Blast off into a galaxy of adventure with the Starfinder Roleplaying Game! Step into your powered armor and grab your magic-infused laser rifle as you investigate the mysteries of a weird universe with your bold starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.
This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!
Inside this book, you'll find:
All of the rules you need to play or run a game of Starfinder.
Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.
Character species both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.
An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.
Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.
Complete rules for starships, including customization and starship combat.
Rules and tips on using Pathfinder RPG content with Starfinder.
Been playing RPGs since 1977. Very excited to start playing StarFinder. Great value, 1 book is all a player needs, epic artwork, sturdy construction, the list goes on. Definitely a game produced by gamers, for gamers. I bought the physical book and then, for he first time in my life, the pdf version. If you’ve never bought a pdf before, I highly recommend it, EXCEPTIONAL value.
Just to put it simply, this is an amazing game, the rules are an improvement over Pathfinder, but nos as simplistic as 5th edition. And the setting is just a great... we are having a blast playing the Dead Suns campaign. So far, it has become my favorite rpg!
Starfinder is the latest roleplaying game offering from Paizo. But what is it really? Fans hoping for Spelljammer or fantasy Pathfinder in space with dwarves and elves will be highly disappointed. This is not the book for you. Honestly, you may be better served by looking at Starjammer (d20pfsrd) instead. So what is Starfinder? Let’s take a look.
First off, Starfinder is much more of a hard-core science fiction game with some fantasy elements blended in. Character creation is much like any familiar process with the addition of themes, core aspects of a character’s background and motivations. In addition to reflecting a certain background, a theme provides benefits to an appropriate skill and ability scores.
The races to choose from are all completely new except for human. Androids needs no explanation. Kasatha are a four-armed race from a distant desert world with a highly traditional culture.
(Almost sounds like the Dark Sun Thri-Keen with the serial numbers filed off, doesn’t it?) Lashunta are a charismatic and telepathic race of scholars with 2 subspecies, one tall and lean, the other short and muscular. The Shirren are an insectoid race that broke away from a locustlike hive, community-minded but addicted to individual choice. The Vesk are a warlike reptilian race that recently declared a truce with the rest of the other races – for now. Lastly, you have the Ysoki, also known as the ratfolk, who are short, furry scavengers that make up for their short size with big personalities.
The classes you can pick from provide considerable flavors yet maintain a strong sci-fi feel. The Envoy is your diplomat who is good at a wide range of skills and inspires allies to accomplish great heroic feats. The Mechanic is a master of machine and technology whose tinkering produces a drone companion (Shiny!) or a powerful brain implant. The Mystic is a magic user (yes, magic – I did say there were some fantasy aspects) whose mysterious connection to a powerful force grants him abilities that break the laws of the universe. The Operative is your standard sneaky-type class. The Solarian is a disciplined warrior who mastery of the stars grants him either a weapon or armor made of stellar power. The Soldier is your basic combat party fighter/tank. That role really never changes. Lastly, the Technomancer is a magic user who preternaturally attuned to technology and can use it to unlock powerful effects. (I kept calling this class a Techno-mage in my head 90% of the time.)
Resolve Points are another new addition. Essentially, they are used to activate class features and regain resources. Some abilities require you to spend points but are active only as long as you leave a minimum number of points available to you. For example, an Envoy with at least 1 RP remaining in his pool can use her expertise class feature to roll an extra die on Sense Motive checks without spending the point. Resolve Points can also be used for regaining stamina points (I’ll talk about those in a minute), stabilizing and staying in the fight (healing 1hp to go from unconscious to conscious).
Instead of sticking with the traditional hit point system as a way of tracking wounds and health, Starfinder implements a combination system of stamina points and hit points. Hit Points (HP) serve as a measure of health. Reduction in those points represent physical wounds/damage, illness, or other serous physical impairment. Stamina Points (SP) measure your readiness and energy. They also replenish much faster than hit points. When you take damage from an attack, spell disease, etc. – it reduces your pool of SP first with any damage beyond that extending into your HP. You can of SP like your ability to shake off a hard impact. It’s fairly easy to get up after the first one or two, but eventually they add up and wear you down and start to seriously to hurt you.
Let’s talk about space travel and starships. In the world of Starfinder, travel time between planets within the same solar system using standard thrusters can be measured in days. However, if you want to travel between star systems, it would take decades. It requires a certain technology and navigation of the hyperspace area known as the Drift to make the trip much quicker. (More on the Drift later.)
Starships are a key component to Starfinder. In fact, it fact, it would be hard to run a campaign in Starfinder without starships. Right away, you get in in-depth explanation on how to read a starship stat block. This is followed by rules on how to build a starship. This is a 7-step process consisting of:
1. Conceptualization.
2. Determination of tier and build points.
3. Selecting ship frame.
4. Selecting a power core.
5. Selecting thrusters.
6. Fill out remaining systems.
7. Add remaining details.
If you don’t want to build a starship on your own or lack the time before running a game, several sample starships are provided. The Eoxian ship styles remind me of ships the Chaos faction in Warhammer Gothic. My personal favorite is the Vindicas Tyrant from the Veskarium ship styles. Granted, it’s a tier 16 Colossal dreadnought, but man, can she shell out the damage.
Starship combat takes a bit of getting used to but gets everyone involved which is good. Combat is dependent upon the role that each of the PCs assume when they board ship. These roles determine when the PCs act in combat. Players choose from Captain, Engineer, Gunner, Pilot, and Science Officer.
Starship combat is typically represented on a hex grid with some object used to signify the ship (miniature, pawn, coin, candy, etc.). Each ship occupies 1 hex unless otherwise specified. Combat occurs overs a series of rounds until it reaches conclusion. Each round is divided into 3 phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, dependent upon his role.
1. Engineering – engineers each take an action to repair ship systems or to give them a boost.
2. Helm – each pilot attempts a Piloting check to move the ship. This is repeated each round the Helm phase. Also, during this phase science officers can scan for other vessels or target foes.
3. Gunnery – fire all weapons.
If combat is not resolved, a new round begins, and everything goes back to step 1. A Captain mact during any phase of combat. His options, however, depend on his character level. He may Demand, Encourage, Taunt, Order (6th level), or give a Moving Speech (12th level).
Starfinder contains a chapter on Game Mastering. If you are strictly a player, you can skip or skim the chapter. However, if you plan on running a Starfinder game, I suggest you read it. If you don’t have a lot of experience being a GM, you had better set aside some time to study this chapter! I’ve been a GM for over 30 years and even I found nuggets of good information here.
Now, let’s talk about the actual setting. In Starfinder, characters adventure among the Pact World, a densely inhabited solar system. One of the great mysteries is that all historical records go back a few centuries and then go blank or end. Or become completely contradictory. There is a period of time referred to as the Gap where history is just missing. It was during this time that the planet of Golarion simply vanished. No one knows why. In its place lies a vast space station known as Absalom Station.
The Drift is a hyperspace dimension reachable only via technology and allowing faster travel between stars. One of the problems with how Drift engines work, though, is they bring a chunk of a random plane into the Drift each time a jump is made. The longer the jump, the larger the piece of planar material that gets dragged in and left floating endlessly in the Drift. Sometimes this chunk appears right next to the ship which, if it happens to be a rock from Hell filled with devils, could be big trouble.
So remember what I said in the beginning of this review about not using Pathfinder races in Starfinder? Well, I kind of lied. The final chapter contains information on how to convert Pathfinder to Starfinder. Paizo warns you up front that such conversions can require a lot of work, but they do give you some tools to work with.
Overall, Starfinder is a very interesting beast of an RPG. While not true hard science fiction like Traveller, it’s not fantasy in space like Spelljammer either. It represents a good blend of both – mostly sci-fi with a touch of fantasy sprinkled in. If you are familiar with how the mechanics of 3rd edition D&D or Pathfinder works, then Starfinder will be a no brainer. If you are coming from a different gaming system, you will find it an easy learning curve. It’s a good game.
It’s been exactly one year since the Starfinder Core Rulebook was released. After playing the game steadily since then, the timing seems auspicious to do a full review. Having read it cover to cover, I’ll be doing my usual chapter-by-chapter breakdown, but since this is a big book (13 chapters and 524 pages) I can’t be quite as prolix as usual.
Before getting into the content, I have to draw attention to the art and design of the book—it’s simply gorgeous. Paizo is the best in the business when it comes to integrating cool, “on-theme” artwork into their books, and the design of the book is clever and user-friendly, with a running border on the “right-hand” side so you instantly know what chapter you’re in, highlighted tabs at the bottom to tell you what you what section of that chapter you’re in, colourful sidebars and symbols to replace walls of text, and more. I don’t what the art and layout budget for it was, but it must have taken the best work of some very talented people to achieve such results.
Chapter 1 (Overview) is the shortest chapter, and it gives you the sort of thing most gaming books do: an explanation of what a role-playing game is, a quick glossary, an example of play, etc. When you’ve read a couple of these introductions to RPGs, you’ve read them all, but for people who have never gamed before, I imagine they’re pretty important. The example of play was pretty entertaining, and I found myself disappointed when it was over—odd!
Chapter 2 (Character Creation) walks you step-by-step through the process of creating a player character. It’s written in a very clear, straightforward way, and I know the developers spent a lot of time testing the chapter out on people unfamiliar with tabletop RPGs. This chapter is crucial, as it details important game concepts like Stamina and Hit Points (two different “pools” representing health; I don’t really think the distinction is worthwhile), Resolve Points (a pool of points allowing you to activate special abilities or stabilize if you run out of health), and Themes, which are sort of like background character concepts (“Bounty Hunter” and “Icon” are examples); they provide some minor mechanical bonuses, but frankly they’re not really going to change what a character can do and are more for flavour. Alignment is also covered in this chapter, but Starfinder is so wishy-washy on it, and it’s implemented in so few parts of the game, that it could be safely jettisoned entirely.
Chapter 3 (Races) introduces the seven core races of the game: Androids, Humans, Kasathas (four-armed traditionalists), Lashuntas (natural psychics), Shirrens (humanoid bug-like creatures), Vesk (Klingons in disguise), and Ysoki (ratfolk). I really like how attractively the two-page spread for each race is laid out, with male and female examples, highlighted special features, and other useful sections like homeworlds, role-playing tips, and how other races might view your own. None strike me as amazingly original, but they’re all solid and well-integrated with the setting lore of the game.
Chapter 4 (Classes) sets out the seven core classes: Envoys (diplomats and leaders), Mechanics (techies), Mystics (clerics), Operatives (spies and rogues), Solarians (a sort of Jedi), Soldiers (beatsticks), and Technomancers (magic/tech crossover specialists). A nice thing is that for each class, four build examples are given to help new players figure out what direction they want to take the character—so for Envoy, for example, builds are included for an Ambassador, a Military Officer, a Negotiator, and a Scoundrel. I only have space for a quick line about my impression of each class: 1) Envoys are great characters when it comes to teamwork, but it’s weird that their list of special ability (“Improvisations”) stops at level six; 2) Mechanics are loaded with several cool features, and are a fairly complex class to play with two main options (an integrated AI or a drone companion); 3) Mystic is a good, broad interpretation of a cleric from Pathfinder, but much easier to play (the Healer Connection might be too good compared to alternatives); 4) Operatives are the best at anything if they want to be, second-best in the group if they don’t even try—in other words, overpowered with too many skill ranks and bonuses, plus a special ability (trick attack) that has them rolling to resolve something before every single time they attack—it’s annoying in play; 5) Solarian is the most original class, with some really interesting lore involving connections to super novae and black holes that are well-integrated into their gameplay mechanics; 6) Soldiers are mostly what one would expect, with “Fighting Styles” the main distinguishing feature; 7) Technomancer is a cool concept, a class with spells plus “Magic Hacks” that do interesting things to technology. There are a lot of options within each class, they’re flavourful, and (with the exception of the Operative) they seem reasonably balanced with each other. I almost forgot about Archetypes—that’s because they’re completely forgettable (the book comes with two, a Phrenic Adept and a Starfinder Forerunner, but both require a PC to give up so many of their core class features that they’re unlikely to be worth it).
Chapter 5 (Skills) has the same basic system for skills as Pathfinder, but with far fewer to choose from: only twenty. But with every class getting at least 4+Int in skill points, it’s pretty easy to stay maxed out on the most important ones in the game. Indeed, some classes (looking at you, Operatives) get so many skill points that they can be good at almost everything. Designing skill lists must be a tough task in RPGs, as there are inevitably some that are going to come up nearly every session (like Computers) and some only rarely (like Swim). Some skills are too broad (like Culture, which apparently allows one to be an expert on every planet in the universe) and others are too narrow (like Disguise, which won’t let you disguise yourself as a specific person). There’s also still a lot of number-crunching involved in selecting the appropriate DC within each skill, so this is not a fast “rules-light” system. All in all, I would say it’s okay, but not a great leap forward from D&D 3.0 or Pathfinder.
Chapter 6 (Feats) has a lot of good, original ideas, some of which take real advantage of the setting like Amplified Glitch. There’s just over 100 feats in total, which seems like a lot, but many are, of course, really only useful for certain classes or builds, so I don’t think choice paralysis is going to be a problem yet. The interior artwork continues to be excellent in this chapter.
Chapter 7 (Equipment) clearly had a lot of design work put into it, as it’s far more integral to the game than mundane equipment was in Pathfinder. Every piece of equipment has a level attached to it, representing how easy or hard it is for a character to get a hold of it (with higher level pieces of equipment being better, of course). It’s more reminiscent of a video game, but I think it works in context as an abstraction of things like licensing and black market connections, etc. I really like some of the special properties and critical hit effects that weapons have, though I wish the tables would have been divided by level instead of weapon type. There’s some problems I could go into here (such as how annoying batteries are, or how fusions and fusion seals are each good ideas standing alone, but having both doesn’t make sense), but I’ll generally just say that encumbrance has been simplified (for better or ill), there’s a lot of design space for future books, and the problem of every character having a billion magic items has been solved in a way that (to me) is satisfactory. The way equipment is purchased, upgraded, and sold has had a surprisingly large impact on Starfinder gameplay, so this chapter shouldn’t be skipped over when thinking about the game.
Chapter 8 (Tactical Rules) is probably the most important chapter of the book, as it covers combat. The Pathfinder chassis is used here, with some minor differences such as only two types of armor class (EAC and KAC) and thankfully simplified combat maneuvers. Oddly, the dying and death rules are much *more* complicated, and I wish they had stuck with the intuitive negative hp concept (it’s pretty hard to die in Starfinder!). For the most part though, things are laid out clearly and carefully; it’s obvious the writers have learned a lot from their experience with ten years of Pathfinder. There’s also a section on vehicles, a part of the book that I must confess I’ve never used in actual play. It looks okay at first glance, though the speed of vehicles means they will be very hard to integrate with “on-foot” combat. The vehicle chase rules sound interesting, but it’s a whole new subsystem to learn and that’s a lot to ask for something that probably won’t come up too often.
Chapter 9 (Starships) goes through the very cool origin of the Drift (a hyperspace-like realm allowing faster than light travel), discusses how starships are built and modified from a gameplay perspective, and then introduces the important topic of starship combat. I really *want* to like starship combat in Starfinder (I loved it in the Star Wars RPGs, for example), but after some trials I’ve just found it too slow-paced and unsatisfying. It’s really almost a separate little board game in which the PCs aboard the ship don’t have much to do besides roll one d20 each round, and if the gunner(s) miss, the rest of the round doesn’t matter. Ships have too many hit points, weapons do too little damage, and shields are too easy to restore, which means that battles are often a “plink-plink” slog. Further, there’s no way to have cool things happen like starfighters strafing ground targets or being driven off by anti-aircraft, fire, etc. Starship combat and ground combat must never mix in Starfinder, and the missed opportunity is a shame.
Chapter 10 (Magic and Spells) has a lot to like. All spellcasting is spontaneous, there’s no material components, spellcasters only have access to spells of levels 1-6, and the different types of magic (arcane, divine, psychic, etc.) have all been reduced to simply “magic.” Although I haven’t played at very high levels yet, I’m fairly certain we’ll see a lot less of the caster-martial disparity that plagued Pathfinder. In terms of the actual spells, I would say that perhaps three-quarters are familiar from Pathfinder, which is a bit too high a proportion. Some of the new ones are really fun, like “Battle Junkbot,”, “Crush Skull,” “Gravitational Singularity” (make a black hole!), and “Supercharge Weapon.”
Chapter 11 (Game Mastering) contains the standard rules and advice from Pathfinder on topics like experience points, wealth by level, challenge ratings, designing encounters, etc. The system hasn’t really changed much. The chapter contains some other sections as well, such as traps (which tend to be pretty nasty in Starfinder), environmental hazards (which, in a game with so much potential for dangerous environments, are negated 99% of the time by the environmental seals that come with *every* suit of armor), afflictions like diseases and poisons (which follow a very different set of rules and are quite deadly), and more. It’s probably worth mentioning that there aren’t stat blocks for monsters or enemies in this book, and GMs will need to pick up the Alien Archive for that purpose.
Chapter 12 (Setting) is another crucial chapter. I think it has a really solid backstory and set-up, introducing key concepts like the Gap (a period of time in which all records have been erased and memories lost), Lost Golarion (an entire planet missing!), the the Pact Worlds (the solar system of allied planets that is the “home” of the PCs), and more. The chapter presents two pages on each of the planets of the Pact Worlds, including some beautiful, evocative artwork. The planets offer worlds (pun!) of adventure, with everything from a planet ruled by the undead, a creepy Cthulesque planet, a John Carter of Mars-type planet, etc. GMs will have a lot to work with here. There’s also a section called “Beyond the Pact Worlds” that’s one of my favourite sections of the book, presenting so many awesome adventure hooks and campaign premises that I’d love to have time to use. Several pages are devoted to various factions, organisations, and faiths, and again this is very well-done. I know it’s controversial in some quarters, but I think integrating mechanics with a setting is a good choice.
Chapter 13 (Pathfinder Legacy) is surprisingly detailed. I remember when Starfinder was announced how much attention Paizo gave to making sure it was backwards-compatible with Pathfinder, which is somewhat odd since they (secretly) had Pathfinder Second Edition in the works and it has nothing particular compatible with the first edition except the world lore. Anyway, this section has the rules for “legacy races” (elves, halflings, etc.,) as well as some rough conversion guides for bringing Pathfinder classes into the future.
Last up, unlike some gaming companies, Paizo does not skimp on things like glossaries and indices. The back matter is very professionally done.
The Starfinder Core Rulebook is an impressive accomplishment. It deserves the attention and rewards that it has achieved. There are still some clunky mechanics here and there as a legacy of Pathfinder, but there’s plenty of streamlining as well, and lots to love. The kitchen-sink science fantasy setting provides something for everyone, even if it doesn’t have a mind-blowing singular vision. Overall, I’d say if you want a space-themed RPG with enough depth and crunch to support years of gameplay, the Starfinder Core Rulebook is an excellent choice.
Well... the OTHER two figures on the cover have been revealed to be Iconics...
Sorry, but I have to ask it: Why are all the Kasatha covering their mouths? Loved the iconic Kasatha design, especially because he seems to be something completely different from the two iconics we already known. I mean, his class. XD
Well... the OTHER two figures on the cover have been revealed to be Iconics...
Sorry, but I have to ask it: Why are all the Kasatha covering their mouths? Loved the iconic Kasatha design, especially because he seems to be something completely different from the two iconics we already known. I mean, his class. XD
Its their cultural thing. They apparently find it obscene to not cover mouths when not in presence of closest friends. At least thats what Inner Sea Races says
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.
I'm considering investing in this, but I'm based in Europe. Are the books always shipped from the States, or do you have a shipping hub in Europe? I ask because Import duties are a real killer...
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.
I'm considering investing in this, but I'm based in Europe. Are the books always shipped from the States, or do you have a shipping hub in Europe? I ask because Import duties are a real killer...
If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Gorbacz wrote:
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?
Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Will this be available for pickup at Gen Con for people who pre-order now? May be too early to say, but this is normally done for all August PF releases.
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?
Same as Zaister (though I'm in Belgium): I have to pay a tax on nearly all packages I get from Paizo (there are a few exceptions), and they contain only books. That adds a 30-some Euro tax to each 80-120 Euro package… which actually made me consider giving up on subscriptions and paper books several times, even though I really want to support Paizo.
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.
Is there a good reason to go to this effort? Seems like extra work to go and pre-order all the items and then go back and effectively pre-order them again to sign up for a subscription. If there's a reason, it's clearly no problem for me, but I'd prefer to minimize my effort :)
The only reason I can see to pre-order the AP volume would be to express interest to Paizo in the future subscription (which clearly must happen). If I still had a FLGS in my area, I would probably have just put it in the saved section of my shopping cart and left it there for future personal reference (which is what I did with the maps and GM screen, as I am not yet ready to commit to buying them).
I am not sure whether the core rulebook is meant to be the first volume of a core subscription (with Alien Archive as the next volume?) or a stand-alone product. Or maybe it will all be part of a single subscription, with future non-AP books coming in during some of the AP's off months?
What are the benefits of preordering over just waiting for release?
Good question. Paizo benefits from knowing how many people are looking forward to this product enough to pre-order it. For us customers, there is probably no benefit to ordering now but great benefit to subscribing as soon as they announce that option and the exact subscription benefits are spelled out.
If they do not offer a subscription option, the only reason I can imagine them doing that would be if they decided that there was so little interest in Starfinder that there was no point in continuing the product line at all. I cannot imagine this line succeeding without subscriptions of some sort.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Disciple of Sakura wrote:
What are the benefits of preordering over just waiting for release?
Memories of the Pathfinder Core Book, where the first print run sold out before the release date (this selling out does include the batch that they 'ordered' to hold back for their stall at GenCon, and orders made by distributors to go to shops
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?
Same as Zaister (though I'm in Belgium): I have to pay a tax on nearly all packages I get from Paizo (there are a few exceptions), and they contain only books. That adds a 30-some Euro tax to each 80-120 Euro package… which actually made me consider giving up on subscriptions and paper books several times, even though I really want to support Paizo.
Will this book have stats for any new monsters or new 0HD races other then the new core 7?
I believe those will appear in the Alien Archive from what they've said. Though they've also said there will be a legacy chapter for updating Pathfinder's core races.
Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?
Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?
Golarion has been whisked away by the gods, along with the moon. They're not answering questions on that topic. The progression was the result of a few thousand years of development, though.
Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?
Time. There's a few thousand years between Pathfinder, and Starfinder, and scientific advancement just never stopped.
For those wondering if there will be subscriptions, they've been such a large part of Paizo's business model that I can't imagine them not offering one or more subscriptions for Starfinder. They may not have finalized all the details yet, but I'm sure they are hard at work on it.
Give them time guys, they've only just opened up the preorders.
Very much looking forward to this. Firefly, Star Wars, Star Trek, The Expanse, Battlestar Galactica, Alien even. And more... And the Pathfinder system. Should make for interesting combinations. And it would give me a reason to actually play an android in an appropriate setting.
Heh... Cannot wait for when the Starfinder PbPs start appearing.
Advice on converting Pathfinder RPG content to Starfinder, and vice-versa.
So, it appears that Starfinder won't be strictly compatible with Pathfinder at it's core. Is there any sort of description on how much effort it will be to make this conversion? Or any description on how the mechanics (cruch) shakes out?
I'm unlikely to purchase a physical copy. Too many other games owned that will never be played, no need to add another. (And if I want a Star Wars-esque science fantasy game, I'll just cut out the middleman and play Star Wars.)
But I am curious about this and will likely snag a PDF if it's in the $10-15 range, like the Pathfinder RPG books'.