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![]() We're making characters for Cosmic Birthday this weekend and so far my biggest concern is the cost of ammo starting off. Legitimately worried about the Mystic having 5 shots in their pocket and the Soldier only being able to afford one clip. Maybe two if they sacrifice some other non-essential gear. Feels rough in the ranged meta game that ammo is actually more expensive than Pathfinder. ![]()
![]() I deeply miss Charisma for Witchwarper. It fits, especially with how Paizo has been defining charisma in the 2e systems. It's the attribute connected to enacting your self onto the world. Thaumaturges in Pathfinder wield this to manifest connections that cause weaknesses. The class designed around playing with reality should have at least the option to use Charisma. ![]()
![]() FallenDabus wrote:
Few things would make me happier than Starfinder getting the support level of a "Lost Omens" style line to accompany rulebooks and really get to expand the setting. Paizo's done a lot to embrace their rules and lore branches in the past couple of years and I'd love to see that attention shared with Starfinder. ![]()
![]() The biggest thing I try to keep in mind is that we don't know what the spell lists for Starfinder are going to look like. Yes, the traditions as published in Pathfinder seem like an odd fit. If the technomancer becomes the "arcane" spellcaster of Starfinder and you allow your players to use Pathfinder spells, you're going to have a lot of spells that aren't thematic. But we don't know what an 'arcane Starfinder spell' looks like yet. Same for the other traditions really. We know we aren't going to see as much page space given to the classic pathfinder spells being reprinted, because those already exist. Which means that, from the few examples we've heard, the spells are getting a very futuristice/space/sci-fi redressing. And if that's the case, for all we know, the arcane spell list might look VERY tech-focused. ![]()
![]() I hate to bring this up because I know not everyone wants to hear it but... everything you've brought up is exactly what Pathfinder's Inventor does. It has a feat line for gadgets, your random tech bobbins to pull out as quick consumables for you and your allies. It has your bespoke invention in the form of a weapon (gun), companion (motorcycle/drone), or armor, with unique traits others can't replicate. And it has limited versions of its personal buffs to hand out to the team via feats to share offensive boost or its overdrive feature. Which is to say, you've hit the nail on what makes this sort of character fun! And I think one of the reasons we aren't immediately seeing a mechanic in SF2e is that, cross-compatibility aside, SF2e is working hard to not make their classes just a space fantasy redress of Pathfinder classes. Which means a mechanic needs a more unique space from the inventor. ![]()
![]() For what it's worth off the field test, the starfinder weapons are currently scaling exactly like pathfinder 2e ones do. They get tracking +1 instead of a rune, and then they get an extra damage die the same level as striking rune. I think for now we can safely extrapolate that they intend to keep the scaling the same given their stated goals. ![]()
![]() I have the opportunity to use some of the field test materials in my current PF2e campaign and shake things up with those elements over the next two years while waiting for SF2e to come out. Once Starfinder is in my hands again though I'll be hard pressed to give it up. That said, I fully expect to allow PF2e classes and ancestries to be used and mixed into Starfinder. You want to play a Skittermander Tome Thaumaturge in space? Cool, the tome is a datapad you use to scroll through various supernatural and conspiracy sites that give you your secret knowledge to help strike at unexpected weaknesses and you have SO MANY hands for all your esoteric baubles. Human Champion of Iomedae crusading among the Knights of Golarion? Grab a Laser Rifle, and your divine ally grants you probably weapon fusions to empower the rifle with. Combine these with the Sprite Mystic from the Candabris Nebula whose sippy cup overflows with the lifegiving energy of the First World manifesting among the stars out there. Round it out with a Pahtra Operative and you've got this mix of PF2e ancestries and classes alongside SF2e ancestries and classes that all gel together into the vibes of Starfinder's setting. For me, the compatibility is enabling broad new expansion, not anchoring us to Pathfinder and I'm excited to see what players come up with. ![]()
![]() I've been thinking about this today and I'm ultimately unsure how I feel about it. I see the value, it decouples the big heavy weapons from dex! You want to be a strong, tanky Soldier you can have that strength option for your doshko and still bring a big gun to bear with automatic fire or explosions. We also see this sort of design in Pathfinder 2e often, where a class that doesn't have their 'attack' attribute as their key attribute often have ways to make up the difference that they lose in accuracy. That said, while I think it's very cool to give soldiers a way to effectively scale up these weapons while focusing on their key attribute, I'm not sure the class DC fits for it. For one, the progression ends up entirely separated from the weapon, something you can see in the field test. At level 5, a soldier gets to be a better shot with their gun as their proficiency improves to expert. However, this accuracy boost ends up having no effect on their core focus of automatic fire and AoE effects, as their class dc then lags behind at trained. Obviously, we don't know where the class DC bump comes in, but if we look across the various Pathfinder 2e martials we find that it's usually around level 9. That's four levels between you getting better at your gun, and then getting better at what you want to do with your gun. There's also weird knock-on effects, such as how spellcasters often have spell attack and spell dc, but no class DC and thus can't interact with these functions. Or how down the line you may end up with something like the Pathfinder 2e kineticist who doesn't have proficiency in the weapon, but has high scaling class DC and thus is very good at the alternate fires of these guns they don't know how to use. I feel like the cleanest solution is to decouple these effects from Class DC in general, and maybe make them interact with weapon proficiency more directly. An attack roll against the Reflex DC of creatures in the area for example, and then give the Soldier a class feature to more directly use their constitution to boost these effects and push this as their niche. ![]()
![]() @Kyron I ABSOLUTELY DID HERE'S THE LINK That's what I get for handling like 6 posts more or less simultaneously in different places: Solarian 2e Homebrew @WatersLethe I'm familiar with the project. Most of those first drafts -are- credited to KitKate afterall. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() I’m looking forward to the divine witch in my GM’s home brew setting. Very faithful and can be confused for a priest but those in the know might find her source questionable. Should be fun in a world where magic is not always legal. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() If I have the other announced products in the line (bestiary 2 and APG) will those also automatically switch over to the subscription when they come due? Really excited to see this option up! :) ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() There's also a couple of feats that modify and improve Cackle. So I think the idea is that while it starts as a largely flavor option, it can grow into very much it's own thing. In particular Effortless Cackle at 16 turns it into a free action. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() For me, personally, the three action economy (and the fact that the system was designed for it from the start vs the alternate rules in 1e) has -ruined- the old economy for me. I run a starfinder game for friends on roll20 every friday, and every other week or so, I run a pathfinder 2e game for local friends. I've found the options to be extremely diverse in pathfinder 2e compared to starfinder. The tactics they use are more varied, actions are changing, and they are encouraged to be creative because actions don't have weighted costs (standard > move, etc.). It's gotten to the point that I'm not enjoying running my starfinder game. I had one of my more successful combats of the campaign last night and I found myself wishing for 2e every time they asked if/how they could do something and opted for simpler actions. Outside the action economy, it's streamlined my GM process a lot. I find it very easy to quickly make encounters and other challenges, and have thrown a wide variety of well-received skill checks and other things beyond just combat and rp. As far as 1e pathfinder. I admit I haven't played as much as others, which is why I use starfinder as my main reference point. I hope this still helps though. |