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Creative Manager. Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. ****** Pathfinder Society GM. Starfinder Society GM. 82 posts (146 including aliases). 44 reviews. 1 list. No wishlists. 18 Organized Play characters. 2 aliases.


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Paizo Employee Creative Manager

Hi all!

I’m here to clarify a major issue with the scrap rat visionary statblock. It contains some spells that don’t currently exist in Starfinder 2. Somehow we missed these in a final pass, which is on me and I apologize for. Here’s how to fix the statblock.
Replace the scrap rat visionary’s spells with the following: 2nd inject nanobot, instant virus; 1st mending, supercharge weapon; Cantrips (2nd) electric arc, recharge weapon, stumble.
Add the following abilities:

Scrap Spray [two actions] The scrap rat visionary fires jagged junk shards at multiple enemies. All creatures in a 20-foot cone must attempt a DC 18 basic Reflex save or take 3d6 piercing damage. On a critical failure, the creature is suppressed until the end of the scrap rat visionary's next turn.
Metal Sense [passive] A scrap rat visionary can sense metal objects within 30 feet as a precise sense, including items hidden by illusions such as invisibility.
Let us know if you run into any other major issues while running or prepping this adventure!

Paizo Employee Creative Manager

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Hi everybody! I'm trying to keep an eye on this forum for now, but I'll be looking at doing a late errata pass for these issues at some point. The StarFriends are dealing with a long-term absence on our team right now, so please be patient about the slow errata pass and lack of timely responses on the forum. <3

Paizo Employee Creative Manager

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Jason L. wrote:
CanisDirus wrote:
Jason L. wrote:

Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?

- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbot

I'm sure I can come up with something for them if I start playing this before those come out.

Personally, when I GM this, I'm going to use the following spells:

2nd inject nanobots, instant virus;
1st mending, supercharge weapon;
Cantrips (2nd) electric arc, recharge weapon, stumble

But that's just me.

This plus grenades info sounds good!

I agree with CanisDirus on those substitutions. I have NO clue how that was missed. Some of those spells are coming out in a future book but that's a big ole oops and shouldn't appear in this book yet.

Paizo Employee Creative Manager

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Jason L. wrote:

Hi, all, I'm sure I'll have more questions about this as we go, but first up:

On page 19, first full paragraph, it says that there is a "small cache of additional grenades" but doesn't indicate a number. Am I missing it, or any recommendations about how many (one per PC, perhaps)?

Thanks!

Oh shoot. The treasure in this is pretty generous, the number likely would have been 4 but it's up to you. Make it rain grenades. (Not really that sounds dangerous!)

Paizo Employee Creative Manager

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Curmudgeonly wrote:
James Jacobs wrote:
Cori Marie wrote:
Dead God's Hand also suffered from scope increase due to the writer turning in a lot more pages than was asked for. James Jacobs said that in most cases once you hit 5-6 levels of play that's where it becomes AP rather than Adventure.

James was speaking to Pathfinder adventures vs Pathfinder Adventure Paths. On that side of the Gap, we're sticking with the format of an Adventure Path covering a minimum of 9 to 10 levels, with a standalone adventure covering (at most) 5 to 6 levels. Things that land in between will either be trimmed to be a standalone or expanded to be an Adventure Path.

Starfinder is a different game, and things we do on the Pathfinder side should not be assumed to be the status quo for the Starfinder side.

This topic DID just come up in a meeting both teams were in earlier today though! I hope that we can consolidate the terminology going forward at some point in the future to avoid confusion... but in the end, keeping an eye on how many levels of play an adventure covers will be your best bet. Don't get too caught up in the semantics of what is an adventure or what is an Adventure Path, is my advice for now, I guess?

Appreciate the reply James, and glad the topic was discussed at least.

Hi!

As some folks have mentioned here, Starfinder Adventure Paths have historically been shorter than Pathfinder ones. We only got a handful of 1-20s and after that they were considerably shorter. Guilt is classified as an Adventure Path even though it's shorter because it's designed to be an epic, setting-changing adventure that runs as a longer campaign. It's not a one-shot game night deal or an adventure anthology.

Yours isn't the first comment about naming though. The deluxe adventure, for example, should have just been called "adventure in a box" or something. We know that now. And like James said, we have been discussing what is an Adventure Path versus an adventure going forward.

I do apologize if the terminology we've used for Starfinder products is confusing, and your complaint is noted. :)

Paizo Employee Creative Manager

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arhip4ik wrote:

Do you have any plans to release it on Foundry VTT?

Yes, but unfortunately the Foundry Starfinder module is delayed, which is also delaying Guilt of the Grave World and Murder in Metal City from getting their Foundry modules. They are absolutely coming. I'm chomping at the bit for it too, but for now, we must all be patient.

Paizo Employee Creative Manager

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Evil Midnight Lurker wrote:
ElektraDawns wrote:
Evil Midnight Lurker wrote:

While reading this, at first, I thought that I was seeing more examples of Paizo's longest and most consistent editing problem: an inability of its writers to come to grips with proper terminology for periods of time. Over and over for almost twenty years of Pathfinder and Starfinder products, I've seen "centuries" or even mere "decades" used to describe spans of multiple thousands of years; on one memorable occasion the term "eons" came up for a period of less than a century!

But no, this is more than that.

As far as I can tell, the author genuinely believes that the destruction of Damiar, Iovo, and Eox took place only a few centuries before the Gap. Instead of -more than ten thousand years ago, well before Earthfall-.

Am I misinterpreting the text? Has there been a massive retcon that should leave all three planets intact during the Pathfinder timeframe? Or is this in fact a major error?

Do you mean this part?

Adventure Background wrote:
Long before the now-mythical Earthfall of Lost Golarion’s antiquity, the Pact System consisted of 13 planets that orbited its star. A terrible cataclysm destroyed the two planets known as the Twins, Damiar and Iovo, in ages past.
That reads to me that the destruction happens "long before" Earthfall and the Starstone. Doesn't it?
IOVAN STATION ALPHA wrote:

Long before the Gap, elebrians who were exiled from their home world of Eox made their way to the planet Iovo in search of a better life, traveling in spaceships powered by arcane technology.
...
Lush but overgrown gardens in the hydroponics bay have been producing oxygen on their own for centuries, so the facility has breathable (but stale) air.

A2. AIRLOCK AMBUSH wrote:


Creatures: Three scrap rats, products of centuries of breeding inside the hydroponics bay
A3. SAFETY CORRIDOR wrote:
This corridor connects to the malfunctioning airlock (A2). No check is required for the PCs to
...

There's no retcon. The information you have is correct.

Are centuries not a smaller unit of time than millennia that can also be used to measure a time period of that span? Three thousand years is in fact 30 centuries. Sorry that it was confusing! That being said, you seem to have a lot of time on your hands. I wonder if you'd consider volunteering to help with the wiki? It is very out of date!

Paizo Employee Creative Manager

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James Goodman 960 wrote:
Feels like we did all that in Dead Suns...

No, we did not. :)

Paizo Employee Creative Manager

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Ectar wrote:

This makes me feel too old and out of touch for contemporary Pathfinder, and that makes me sad.

Individuality and identity just aren't a big focus in my life at this point, but is typically the focal point of many of these characters' stories.

They're well written and seem to resonate really strongly with the other folks in the comments. I just can't see almost anything of myself in them.

Nah, you're not out of touch. That just means you should keep telling your stories, too. They are also important and worth telling.

Paizo Employee Senior Developer

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TheMartyr781 wrote:

"what happened to those corporate dark elves that lived on Apostae."

Considering that the Drow have been retconned in Pathfinder, it wouldn't surprise me if the same is happening here. That will be disappointing if true.

Don't worry, that is not the plan! ^_^

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Ezekieru wrote:
Terminalmancer wrote:
Anorak wrote:

Excited to see some tasty lore tidbits being revealed!

On another note, when did Thurtson leave Paizo?? I didn't see the usual farewell blog. :(

I think he's now the Associate Publisher or some such thing.
^ This! He's given the reigns over to Jenny for the role of Creative Director of Starfinder, and he's been promoted to Associate Publisher, which oversees all the games Paizo creates.

Correct! Thurston is now Associate Publisher of Paizo and still acts as a professional mentor to me, but I'm the captain now. :P

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Wolaberry is right, this one will definitely run long. I have GM'd it several times now and each time it ran over, or I cut some of the content to make it fit into the time slot.

For GMs, this thread contains a question and my answer about the scenario (spoilers):

https://paizo.com/threads/rzs5cirl?Playstest-scenario-4-Rescue-at-Shimmerst one-Mine#1

Paizo Employee Senior Developer

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Hi Sebastian!

That's a great question. Treat the disease as level 12. Exposure occurs each time a creature has significant contact with red shimmerstone, and once per hour with constant exposure to the material.

For example, a creature carrying around a chunk of shimmerstone in their pack or down in the central pit (final map of the adventure) would need to make a save the first time they picked up the shimmerstone or went into the pit, and then every hour they continued carrying it or stayed down in the pit.

All of this is subject to GM discretion. Do what's best for your game and players. The intent was to create a perilous situation that encourages characters to be fast and rewards those who figure out that something's gone wrong with the shimmerstone, while creating an unexpected consequence for those who don't take the proper precautions.

Hope this helps!

Paizo Employee Senior Developer

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Teridax wrote:

Some notes on my side:

  • Putting aside some very out-of-line comments, I do think it's fair to say that there may be some amount of a knowledge and culture gap between the Starfinder team and 2e, the system. It's not just about the team repeatedly missing how the stunned condition prevents Restorative Recollection from reducing stunned, it's also stuff like the Soldier piling on item bonuses to save DCs and degree of success flips to essentially bypass the dice and force certain outcomes (the Envoy has features that do this too), which I really don't think fits 2e all that well. I don't think it's a case of pointing fingers or insulting anyone's intelligence, as the Starfriends make amazing stuff, but I do think the team could benefit from having staff members at Paizo who've lived and breathed 2e for years look over their stuff and do a knowledge transfer, in order to reduce the silo effect.
  • Speaking of the Soldier, the new Primary Target bumping down the degree of success on the AoE save in addition to dealing its own damage (and completely bypassing MAP) looks like it will exacerbate the already excessive single-target damage output of an automatic weapon Soldier. I don't think this will necessarily make the Soldier more fun to play, especially as I don't think spending three actions making attacks each turn is terribly interesting, but it does look like it will make Bombard much less powerful and instead make Action Hero the best pick by default.
  • The Soldier is still missing greater weapon specialization as a martial class. It is not clear whether or not this is intentional.
  • Hair Trigger being restricted to the previous target of one's aim I don't think is actually a huge nerf: unless the enemy's dead or in melee range, they're almost certainly going to be making a ranged attack, casting a spell, or moving during their turn, and so will keep triggering that reaction. It is still going to provide a lot of MAP-free extra attacks in-between turns, far more so than Reactive Strike.
  • If...
  • Hi! Thanks for keeping your commentary respectful. Please don't assume that we aren't working closely with the PF2 Rules and Lore team; while this is our project, they have provided us with some invaluable feedback on several occasions and we have regular meetings with them to discuss design decisions and all manner of things. We are intentionally pushing the envelope with the playtest in some cases to see how far we can go. In the end, SF2 and PF2 will be different but compatible games.

    Thanks again for your feedback! :)

    Paizo Employee Senior Developer

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    This thread made me smile.

    Happy Birthday! :)

    Paizo Employee Senior Developer

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    TRDG wrote:

    OK, the map PDF has some issues.......

    Map page 1 Proving grounds does NOT have the Grid/NO GRID option

    Map page 2 "X" same issue

    Map page 3 "X" same issue

    Map Pages 4 and 5 good to go

    Map page 6 "X" same issue

    Map page 7 "X" same issue

    Map page 8 "X" same issue

    Map Pages 9 through 17 good to go

    Map page 18 "X" same issue

    Map Pages 19, 20, 21, 22 good to go

    Map page 23 "X" same issue

    A VERY big deal if one is using a VTT so please fix this ASAP, and don't let it linger like you did with The Scoured Stars AP map PDF that is STILL NOT FIXED!!!

    Thanks

    Tom

    Hi Tom! We should be uploading the updated Scoured Stars PDF soon, sorry about the delay! As for the map files in Mechageddon!, they are the same as many of our interactive maps: unfortunately, you cannot turn the grid on or off because it is a flat file and there is no layer available to "turn off". We apologize for any inconvenience that causes for setting up your game.

    Thanks for playing and have a great time saving (or wrecking) Daimalko,
    Jenny Jarzabski

    Paizo Employee Senior Developer

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    Uchuujin wrote:
    Huh... I was not picturing a "You're in the Army now." style campaign where mechs are standard equipment. Very different to the scrappy adventurers finding lost marvel style game I was imagining.

    Yeah, To Defy the Dragon is more along those lines. It's a module for 10th level characters that tells the story of adventurers unearthing ancient mechs to learn more about a planet's history and defeat the dragon ruler.

    https://paizo.com/products/btq02e08?Starfinder-Adventure-To-Defy-the-Dragon

    Paizo Employee Senior Developer

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    So much talent and awesomeness. Welcome and welcome back, y'all! <3

    Paizo Employee Senior Developer

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    spacecat11 wrote:
    Maybe plans have changed, but in a the Paizo livestream a few days ago, wasn't it said near the end of the stream that the plan was to have 4 2e playtest adventures, at levels 1/5/10/15?

    Those four adventures Jessica talked about on Paizo Live will be shorter playtest adventures released as part of the Starfinder Society Organized Play program. Of course, anyone can play them, or just sign up and join in an org play game near you or online. They're designed to run in about 2-3 hours of play.

    I highly recommend getting into Starfinder Society, because we consider it our main adventure line, and it gets more frequent releases than anything else in Starfinder. There's a high chance that some of our big setting conflicts and mysteries will be explored in those adventures.

    A Cosmic Birthday and Empires Devoured are very similar to modules we've released in the past in terms of length and scope, and will take characters through multiple levels of play. It will probably take most groups multiple gaming sessions to play through them.

    Paizo Employee Senior Developer

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    We're getting closer. ^_^

    Paizo Employee Senior Developer

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    The public Starfinder 2 playtest begins this August, when we release the book at GenCon.

    If you can buy the book, please do; it's gorgeous and we've put a LOT of effort into making it. Plus, you'll be getting a piece of Starfinder history to keep on your shelf even after the playtest ends. (I still have my PF2 playtest book!) Most important, purchasing a book shows Paizo leadership that there's community support for the game.

    If that's not feasible for you right now, that's okay. We'll have the PDF available and I'm sure the space badasses over at Archives of Nethys will make sure to post the playtest rules.

    Paizo Employee Senior Developer

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    Thanks for taking the time to read and analyze the tashtari and glitch gremlin. It's pretty cool to see someone deep diving a field test like this. :)

    Paizo Employee Senior Developer

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    Interesting discussion. I find that it's a bit tricky to maneuver around this as on the one hand, we absolutely want Starfinder to be full of playable aliens who feel unique to play and not just a "human in an alien mask," but adding in innate traits like being resistant or immune to a type of damage or condition tends to disturb any sense of balance quickly, and completely ignore parts of the game in ways that makes designing challenging and fun encounters in our adventures a bit more difficult.

    It's definitely something to ponder for those of us who are staff designing the game, independent publishers considering adding to the content available on infinite, or even GMs homebrewing for their own tables.

    Paizo Employee Senior Developer

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    Hi! Yes, the page count is correct. Mechageddon! will be moving at a faster pace and use a milestone leveling system like Scoured Stars (however, you could choose to calculate XP normally for your game if that's your group's preference). We wanted to experiment a bit with our first hardcover adventures.

    But, experiments are pointless without collecting and analyzing data.
    I hope when y'all get a chance to check the book out in a few months, you let us know what you think. Did you enjoy milestone leveling? Do you think the pacing is perfect, or maybe too fast? Do you like the customization and extra content options, or do you need more? Did you make characters that started at level 3, or use existing characters you've played in Starfinder Society or some other campaign? Did the GM create some encounters to level everyone up as a prologue?

    Anyway, I can't wait to share Mechageddon! with you SOON. It's my favorite thing I've ever worked on. The team has created an epic story for you and your friends to star in, with plenty of ways built in for you to make it *yours.* I can't wait to hear about what everyone does with it.

    Paizo Employee Senior Developer

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    Zoken44 wrote:


    I wasn't to worried, just expressing empathy and awe at the task the designers had ahead of them

    We're doing our best!

    Zoken44 wrote:


    and since this has worked before. Jeepers Worry that they won't be able to find a way to impliment the Nanocyte!

    Nice try. ;)

    Paizo Employee Senior Developer

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    Sanityfaerie wrote:


    Do you have any others that you're allowed to add to the "we're totally planning on having this be its own full class eventually, but it's probably going to be a while and we're not anywhere close to being able to share details yet" list?

    Alas, this information is classified. :)

    It's very hard not to spill a bunch of juicy secrets about SF2 because I'm super hyped about all our plans, but if I do that, a contract devil will come drag me to hell and you won't get to talk me about pew pew lasers and stellar knights anymore. Sad times! D:

    So all I can say is the team is excited about a lot of things, including "remastering" legacy Starfinder material *and* adding new content the community might not be expecting.

    Paizo Employee Senior Developer

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    Zoken44 wrote:
    Technomancer I'd worry about it having too much overlap with Wizard since it had that whole spell cache thing.

    Oh no, technomancer isn't going to be eaten by the PF2 wizard. We see it as an iconic Starfinder class—a mage who manipulates tech. If you haven't seen us talking about a specific class, it's probably because we're still working on it internally and we're not ready to show off what we've created yet.

    As we get closer to release, the likelihood of seeing more detailed previews decreases. But the time of the playtest approaches. SOON!

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    When I'm done running Mechageddon!, I'm going to mostly GM Starfinder 2 with some PF2 pieces mixed in there. Maybe get wild and throw my players through a portal or something. I might even homebrew mech rules and run those until I can convince Thursty to let me put them in the official game. ;)

    Paizo Employee Senior Developer

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    Dustin Knight wrote:
    Finoan wrote:

    "Kiss It Better"

    LOL. Perfect name.

    I'm not 100% sure who wrote that one, but I can confirm both naming and reading some of the names of our feats and spells has been a blast.

    I *think* Kiss It Better was Jessica—makes sense coming from a mom! But I agree, the names of spells and feats are top notch, and I am such a fan of all the neat things we came up with, even when I can't remember which one of us actually named it. And that's my favorite part of Project Veskmas....collaborating with everyone on team StarFriends!<3

    Paizo Employee Senior Developer

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    Zoken44 wrote:
    Kinda of sad at the ommission of the mechanic, but I do understand that would kind of overlap with the Inventor (Althought a few Starfinder subclasses would not go amiss I did like the idea of the exocortex). However with the playtest we are getting I'm interested in the Solarian and the Envoy and the Mystic and can't wait to learn about the Technomancer.
    Sanityfaerie wrote:
    I'm not particularly bothered about missing out on the Mechanic in the initial set, but if we don't get it as a class eventually, I will be really very disappointed.

    Don't worry! We have plans for mechanic. We want mechanic to be its own class and not just an offshoot of inventor, but as you astutely observed, those two classes occupy the same niche and there's some overlapping design space we'll have to be careful about.

    I know we're telling you to wait and see a lot, but remember: Patience is a virtue, and Zon-Shelyn appreciates the joyful pain of your anticipation. ^^

    Paizo Employee Senior Developer

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    Ravien999 wrote:
    Did anyone play the Solarian as a ranged focused character? Every Solarian I've ever enjoyed was ranged focused, and the strength primary of the class that's being teased will heavily dissuade that as an "subpar" build.

    Hi Ravien! The solarian Mike created for this demo was designed to shine in close combat, with abilities to zoom across the map or pull enemies closer, so most players went all in on that play style.

    HOWEVER! This solarian can also manifest a ranged solar weapon (like all solarians in the current SF2 Playtest rules), and quite a few players tried that out, too. (The solarian had a sidearm but in my experience only one player opted to use it; everyone else was too excited about solar shot.)

    For this demo, the team wanted to show off what we see as the iconic expression of the solarian class: a martial artist who fights with (melee) weapons manifested from stellar energy—a solar knight. We also wanted more testing and feedback about melee combat in particular, given the game's intended ranged "meta." How does a close combatant do in a ranged fight? Are they outgunned by their enemies (and allies) or do they gain an edge? Is it fun, or does it feel like playing tag around the map while the other characters do all the work?

    The only way to make sure we're putting our best foot forward with both the core solarian class and melee combat options in Starfinder 2 is to playtest the heck out of them, hence our focus on that specific play style here.

    That being said, community interest in more ranged solarian options is duly noted. :)

    Paizo Employee Senior Developer

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    William Ronald wrote:

    I look forward to going over this today.

    So, when might there be a chance for more Starfinder Second Edition playtest demos at conventions?

    We'll have some info about that on this week's Paizo live! :)

    Paizo Employee Senior Developer

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    DM_aka_Dudemeister wrote:
    Wow! I'd love to know what level 1-3 adventure GMs would run as a lead in?

    The players' guide PDF will have some suggestions, but Junkers' Delight or some low level Starfinder Society scenarios are always a great place to start! You can also just start at level 3, I won't tell. ;)

    Paizo Employee Senior Developer

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    Having seen my sneaky preview, I know this is going to be the best Starfinder Adventure Path ever released....until Mechageddon! I'm totally not biased or anything. ;)

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    Elegos wrote:
    Jokes about "you'll still have SF1" also don't land well in this discussion.

    I joke around a lot but that was a genuine comment that was not intended in any way to be funny or sarcastic. Enhanced is coming in October followed by two new APs and 2 years worth of Starfinder Society scenarios. There's no shortage of content there. Some people will keep playing SF1 (whether or not they also play SF2) and that's awesome.

    Elegos wrote:
    Was there a consultation of what people wanted in SF2 that I missed?

    We've been listening to community feedback for a long time as well as drawing from our staff's experience as players, GMs, and people who have been working on Starfinder since its creation. We've heard some voices from the community who don't want certain things to change, but the vast majority of community reactions about things like PF2 compatibility and full spellcasters have been positive. We're in the early days yet, and I'm sure we'll hear more detailed feedback when we eventually start releasing spells and spellcasting class rules.

    Elegos wrote:


    You're saying some things are subject to change but I'm struggling to get an impression of how much is actually up for debate.

    This is not a debate. We are looking for feedback about how new mechanics perform during an open playtest, not crowdsourcing our principles of design.

    Paizo Employee Senior Developer

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    keftiu wrote:
    Maybe we can even harness the magic power of punctuation :p

    Can confirm that the addition of an exclamation point makes a product name more powerful.

    Paizo Employee Senior Developer

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    Elegos wrote:
    With no disrespect intended, but it really feels like Paizo has set a bunch of major gameplay philosophy decisions in place without consulting any of the player base as to if those choices were things we wanted.

    No offense taken, but that's quite an assumption! Sadly, the decisions we make won't please everyone. For every ten people cheering about getting 10th-rank casters, at least one player will be bummed out that we didn't carry the old system they prefer forward. Our game and community are inclusive and we welcome everyone, but that doesn't mean the game we create is going to be everyone's cup of tea. The point of releasing these blogs, Field Tests, and eventually the full playtest is to gauge community reaction, so some things are definitely subject to change with feedback!

    And no matter what, SF1 will always be there for you if you don't like SF2, or if you just want to play both systems. Pray we do not release the nanites.

    Jokes aside, making a judgment about something you haven't had the chance to playtest yet would be a bit silly. I encourage people not to do it. I also respectfully encourage everyone to realize that your own opinions may not be shared by everyone in the community.

    Sanityfaerie wrote:
    Can I get a spell, or even a ritual, that will let us take our starship along too? Heward's Handy Docking Bay? Something?

    We've sure got some cool new spells in the working document, that's all I can say for now. ;)

    Paizo Employee Senior Developer

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    Considering SF2 is introducing full casters (up to spell rank 10)...yeah, you're getting more space magic, not less. As for the comment about poor integration, I'd be curious to hear opinions about that. No promises that the team can address them or will even agree with the assessment, but it's always great to find out more about what people think of the game and setting. Personally, I think some of the weirdness with magic might stem from the fact that we didn't fully embrace it and integrate it into the game as much as we should have from the beginning. I remember being a baby Starfinder author waaaay back in SFS season 1 and writing a whole scenario that didn't include a single spellcaster or magic item! Frankly, when I wrote the scenario I didn't have a full grasp of the system yet and was wary of putting too much magic in a scifi game. Luckily, I've had years to play, read, and learn Starfinder since, and also to come to terms with the fact that Starfinder is a scifantasy setting, where magic is part of the fabric of the universe.

    Here's hoping everyone likes the magic upgrade going forward, because while we're keeping scifi tech, space travel, and nods to real world science, it's only getting more magical from here. :)

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    Hiya, Starfinders! The team just recorded an interview with Strange Table Fellows Unlimited. We chatted about their concerns and hopes for 2E, dropped a few teasers and spoilers, and rounded the whole thing off with some SF1e talk, mostly about Starfinder Enhanced and Mechageddon!

    You can listen here:
    https://open.spotify.com/episode/4jepTDnF8XoN4kA1zgxuvZ

    Enjoy! <3

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    It's the GRAND FINALE. ;)
    We don't have a product page yet, but should have one in the next few months.

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    Karmagator wrote:


    That makes perfect sense, thank you ^^

    I always prefer developers taking more time, but delivering a solid product at the end. Especially when the usual alternative is including stuff "because it has to be there" and it not working out very well. After the initial judgment, fixing anything major is a monumental task. Though maybe that's just my experience with video games in the last 15-ish years talking.

    Absolutely! We also know that the final product will likely never be perfect in spite of our best efforts, but we are striving to make sure the foundation is solid, the new game mechanics are fun to play and support the game's narrative, and that we address as many big community concerns and fix as many bugs as possible before we send finished content out into the universe. Wish us godspeed 'cuz we have a lot of work to do. o7

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    IvoMG wrote:

    Even though we don't know how Mechs and Starships will be in the new version I made this post so that Paizo could see things from a different side or a better even balance.

    I'm not going to request some kind of crazy stuff but, when you guys are designing the gameplay for mechs and Starships, please take into consideration some types of campaigns that were not considered in the first Edition. That is 1 to 1, what I mean by this is one Pilot for one Mech or one Ship.

    Why would I request this kind of design?
    So that I could play campaigns like a dogfight in space where every player has their own unique starship (like star wars) for mechs I would Say, Evangelion, Gundam, or even Macross.

    DID SOMEBODY SAY MACROSS?!! *A sparkly pink mech bursts into the room like the koolaid man*

    Don't worry, I agree with you and the team has had similar thoughts and discussions. Some of this may be implemented sooner than you think.

    My advice is to play Mechageddon! when it releases next May. ;)

    Edit for full clarity's sake: you can play Mechageddon! as a squad of mechs (that can transform into starships) with each PC controlling their own mech, or players can team up with groups of 2 or more depending on the mech frames they choose and work together. Hopefully, this will allow each group to play in the style that feels right for them, but we definitely assumed a squad approach when designing encounters.

    Paizo Employee Senior Developer

    26 people marked this as a favorite.

    I'm glad y'all seem to enjoy the blogs and Field Tests! :D

    I'll paraphrase something I shared on discord for folx here:
    Our team's intention is to build up and remaster SF1's existing content plus add new goodies, so bundling a class with another is a decision we don't make without what we feel is good reason. The person who wrote the precog class, Thursty, is the one who had the idea to bundle it into the witchwarper class, as he felt the concepts meshed really well and would be stronger together.

    On an unrelated note, there are some rules we want to take our time with and make sure we get right. Alas, some things won't fit into the core book(s), like, just to pick a totally random example out of a hat, MECHS!, but are going to show up down the line because they're important to the game and we know people like playing with them.

    I can't confirm or deny anything in this specific discussion, but please don't worry! We aren't taking away your toys, but we may need more time in the bay to tune them up so they're performing at optimal levels before we get them back to you, if that makes sense! ^_^

    Paizo Employee Senior Developer

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    Amusingly, the community hasn't yet seen a single release from our current team in its StarFriends configuration other than the Field Test.

    Yes, the Star Chamber is no more. StarFriends are at their battle stations.

    Paizo Employee Senior Developer

    13 people marked this as a favorite.
    Quote:
    Someone said Vesk-6 was confirmed in the keynote address as the planet joining the pact worlds.

    *Pulonis.

    Paizo Employee Senior Developer

    1 person marked this as a favorite.
    Joe Pasini wrote:

    My friends, look no further than Starfinder Adventure Path #15: Sun Divers, which details rules for not one, not two, but four futuristic casino games in the Vestrani Gaming Complex, from meteorite roulette to enercycle betting! The latter is probably my favorite, and great fun around the table, with everyone rolling a bunch of dice together.

    Hmm, sounds like an excuse for Joe to make us an in-universe Starfinder gambling card game! ;)

    Paizo Employee Senior Developer

    10 people marked this as a favorite.

    Wow, what a great answer Thurston—it's almost like there's a reason you're our Managing Creative Director! But he's right. We are already scheming and working on a replacement that we think the community will enjoy. We do pay attention, and we care what folks in the community think, but please keep in mind that these are all changes we have to make thanks to the works of some wetlands mages and their thrice-damned lawyers. Especially over on the Pathfinder lore side there's a lot of OGL baggage to work through and staff is doing their best. As someone who's been privy to a lot of the changes they're making, I believe in the hard work and cool creative decisions going into the Remaster and I've even had the privilege of being involved with some of that work! Please hang in there and try not to judge our work until the finished product drops. Now grab your towel and don't panic, and I'll see you in space. :)

    Paizo Employee Starfinder Developer

    3 people marked this as a favorite.

    Correction: Family Heirloom was written by Andrew White. The adventure was incorrectly credited in the table of contents. This error has also been corrected in the most recent PDF version.

    Paizo Employee Starfinder Developer

    I have Axiom's End but haven't read it yet (I love Lindsay's video essays and am eager to fall into her 2000s alien invasion novel, I just haven't gotten around to it yet). Those are some good choices, Alex!

    Paizo Employee Starfinder Developer

    15 people marked this as a favorite.
    MadScientistWorking wrote:
    Kobold Cleaver wrote:


    Reading this recent thread really hit home for me, because I've had that exact experience. I've been in this position:

    Oooo right.... I completely forgot this forum often gets brigaded by Kiwifarm members and I believe not a single Paizo related wiki isn't vandalized by them.

    If you're seeing posts made by members of online hate sites, please report it to our customer service team by emailing customer.service@paizo.com with the subject line INTOLERANCE. It will be dealt with.

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