsy condition that stacked well with a lot of other effects going on).
Then there was the gunslinger. I don’t know about y’all, but I think this Pathfinder game has some really powerful classes. They might need to look at how they balance things over on that side of the digital cubicle. 😉
OK, maybe it’s just me being a bit salty, because Michael’s gunslinger opened with a critical of 31 damage against the Aeon Guard drone. This explosive opening was then followed by the gunslinger using the Soldier as mobile cover to perform a covering reload and then unleashing more shots into the drone, which quickly ended it. Then on his next turn, a follow-up charge with a bayonet into close melee (something the operative avoided doing as they stayed back to take long-range shots) put the gunslinger in the thick of things and provided an opportunity to deal out a 47 damage critical on a backshot against one of the troops. With the drone down, the remaining Aeon Guards didn’t really stand much of a chance against the party’s onslaught.
That’s when I pulled out the big guns and went right into the next encounter, with only a few rounds of rest in-between. The next fight opened with an immense Aeon Guard robot, which trundled down the halls and fired a line weapon that dealt 25 damage to both casters and 50 to the soldier. For reference, our witchwarper had 36 Hit Points total, and the soldier only had 83. Area of effect weapons will be common in Starfinder, and positioning is going to be key.
Then Michael decided his anachronistic gunslinger needed to crit again. Half of the robot’s health disappeared. I’m not bitter. No, not me. Never.
At this point, the team had started reconsidering our earlier assessment that the operative might be overtuned, based on the gunslinger’s sheer damage output and ability to take multiple shots in a round—Starfinder sniper weapons currently have an unwieldy trait that prevents repeated firing each round, giving them the feel of really meaty single shot weapons that you want to plan your turn around.
But then, Michael got greedy. He fired again. He misfired. Goodbye, arquebus.
Suddenly, the whole combat dynamic shifted as the fight became a struggle for life and death as the spellcasters tried to work out how to best handle the robot. For reference, the Aeon Guard robot was essentially a retooled golem statblock that replaced magic immunity with a 40-foot line ice gun it could fire with two actions. This necessitated some tactics of hiding in hall alcoves and positioning farther away to avoid being hit, in the operative’s case.
After taking out the supporting Aeon Guards, the group turned their attention to the robot, who had now cut the gunslinger off from the others and had him in a corner. As a massive fangblade bore down on the poor time-displaced gunslinger, my dice betrayed me, and I landed two critical misses and a miss. This stay of execution gave the team all the time they needed to bring their arsenal of abilities online and take the robot down with a stream of constant (albeit resistance-reduced) damage and debuffs.
One standout moment of the session played out a few rounds before this, as the gunslinger took a blow from the robot and was in desperate need of healing, but the mystic’s vitality network was tapped out. Luckily, the mystic had a spell just for that: motivating ringtone. This in-testing spell currently works akin to the soothe spell, but it plays off the mystic ringing your comm unit and causing an uplifting tune to play that restores Hit Points and provides a save bonus as long as the song continues. Sadly, there was one problem with this strategy for our time-travelling friend, as Dustin soon realized and shouted, “OH NO! The gunslinger doesn’t have a cellphone!” Again, normal Starfinder things.
Our test with the gunslinger was revealing. It provided the team more details on some of our new spells that we’d want to tweak or get tighter verbiage on. It gave us a better look at how cover interacts with tactics in our game, especially in those iconic hallway fights where PCs are going to use corners and allies for impromptu cover. Finally, it let us see how the operative and gunslinger would work together in a party. Overall, the experience went better than we hoped, as the gunslinger felt more like a class that could spike good rolls and flirt with danger by taking extra shots and risking misfires, while the operative was firing single shots each round but generally putting out consistent damage without the risk of losing their weapon—Jessica’s terrible rolls this session notwithstanding.
The team left this second playtest with lots of notes and ideas, but overall, with a sense that these two games really can work together and provide some fun and dynamic ways to play. On the design front, we realized new ways to combine the strengths of tried-and-true Pathfinder mechanics and the brand new mechanics we’re designing for this new edition of Starfinder. Thanks again to Michael Sayre for taking a moment to jump into the future and help us perform this outlandish playtest with a time-displaced gunslinger!
Stay tuned to this space 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)
Reports from the Field Part 2
Tuesday, September 5th, 2023