
Heine Stick |

Since I am going all out and getting all subscriptions, how do they know to add the Starfinder Society subscription for free??
It's likely that the system is set up to automatically add the Starfinder Society subscription if certain conditions are met, such as subscriptions for all other Starfinder product lines.

Zaister |
Since I am going all out and getting all subscriptions, how do they know to add the Starfinder Society subscription for free??
They can do anything with computers these days.

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3 people marked this as a favorite. |

Heya folks!
Obviously, some people are going to be getting their pdfs before the street date of August 17th, so I just wanted to pop and and discuss rules clarifications, and pasting text from the books into this thread.
The Starfinder Team won't be addressing rules clarifications until after Gen Con at the earliest. The reason for this is twofold. First, we don't want to begin to focus on details before most people have the book (we still have previews planned, even). Second, we just don't have time. Combining the release and preview info with our regular workload and con prep means we just can't realistically get to it.
Most likely, it's best to hold onto questions until a week or so after release.
Second, I'd like to remind folks that it is not okay to to copy large portions of text from the book. Doing so may result in the suspension or removal of posting privileges.
We want everyone to be excited and be involved, but we don't want to tease folks who can't get the book yet, or spoil any of their experience of cracking open a new RPG for the first time.
Thanks for your attention. :)

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Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.
Not intended to be, no. Though I would expect that won't stop some people.

Steven "Troll" O'Neal |

Steven "Troll" O'Neal wrote:Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.Not intended to be, no. Though I would expect that won't stop some people.
** spoiler omitted **
Hey, I'm converting Kobold Press's Darakhul asap. Gotta have me some ghoulfriends.

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FWIW, I enjoy the art direction and border/layout motif in Dead Suns. I think it is well done and visually appealing. Sort of a deck-plating, rusted military/industrial feel. Channeling Battletech a bit. Very apropos.
Especially contrasted to the Ruins of Azlant AP, which is easily my least favorite AP design/layout motif of all time. Which is a busy-as-busy-can-get Polynesian waterfall motif with Aztec shout-outs. You can see for yourself in the Player's Guide. Not a fan.

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Cartography is done by Damien Mammoliti. I think he did an excellent job. The maps feature more machinery and "functional dressing" than is typical in most Paizo maps. That is a function of the setting. It's channeling SciFi, not a minimalesque dungeon.
I was pleased with the visual appearance of the maps and I expect you will be as well. Thumbs up.

Zaister |
3 people marked this as a favorite. |
I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.
For an example, check this character:

Steven "Troll" O'Neal |
1 person marked this as a favorite. |

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.
For an example, check this character:
** spoiler omitted **
NPCs/monsters use a different method of creation than PCs.

Dansome |

yeah not a fan of oversimplification and doubly annoying if you have to reverse engineer everything. I will run it as it and see how it goes but im with you in liking to know why something has the stats it does and what gives what bonuses. I much prefer as much detail and info as i can get.
I don't think it's an oversimplification to use a different rule set to design monsters.
I believe abilities are based off of CR now.

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Zaister wrote:NPCs/monsters use a different method of creation than PCs.I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.
For an example, check this character:
** spoiler omitted **
Ah, Starfinder gets away from "NPCs have to follow PC rules" thing?
Thats actually pretty good thing I wasn't expecting them to do in d20 system .-. I mean, it is pain to dissemble npc statblocks, so if they their own rules, that is bit simpler yeah.

Vexies |

I don't think it's an oversimplification to use a different rule set to design monsters.
I believe abilities are based off of CR now.
Indeed it doesn't have to be. I just like to have all the info. I will reserve ultimate judgement until I can see it all for myself. its a new system and ultimately a new way to build NPC's so until we all get familiar with it the stat blocks, i hope, will seem more confusing to us now but make more sense over time once we get used to how things are built.
My hope is that once I have a deeper understanding of the underlying mechanics of how NPCs are built it will be easier to see why the stat blocks say what they say and why the NPC has what it has is all.

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1 person marked this as a favorite. |

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.
For an example, check this character:
** spoiler omitted **
You might want to look over the Pathfinder Unchained monster creation system. It might look more familiar.
Also, nothing in Starfinder has hit dice.

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Dansome wrote:I don't think it's an oversimplification to use a different rule set to design monsters.
I believe abilities are based off of CR now.
Indeed it doesn't have to be. I just like to have all the info. I will reserve ultimate judgement until I can see it all for myself. its a new system and ultimately a new way to build NPC's so until we all get familiar with it the stat blocks, i hope, will seem more confusing to us now but make more sense over time once we get used to how things are built.
My hope is that once I have a deeper understanding of the underlying mechanics of how NPCs are built it will be easier to see why the stat blocks say what they say and why the NPC has what it has is all.
Haven't seen the new system, so no clue how it works, but with luck maybe its closer to making CR science than art. I mean, classwise, CR was always bit weird since like high level rogue isn't as threatening as high level fighter when solo, so their cr isn't indicative of their actual abilities <_<

Zaister |
2 people marked this as a favorite. |
Ah, Starfinder gets away from "NPCs have to follow PC rules" thing?
Thats actually pretty good thing I wasn't expecting them to do in d20 system .-. I mean, it is pain to dissemble npc statblocks, so if they their own rules, that is bit simpler yeah.
YMMV. I consider this to be exactly the opposite of a "pretty good thing". Especially when we don't even have the rules that NPCs are supposed to follow. The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?
And I'm not sure how it makes any sense that PCs seem to have roughly twice as many hit/stamina points as NPCs of comparable power.

Vexies |

YMMV. I consider this to be exactly the opposite of a "pretty good thing". Especially when we don't even have the rules that NPCs are supposed to follow. The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?
And I'm not sure how it makes any sense that PCs seem to have roughly twice as many hit/stamina points as NPCs of comparable power.
well the Hit pint issue is actually by design. The underlying math sets up a situation where the PC's have a harder time hitting but more hit points. NPC's are the inverse with high accuracy but less HP's if I remember it correctly from the Math driven rules thread. That said I am a bit concerned if it isn't apparent how we are supposed to build NPC's like the operative you mentioned in the NPC building rules of the core book. Im going to assume that is not the case because if we just randomly pick stuff.. are there not rules but more like guidelines? I am hoping this isnt the case. In any case very eager to get my PDF and read for myself.
*crossing fingers that my order ships today*

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The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?
They may not have levels, but they do have a CR. Enemy abilities are based on CR, so scary monsters that also have class abilities can have access to higher level class abilities.

John Kretzer |
2 people marked this as a favorite. |

I wonder if there's going to be a player guide like there normally is for the APs in Pathfinder.
That said, given its starting in some fairly core places, the Player Guide is probably short enough to fit in the first few pages of the first book.
A couple of pages back they said probably not...and since they do not have one out yet I am assuming they are not going with one.
Which I find annoying as the Player Guides helped players avoid what to me at least one of the most frustrating thing to happen to a playing regardless of the system...which is create a character that actually fits into the campaign.

David knott 242 |
1 person marked this as a favorite. |

Akata CR 1 Medium Aberration
*Bone Trooper CR 3 Medium Undead
*Driftdead CR 2 Medium Undead
Garaggakal CR 5 Medium Outsider
Rauzhant CR 6 Large Dragon
Vracinea CR 4 Large Plant
*Void Zombie CR 1 Medium Undead
* = includes a template graft

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No players guide
So does it seem to be doable to run a 6 person party or to hard to tell right now?
Then the party can be any class or might run into problems, as the mechanic and soldier seem to be everyones top class pic ....(Yikes)
Oh I think it appears entirely doable on the surface, but really, these things can only be field tested during an actual campaign with your actual players.
At this point, I'd assume yes but stay on your guard as play develops. I know I will be.

TRDG |
2 people marked this as a favorite. |

Yep, in PF it is so easy to mod things out in AP's for 6 players even on the fly I am so used to it, but the new system and AP, not so much. And a bit Nervous as well honestly.
I have 5 players all set once everyone gets their book or PDF, a 6th in the wings and once I get the mod and dig into it to see how the combat is set up I can go from there.
Curious to see if this will be as epic as RotRL when it launched, We all have very high hopes!!
Obviously a shorter AP as they stated but with getting familiar with and running/playing SF hoping I can add my own spin as I do in most PF AP's to get it a bit longer and a higher level, say 16 or so compared to the 12-13 I heard it will be officially by the end of Dead Suns
:)

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So, who´s playing this already?
Or to ask people who read it: how is the story?
And especially: how are the maps?
How big is Asolom Station?
Thank you all.
Considering that at moment, only subscribers have pdf and not even all of them have it, I doubt many of them have started running the ap since not enough many days to study the rules and teach them to players. Unless you just play with pathfinder rules I guess?
Anyhoo, I know I'm not starting until 17 since I didn't subscribe to core starfinder line :'D

RAdeMorris |

Rannik |
2 people marked this as a favorite. |

I was able to download it on Friday and looked through it during the weekend.
The artwork is very good and I like the page layout.
The adventure, however is too short for my liking. Feel more like a module then the start of an adventure path. Looking at the book again, the adventure starts on page 7 and finish on page 37.
After that, there is a 10 page article on Absalom station. I won't go into detail, but it as a population of slightly over 2mil.
It is followed by a 4 page article about relics from Golarion. Magical items from before the gap some updated to Starfinder.
Next is the Alien archives with 8 pages.
Lastly, there is a 1 page of the Codex of worlds.
The maps are half page art. They look good. Though I find that one of them could have use a more 3d feel to it.
Overall, while I understand that they needed to give lots of info to help run the game, I hope that the next part of the path will be longer.