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Jason, I'd like to know if PF2 will be more "theater of mind"-friendly or if the focus will stay on tactical rules.

I love the action economy and everything i've read so far… Smart, practical and fun. AND this comes from a PF1 kinda hater (but still supporting for the quality which is exceptional) and Starfinder enthusiast xD

I would only like to know if the game will be more open ended for us non-tactical GMs.

Cheers!


Interesting Topic! :)
So, what are you actually doing with SF? Just a PF porting in space? It would feel a bit limiting... I don't even thing this is what designers wanted, but I (as a newcomer) struggle to spot the "pros and cons" of any possible playstyle.

I guess it would be good for a Mass Effect (mostly 2nd) style, with RP in the core obviously, deadly missions, some stealthy / engineering stuff and a couple of key badass starship combat (even smaller ones with simplified rules I guess).


Hey!
Thanks for the nice hints and opinions! :)

The thing is, probably due to uber layout and some mature rewording, (even if the game while still uselessly complicated sometimes), Starfinder feels a lot more flexilbe, one-shot/small campaigns friendly while still delivering some long term goodness without digging too much into power level.

Yeah, I know it's still a d20 system, but it seems like a streamlined magic system and more standardized procedures will make unusual gameplay more likely, or at least that's what I grasp for now.


Hey!
Marco here ;)
Not new to RPGs at all and I was a PF player. I know this is not the right place to say this, but I don't like PF anymore lol

I'm back to theatre of mind playstyle and even if SF refers to tactical combat (something I can like for starships i.e.), I feel like there's room (as some other internet folks state) to play it without grids or minis, just as any other game.

I like the "golarion in the future" idea, the core book looks fantastica and I ended up purchasing my copy today xD

Now, I'd really like to hear a bunch of tips and personal experiences about running SF and about some resources I struggle to find.

1. Does anyone play SF with no grid nor graph paper? ToM style? Do you use "abstract" positioning (like in 13th age) or just try to be precise and still flexible using distances or such? I.e., in 5e there's a funny way to include AoE calculations with no grid and that's brilliant... Have you ever tried something similar? :)

2. Fillable sheet. I know there's one lurking in the web, but has the "+1 modifier stuck" issue. It would be nice to have one without calculations, I don't care putting the numbers my self. The less, the merrier, good enough if it works :)

3. Nor me or my group are that fond of PF uber-optimization. We don't care about weird chars and combinations... What we care is having a system good to play some Mass Effect like game, with exploration, intrigue and some skill-based (both in game and mechanics-wise) adventuring, like sneaky covert-ops shadowrun missions in space. Is it good for something like that or does it have a huge focus on actual combat?

4. I'm ToM, but I don't care about complex systems. My fav system is actually AGE, but I play some SH5 too, which is not exactly "easy". I feel like it's even more complex and controversial than SF...
What I'd like to hear about this is that some of you focusing on RP and intrigue have found nice tricks to use abstract rulings without losing too much crunch in terms of options. What would you ditch and what you wouldn't, in other words? :)

Thanks and sorry, but I'm enthusiast about the purchase and I'd really like to hear some direct experiences!!!

Cheers!