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I love a lot of this. The options definitely make Starfinder feel less limited. Even with some crunchy-stuff from Pact Worlds, Armory, etc. there were lots of gaps (hah) in the ways you could build a character to do stuff you wanted. I especially like how Mystics can alter their stuff a lot more, since they seemed especially railroaded after picking their Connection.
My very first impression, however, was how the PDF is awkwardly formatted with the Pact Worlds System image not being split like in other books, making the entire PDF wonky. Any chance that can get remedied? The file-per-chapter is also clunky to navigate around since it's actually more a file-per-few-pages.

QuidEst |

I love a lot of this. The options definitely make Starfinder feel less limited. Even with some crunchy-stuff from Pact Worlds, Armory, etc. there were lots of gaps (hah) in the ways you could build a character to do stuff you wanted. I especially like how Mystics can alter their stuff a lot more, since they seemed especially railroaded after picking their Connection.
My very first impression, however, was how the PDF is awkwardly formatted with the Pact Worlds System image not being split like in other books, making the entire PDF wonky. Any chance that can get remedied? The file-per-chapter is also clunky to navigate around since it's actually more a file-per-few-pages.
(I rotated both the double-spread images, and that was able to address my issue. Dunno if you can do likewise.)

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1 person marked this as a favorite. |

I rotated both the double-spread images, and that was able to address my issue. Dunno if you can do likewise.)
I tried doing this on my lunch break without any success. I don't really have any editing software. When I have more time tonight I might try again. Either way it looks like an oversight to include the double-page at the beginning and end that messed up the formatting.

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Any word on when this will get sanctioned for SFS?
Nope. They are short staffed at the moment. https://paizo.com/community/blog/v5748dyo6sgzr?Pulling-Back-the-Curtain-on- Organized-Play.
This is most likely why it hasn't been updated in 11 months.
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Okay, reviewed this book. Really really wanted to give book 3 stars, but witchwarper and downtime stuff along with other stuff is too great for that :P It did have lot of good crunch yeah, but it was mostly crunch with little flavor(like vast majority of class options presented as fitting for the race don't really feel that unique to the race)
But yeah, seriously, are there others worried that this book sets up lot of precedence that could result in major power creep later on?
Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.

Dragonshade64 |
Now that the product has been released, is anyone else having difficulty downloading the PDF? I purchased it on Friday November 15th and haven't been able to download it since. it just loops between personalising and ready to download without actually downloading.
It's a shame as the Biohacker class was basically the one class I was interested in. also maybe the feat that makes you fluffy.
Edit: I got it downloading now. I may have just been clicking the wrong link.

David knott 242 |

It is a huge PDF. If your internet connection is slow or otherwise flawed, downloading it can be a problem. I remember having problems with the original core rulebook PDF (not helped by Paizo's servers being overwhelmed during Gen Con).

Arevashti |

CorvusMask wrote:My favorite our of context quote yet for people dodging spoiler tags. ** spoiler omitted **Opsylum wrote:Also (I’m surprised nobody has mentioned this yet)! ** spoiler omitted **Nooo D: Please don't tell me they have lips
I don't know...
Also: I'd have expected his nose to be flatter, based on the appearance of masked kasatha. It was slightly flat, but well within human range.

Alexander Augunas Contributor |
7 people marked this as a favorite. |

Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.
So one of the things Owen spoke about on Know Direction that we tried to hit on when we contributed to COM was this idea that Character Operations Manual is supposed to be a guide regarding what you can do with Starfinder as a game system. There are a LOT of different types of options that interact with the player experience in a variety of ways specifically for that reason. Archetypes are a GREAT example of this. Prior to COM most archetypes sort of did the same thing(s) as what you saw in the Core Rulebook if only because AP Backmatter and equipment books isn't always the best place to revolutionize a game system. That's why there's an archetype that only makes one trade in COM, another that can make multiple trades but you choose what to trade, and another that gets one ability and can trade more abilities to use that ability multiple times.
I actually wrote one of the class options you mention specifically, the shapeshifting one. That option's supposed to allow you to hit "Mystique from X-Men" beats, since personally I think Mystique is more envoy than operative (especially in the movies). But now that She-Ra and the Princesses of Power is out, I think that envoy with the shapeshifting option is the absolute PERFECT combination of abilities to build Double Trouble, which is super fitting for She-Ra's stars, sorcerer, and swords setting.
*makes a note to do a Double Trouble Iconic Design for Know Direction next week*

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CorvusMask wrote:Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.So one of the things Owen spoke about on Know Direction that we tried to hit on when we contributed to COM was this idea that Character Operations Manual is supposed to be a guide regarding what you can do with Starfinder as a game system. There are a LOT of different types of options that interact with the player experience in a variety of ways specifically for that reason. Archetypes are a GREAT example of this. Prior to COM most archetypes sort of did the same thing(s) as what you saw in the Core Rulebook if only because AP Backmatter and equipment books isn't always the best place to revolutionize a game system. That's why there's an archetype that only makes one trade in COM, another that can make multiple trades but you choose what to trade, and another that gets one ability and can trade more abilities to use that ability multiple times.
I actually wrote one of the class options you mention specifically, the shapeshifting one. That option's supposed to allow you to hit "Mystique from X-Men" beats, since personally I think Mystique is more envoy than operative (especially in the movies). But now that She-Ra and the Princesses of Power is out, I think that envoy with the shapeshifting option is the absolute PERFECT combination of abilities to build Double Trouble, which is super fitting for She-Ra's stars, sorcerer, and swords setting.
*makes a note to do...
Its just, if you remove all features of a class except one with another feature, is it same class anymore? What if eventually there will be archetypes for all different levels with single trait so you could have character with 5 different archetypes at same time?
To clarify: I don't actually have problem with Polymorphic Disguise actually, though I do wonder why it wasn't archetype so you could make human soldier shapeshifter for example. Not sure what about it is envoy exclusive. It does have its own niche though since while you could just play race with shapeshifting abilities with full envoy abilities, this one works like polymorphs spells do so its essentially druid shapeshifting aka has more combat utility since its not just disguising yourself.(and there are no creature type or size restrictions)
My worries are more of game design consistency related than about specific options themselves. The options themselves seem fun, but I'm worried about stuff like "Okay, what IS soldier? Is soldier just chassis of 7 hp 7 stamina 4+ skills, all the proficiency and all abilities can be replaced and it'd still be soldier? Is soldier just any class that has access to fighting styles? If you could essentially make a new class by replacing all soldier features, then why that isn't just a straight up new class?" Kinda like how 1e had confusion of alternate classes and archetypes.
Its kinda like how 5e went with design of "No race has negative stat penalties nor higher stat bonuses than +2" and then later on Volo's Monster Guide(with monstrous races) and Eberron(with possible +3 charisma changeling option) book threw that out <_<
This isn't actually even about criticism, I'm just genuinely interested in game design and I have hard time comprehending line between "there are no design rules" and "we are expanding the design rules of what is possible"
If 2e Advanced Player's Guide introduces alternate class features that replace base class' features, I would be like "Wait, wasn't point of class feats that THEY are the customizable class features while class features are always standard to make class feel like it has specific identity which you customize with feats? I though whole point of renaming them to class feats was to emphasize that feats are features you yourself choose"

Alexander Augunas Contributor |
3 people marked this as a favorite. |

Its just, if you remove all features of a class except one with another feature, is it same class anymore? What if eventually there will be archetypes for all different levels with single trait so you could have character with 5 different archetypes at same time?
That's an excellent question that I don't think one person should really be able to answer on their own. Fortunately, I don't think that the envoy falls into this issue considering that only expertise-related options are traded for polymorphic disguise. All of the improvisations are still there, and you can even still take expertise talents (you just have to spend Resolve to use some of them).
To clarify: I don't actually have problem with Polymorphic Disguise actually, though I do wonder why it wasn't archetype so you could make human soldier shapeshifter for example. Not sure what about it is envoy exclusive. It does have its own niche though since while you could just play race with shapeshifting abilities with full envoy abilities, this one works like polymorphs spells do so its essentially druid shapeshifting aka has more combat utility since its not just disguising yourself.(and there are no creature type or size restrictions)
It wasn't an archetype because the Starfinder Design Team already knew which archetypes they wanted going in to COM. I also wrote the Starwright (and an obscene number of additional things in this book). In contrast, the team put a lot of trust in those of us assigned to the classes to come up with our own ideas. Basically, it wasn't a case of, "We either make this an archetype or we make it an envoy class feature and Alex writes it," it was "Well I, Alex, have a word allocation for the envoy to pitch cool ideas with and I am going to pitch a polymorphing envoy."
This isn't actually even about criticism, I'm just genuinely interested in game design and I have hard time comprehending line between "there are no design rules" and "we are expanding the design rules of what is possible"
That is also an excellent question, and it's one that I think will differ from person to person, not even designer to designer. For me, the envoy's identity is more tied into what the character does at the table then what abilities they do to use it. For instance, I don't think that the ability to roll an extra die when you make skill checks is very "envoy-y." I think the thing that makes the envoy the envoy is the nonmagical ability to bolster foes / hinder enemies and navigate social situations. The polymorphic disguise envoy still manages to do this because being able to transform into a limited number of additional forms is pretty darn helpful for social situations if your goal is infiltration or deception. But for getting that super helpful +4 circumstance bonus to Disguise checks for polymorphing plus the added combat potential of polymorphing, there has to be a trade off. I decided on expertise.
From a design perspective, expertise is pretty interesting because the average die result on a d6 is 3, so in effect expertise is actually giving the same bonus as the operative's two free Skill Focus feats on average (the increase to the die allows expertise's average to keep pace with the operative as well). From my personal design perspective (aka not necessarily Paizo's), Expertise and each Skill Expertise selection is only really worth a Skill Focus Feat, making polymorph disguise a pretty good trade in my personal opinion.

Zaister |
Could we please get an updated PDF of this book where the endsheets are not double-page spreads but rather a single page, like in all the other Starfinder hardcover PDFs? The double wide spread really messes up displaying this book as "fit to page" in various PDF readers.