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Well there's a lot that a new edition of Starfinder could have to make it more appealing to me personally! I couldn't see a new edition coming out any time soon but if there's a thread it could be a fun exercise.
-A complete overhaul of the Starship minigame rules. Decoupling them from the APL level and instead using standard in game currencies and make it a system where players are mostly individual fighters that both lessen the burden on the GM and don't leave players sitting at the table bored for long periods of time not playing. A player's ship being part of their equipment effectively ala something like Cowboy Bebop or Star Wars versus the current rules. Luke's X-Wing or The Swordfish II vs the Firefly or Eagle 5. Trade crew roles for class specific abilities, etc.
-Rules for starships interacting with non-starships. Weapon damages for shooting at buildings/people/etc. Rules for hovering and tossing down climbing lines or balancing/fighting on top of them, etc. Likely treating other vehicles (like a truck) as starships that can't fly to keep them all mechanically in the same sphere.
-A complete overhaul of the magic rules to make magic actually a powerful and interesting. Much more interaction between technology and magic in rules. I'd be happier with some kind of conflict between them rather than just both doing the same thing but one takes batteries and the other takes mana.
-A drastic reduction in the legacy third edition SRD numbers in a similar manner to more recent editions of d20 pen and paper RPGs.
-Retain the modular class systems of the legacy third SRD editions which I prefer over the dedicated path system of D&D4/PF2. I find it much more fun to make your own character piece by piece than to be completely tied down in one lane. I'll decide what my character is and how it acts as one of that thank you. :)
-Complete overhaul of equipment. Removal of levels and drastic reduction of weapons/armor for players and starships and a drastic increase in more traditional gear/gadgets/magic. With a numbers reduction these changes would be mostly painless but the system should focus on the players being more skilled with the weapons than just using more powerful weapons. Bigger/badder weapons should come with drawbacks or be the realm of story devices. Also throw out the hand waving fix everything rice stuff component too. It throws out a lot of very classic space fantasy problems.
-Drastic overhaul of the setting to make it a bit more interesting and less the random nation states of Golarian but now it's a whole planet. Places to go in the setting could feel more science fiction interesting versus the trope worlds that currently exist or like are in Star Wars. The scope shouldn't center around one solar system but a modest galaxy with habitable planets being rare.
-The drift could be more interesting as a kind of system to explore rather than how things travel around. I don't hate it but I don't think I like it either. Perhaps if there were alternatives for FTL travel along with it and the drift areas made space combat more into a navel affair like a fight from Banner of the Stars or the climactic fight at the end of Star Trek II: The Wrath of Khan.
-The classes would of course need an overhaul from these changes. Certain older classes should still exist by the settings rules. Clerics/wizards/etc shouldn't be relegated to an optional appendix and instead explored fully in scope. What is a wizard like in the age of space? What does a cleric's god need with a starship? New classes are still good too of course but the idea seems to sell on the Pathfinder in Space idea so it'd be a cleaner fit to mix the classics and new together.