Disembarking the Starfinder Second Edition Playtest

Friday, December 20, 2024

Greetings, Starfinders!
Thank you all so much for your participation in the Starfinder Second Edition playtest. We’ve had an immense number of downloads, which has led to some great commentary and feedback from our community. The entire Starfinder team has been carefully sifting through mountains of invaluable survey data (which you can still submit until December 31 at starfinderplaytest.com!). Whether you were a GM, player, or a passionate fan dissecting our playtest rulebook, every Starfinder should be proud of their contributions as they disembark this incredibly successful playtest!

Starfinder iconics looking cool, walking down a shuttle ramp, while wearing sunglasses

Illustration by Mirco Paganessi


While the entire team is heads down analyzing your contributions and reactions, we wanted to share some of the changes we’re currently implementing to help give you a sample of the comprehensive improvements you’ll find in Starfinder Player Core (coming this summer). These notes assume you have been following our errata, all of which can be found on our FAQ page and the latest of which are summarized here.


Adventures!

We’ve learned a lot about how certain effects work in our adventures. One thing you’ll see is that the team will be judicious in the use of creature resistances and Hardness in adventures. We’ve also seen some good feedback on shorter adventures for Organized Play and are excited to explore the 2–3 hour time slot more. Expect to hear more on the adventure front in the months to come.


Ancestries

Good news for skittermanders who want to jump rope and wield a flamethrower at the same time: you are now going to be able to perform actions and use items with your other hands, but you can only wield items (such as shields and weapons) with your active hands.


Traversal

One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).


Weapons

Most weapons have been… upgraded *puts on shades*. These include bigger magazines and damage, along with lower prices, bulk, and expend values. Some weapons have adjusted functions, including using modular as a way to switch traits on the fly, and a modular weapon with a nonlethal configuration.


Envoy

Envoys are becoming even more tactically diverse, with bespoke directives for each leadership style. Oh, and after analyzing the reaction to our bold experiment, we’ve decided that Get ’em! should be a bonus instead of a penalty—flanking’s back on the menu!


Mystic

We have streamlined the mystic experience by removing the transfer cost from most feats, and introduced a scaling cap to Transfer Vitality that helps balance the amount of healing you can provide. We’ve heard your requests and are also switching out some connection-granted spells!


Operative

Operative is a solid class, but we've made a few changes and buffed many specializations. We also took away Hair Trigger's ability to disrupt actions, and it's now a 6th-level feat. But operatives will be happy to see we’ve also buffed many specializations!


Solarian

Solar Flare is now a martial ranged weapon in the brawling weapon group that doesn’t take up a hand and will scale with solarian weapon crystals instead of by level. We’re also going to shift the solar nimbus into something that helps take the place of the very enticing Reactive Strike.


Soldier

We are exploring new ways to allow close quarters combat soldiers to use all those nifty area fire feats with their melee weapons. The changes we mentioned about weapons are going to have a big impact here, and we’re excited about where soldiers are headed.


Witchwarper

Quantum fields are now bigger, and all witchwarpers get Quantum Pulse at level 1, allowing them to Warp Reality as a free action when they roll initiative. We’re also building Quantum Transposition into the early level class abilities instead of as a feat you need to select. Instead of anchoring actions, anchors now provide automatic benefits when you Sustain your quantum field. Overall, the changes make quantum fields more effective and easier to use.




There are so many other exciting changes in our final edition of the game, both detailed and broad! Be sure to stay alert so you aren’t caught off guard! The new edition of the game launches this summer at Gen Con 2025, and our first Second Edition book, Starfinder Galaxy Guide, is available this spring.

—The Starfinder Team

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Tags: Starfinder Starfinder Playtest Starfinder Roleplaying Game Starfinder Second Edition
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Wayfinders

1 person marked this as a favorite.
moosher12 wrote:


In the same vein, I don't think renaming Crafting to Engineering is a good idea, because there are a lot of Crafting jobs that are not Engineering. Rather weird if your artistic worshipper of Zon-Shelyn is using Engineering to paint pictures.

Using crafting to fix a starship's reactor core leak seems WAY off. I feel really should be separate skills. The issue isn't renaming Crafting to Engineering SF1e already had Engineering, the problem is replacing Engineering with Crafting feels like flat-earth theories replacing science. Another issue is that Engineering got split up into Crafting, Theivery, and Engineering Lore.

Maybe one solution is that for some task like fixing a reactor core you can use crafting but only if you have engineering lore. Maybe some really hard-to-fix things have a minimum proficiency level of engineering lore needed too. This way crafting is the skill to perform the task and engineering is the knowledge to be able to do it. Now that I'm thinking about it, complex engineering things are often better off not just being a simple skill check the hazard system would be good at dealing with them.

Whatever works out is fine with me but I do prefer if they are at least flavored more for the Setting in Starfinder.


I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

Wayfinders

Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The other playtests are separate. No idea when or if there will be a starship playtest but the Technomancer, and Mechanic I thought they said would start a month or two after this playtest ended, but there's no set date that I know off, other than the Technomancer, and Mechanic playtest will be out when the Player Core comes out so people at least have the playtest version from the start.

Paizo Employee Community & Social Media Specialist

9 people marked this as a favorite.
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!


Driftbourne wrote:
moosher12 wrote:


In the same vein, I don't think renaming Crafting to Engineering is a good idea, because there are a lot of Crafting jobs that are not Engineering. Rather weird if your artistic worshipper of Zon-Shelyn is using Engineering to paint pictures.

Using crafting to fix a starship's reactor core leak seems WAY off. I feel really should be separate skills. The issue isn't renaming Crafting to Engineering SF1e already had Engineering, the problem is replacing Engineering with Crafting feels like flat-earth theories replacing science. Another issue is that Engineering got split up into Crafting, Theivery, and Engineering Lore.

Maybe one solution is that for some task like fixing a reactor core you can use crafting but only if you have engineering lore. Maybe some really hard-to-fix things have a minimum proficiency level of engineering lore needed too. This way crafting is the skill to perform the task and engineering is the knowledge to be able to do it. Now that I'm thinking about it, complex engineering things are often better off not just being a simple skill check the hazard system would be good at dealing with them.

Whatever works out is fine with me but I do prefer if they are at least flavored more for the Setting in Starfinder.

Plus, PF2E already has a solution by making Engineering a Lore skill, which I let function as a more focused form of Crafting in my games.

Have a character in my game who uses Engineering Lore, and I just say, "You can craft anything that's physical and largely uses mechanics, fluid dynamics, or material properties" with a -2 to the DC.


Maya Coleman wrote:
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!

Thanks for the prompt reply and for letting me know!


2 people marked this as a favorite.
Maya Coleman wrote:
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!

Just to be sure. By next year do you mean a few months from now or 12 months from now?

Cognates

Will Galaxy Guide contain ancestries we've seen in the playtest, or are those the ancestries due for Starfinder's player core equivalent?


3 people marked this as a favorite.
BotBrain wrote:
Will Galaxy Guide contain ancestries we haven't seen in the playtest, or are those the ancestries due for Starfinder's player core equivalent?

According to the Galaxy Guide page, the Galaxy Guide will contain "astrazoan, contemplative, dragonkin, kalo, sarcesian, and vlaka."

I've been meaning to ask. What happened to space kholos? I could have sworn back in August there was an article that said kholos would make an appearance. But I can't find the article anymore. Unless I completely misremembered. That or if I misread kalo for kholo.

Cognates

1 person marked this as a favorite.
moosher12 wrote:
BotBrain wrote:
Will Galaxy Guide contain ancestries we haven't seen in the playtest, or are those the ancestries due for Starfinder's player core equivalent?

According to the Galaxy Guide page, the Galaxy Guide will contain "astrazoan, contemplative, dragonkin, kalo, sarcesian, and vlaka."

I've been meaning to ask. What happened to space kholos? I could have sworn back in August there was an article that said kholos would make an appearance. But I can't find the article anymore. Unless I completely misremembered. That or if I misread kalo for kholo.

Neat. thanks!


moosher12 wrote:
I've been meaning to ask. What happened to space kholos? I could have sworn back in August there was an article that said kholos would make an appearance. But I can't find the article anymore. Unless I completely misremembered. That or if I misread kalo for kholo.

Finally tracked down the Gen Con video from where I got it. Yeah, turns out I just misheard kalo as kholo. And because they didn't show art, I just went the whole time assuming space yeens, lmao.


When is it coming out? Just to clarify, I'm not American, so I don't understand when you guys use seasons as a date lol! I'm really looking forward to the release!

Wayfinders

2 people marked this as a favorite.
LordeAlvenaharr wrote:
When is it coming out? Just to clarify, I'm not American, so I don't understand when you guys use seasons as a date lol! I'm really looking forward to the release!

Galaxy Guide comes out in May 2025. The Palyers Core should come out around Gen Con, which is July 31–August 3, 2025


7 people marked this as a favorite.

I'd like to see more noise from the developers in future playtests. I know communication in general can be hit and miss, but this playtest was long enough that I think a little more back and forth could have been stimulating. From where I was sitting interest in SF2 dropped off pretty sharply, not because people were hating the system but because there was just no buzz about it, no news, no information.

What errata we did get was somewhat sparse, which led to some head scratching and frustration over what was chosen to be addressed and what wasn't and what that meant.

I could be misremembering but I felt like the Pathfinder Playtest was much livelier, which helped keep interest going. I know SF2's playtest is a lot less extensive because the core system is already in place, but for round 2 it would be cool to see a little more commentary or noise.

Like I personally found the sidebars discussing class goals to be really interesting and informative and would have liked to see more insights as the playtest developed and metas formed and opinions coalesced.


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Yeah, I know that the devs explicitly said that they didn't want to interfere, and that they wanted playtest information that wasn't tainted by what they say.

However...I actually do want to hear what the devs have to say. The toolbars were EXTRAORDINARY helpful, and I really appreciate them saying what the goal is of a class and what they want to see stress tested. It felt good to be able to read a class and compare my impressions about what theyre like vs what the devs say.

And you're absolutely right, I think more Dev interaction means more player interaction.


Agreed. There's not much to say at this point, because a lot of points we had to make have been made by now. Best we as players can do is wait until we have more to work with.

Though on a side note, I'm pleased to hear that Soldiers will be able to use melee with more feats. I wonder how they are going to do it. I ended up suggesting making it a stance in the survey. But would be nice if it was just something they could do. Either way, I'm excited for that, because Soldier has so much opportunity to play as a two-weapon master in Pathfinder. So it's nice to see that aspect worked over.

I still hope that Operatives get proficiency with ranged weapons instead of just guns (defined as any ranged analog or tech weapon, whether or not it actually is a conventional gun). Feels fitting. Or at the very least, will be fitting depending on whether modern shurikens and bows have the analog trait or the archaic trait. If they end up getting the analog trait, at that point Operative really should just have its training with ranged weapons in general.

Wayfinders

3 people marked this as a favorite.

The Star Friends were very active with the community during the Filedtest. I just figured when they got quiet, they were busy with the playtest, and that the signal-to-noise ratio on a survey is much better than on the forums. Considering the changes mentioned in this blog post I think the developers did a good job reading comments.

I'm excited for SF2e but, it's going to take me a few more years to finish playing all the SF1e scenarios, so I'm in no rush for SF2e, if anything I'm most curious about the Galaxy Guide at this point. I didn't get a chance to play all the Playtest adventures, so still playing them just for fun, which kind of feels like SF2e is already out for me.


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Chk Chk wearing the heart glasses is so cute, adorable, and awesome! Heh.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
moosher12 wrote:
Maya Coleman wrote:
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!
Just to be sure. By next year do you mean a few months from now or 12 months from now?

IIRC, the plan is for the playtest to be put in time for the big release.


1 person marked this as a favorite.
Evan Tarlton wrote:
moosher12 wrote:
Maya Coleman wrote:
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!
Just to be sure. By next year do you mean a few months from now or 12 months from now?
IIRC, the plan is for the playtest to be put in time for the big release.

A few months ago, one of the devs said january 2025 here unless that timeline changed.


elektraeris wrote:


A few months ago, one of the devs said january 2025 here unless that timeline changed.

That's what I thought at first, too.


1 person marked this as a favorite.
moosher12 wrote:
Just to be sure. By next year do you mean a few months from now or 12 months from now?

To answer my own question, the playtest will be in the Spring. This news is from the latest Paizo Stream.


Quick question. Not sure if it's been addressed, but for barathu, how many usable limbs do they start out with? It's not specified in the species list, and feats adding specialize limbs only specify additional limbs.


Biska wrote:
Quick question. Not sure if it's been addressed, but for barathu, how many usable limbs do they start out with? It's not specified in the species list, and feats adding specialize limbs only specify additional limbs.

I have to asssume that, since their entry doesn't say otherwise, they have one pair of arms like everyone else.

Now, I have no idea what the implications are for the fact that they don't seem to have LEGS typically.


I don't understand the bit of

Quote:
Good news for skittermanders who want to jump rope and wield a flamethrower at the same time: you are now going to be able to perform actions and use items with your other hands, but you can only wield items (such as shields and weapons) with your active hands.

Wouldn't you have to wield items, jumpropes, etc to use them? Like, you still wouldn't be able to use an item with an inactive hand because you aren't wielding it.

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