Continuing play with the Beginner Box and rules questions


Accessories


Our group is new to Starfinder, and we love the Beginner Box both for the new setting it brings to our table, but also the simple rules. We are 5th edition D&D players, and we feel the rules in the beginner box are much more simple and approachable (like what we are accustomed to), than the Starfinder Core Rule Book. We are wondering if there are any plans to include the more simple rules presented in the Beginners Box into the game overall, and if not, have any players streamlined the rules to bridge the gap of complexity in the Adventure Paths.

A final question: the Beginners Box seems so complete in terms of a map, creature/character tokens, and map at a great price point. Now that we know that we are interested the investment seems daunting considering all the 'Pawns,' 'Maps,' and 'Adventures,' plus sounds (apparently); so, which supplements represent the best value?

Thank you for any help, and good gaming!


Arojin wrote:

Our group is new to Starfinder, and we love the Beginner Box both for the new setting it brings to our table, but also the simple rules. We are 5th edition D&D players, and we feel the rules in the beginner box are much more simple and approachable (like what we are accustomed to), than the Starfinder Core Rule Book. We are wondering if there are any plans to include the more simple rules presented in the Beginners Box into the game overall, and if not, have any players streamlined the rules to bridge the gap of complexity in the Adventure Paths.

A final question: the Beginners Box seems so complete in terms of a map, creature/character tokens, and map at a great price point. Now that we know that we are interested the investment seems daunting considering all the 'Pawns,' 'Maps,' and 'Adventures,' plus sounds (apparently); so, which supplements represent the best value?

Thank you for any help, and good gaming!

Regarding complexity: If you just dive in and accept that you'll occasionally make a wrong ruling, and understand that sometimes you'll have to walk something back that's overpowered, I think you will find that starfinder's rules aren't as unapproachably complex as you think. Make a ruling and move on until next session if you run into something strange and unusual. Yes, starfinder is technically DND 3.5's grandchild, but it is much more streamlined in comparison.

For price: buying all the rulebooks can be expensive. However, all the rules and monsters and equipment is available free online. Archives of Nethys is the official source (make sure you're in starfinder and not pathfinder 1 or 2), but there are many other unofficial sources that have all the rules freely available if money is tight. PDFs are also cheaper than the print options if that appeals to you.

If you are looking to buy I would recommend in order:

The CRB of course, but I assume you already have one?

Alien archive 1: It has the monster creation rules as well as a good variety of new PC races. It's a great tool to have in hand.

An adventure path you'd like to run. Pre-written adventures save a lot of time after all.

A pawn box or two, either for a pre-written adventure, or of one of the alien archives. They're pretty affordable for the number and variety of cardboard pawns you get. I've personally abandoned regular minis and get these things for both starfinder and pathfinder 2.

Armory - it fills out PC equipment, that said, it's also the book most easily references with Archives of Nethys instead of in print.

Pact worlds - the setting book, it has a lot of PC options too, but it really fleshes out the pact worlds system.

Character Operations Manual - New classes and class options! If choice paralysis is a problem for your group, maybe skip this one though.

Other alien archives - more races, more monsters, more neat stuff.


I would recommend Pact Worlds ( and the upcoming Near Space ) as early purchases. They are light on mechanics and heavy on setting details, which is exactly what you'd want if you wish to run games in the setting but are leery on the mechanical complexity. Basically, get the Core Book and Alien Archive 1 first, then perhaps an AP and some tools, then Pact Worlds if you want to continue and role your own adventures.

Wayfinders

As a newer player myself, I asked this question last year and received plenty of good advice. Like as has been said previously, CRB first, then Armory. Coin flip between Pact Worlds and Alien Archive 1 next. COM is a lot of fun, but can be overwhelming at first. And the great thing is that all are available as PDFs, saving a lot of money.


Thank you for the replies. We have begun Dead Suns and we have almost all of the source books. Great community!

Our thoughts so far:

the setting is fantastic. We are looking forward to Near World's. Vesk are very popular so far at the local shop.

Prototype engineers also seem to be popular, but some of the mechanics in the CRB seem to need some work to account for that player choice.

Streamlined ability scores seem to be favored for more flexibility for different races and themes. Our players don't like the +1 to a stat from themes (except our engineers wanting 13 str for heavy armor)

Pawns and maps are the biggest hit so far. Our D&D games didn't use minis because of cost, so this has been really amazing for the play experience.

Thanks again, and good gaming!

Wayfinders

If your players like Vesk, look at Reaper minis Blacktooth Suppressor.

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