| YuriP |
I was reading some posts about bring cross-material between both games and while some classes from SF2 could end needing many lore and even equipment availability adjustments like a Soldier in Golarion usually needs to be come from the future or unfrozen from some part of Numeria or came into Golarion from a more advanced technological world in some way.
But for the inverse the things looks way more easier to deal. So what classes do you think that may fit well in SF2 without too much excuses nor mechanical adjustments or may need way more adjustments or simply don't fit well into SF2 environment?
Let me put my list:
Alchemist - adjustments needed: medium - Alchemists are pretty like an archaic madness scientist from the past. It's perfectly reasonable that you can use the current alchemical itens in PF2 but they will looks like some old fashined gadgets when you are surrounded by many high-tech things. Maybe if we get alchemical in SF2 the alchemist could be easier adapted but I still don't know if we will get alchemical itens in SF2 at all.
Barbarian - adjustments needed: none - Our melee focused enraged martial probably will work pretty well in SF2 and curiously even the Superstition Instinct will able the get a better place here than in Golarion once that the probability to have a party without supportive casters could be higher. We will certain get some melee weapon in SF2 so I don't see any problem to an martial proficiency class to use them the only problem we may have is a lower number of thrown weapons but I don't thing that most barbarians builds are throwing based at all neither that we won't have any throwable weapons in SF2.
Bard - adjustments needed: none - Once that Bards are primary supportive spell casters that's uses music and performance I don't see any problems they running well in SF2 in the same way they do in PF2.
Champion - adjustments needed: none - Like barbarians I don't see big problem to Champions in SF2. Maybe it can even get more benefit of having pistols as secondary weapons than they able to have in PF2 where the one-handed weapons are restricted do throwable weapons or weapons with reload 1 or more.
Cleric - adjustments needed: low - Like bards I don't see divine spell casters having any problem at all with one exception. The deities available. You may not get access to some PF2 deities (because they died/changed) but you will get access to new ones too.
Druid - adjustments needed: ??? - As primal spell casters I don't see too much problems at all but I don't know how their lore will fit in a game with too much artificial environment. Probably it won't be a real problem at all but maybe a bit challenging to explain why a nature defensor is flying over the space at all (with the exception to the stories about protect planets environment).
Fighter - adjustments needed: none - Fighters classes are basically made to be able to use any weapons the only "adjustment" here is they using hightech weapons too but the man-at-arms chassis of fighter probably will grant they some versatility here.
Investigator[b] - adjustments needed: low - Investigator are mentalists they are more focuses into get information deduction and recalling knowledge. Maybe the alchemical subclass could be a little problematic here but outside of it I don't see any problems at all.
[b]Kineticist - adjustments needed: low - Like magical class you probably can play as kineticists without any problems or adjustments except from the Attenuators that need to be available and imported to SF2 too.
Magus - adjustments needed: none - I can imagine Starlit Span really being even more relevant here than they already are in PF2. Like other spellcasters I don't expect any problems from their spellcasting abilities.
Monk - adjustments needed: none/medium - Monks are in a curious situation. Their unarmed abilities will work well in SF2 but their weapons part probably no. We won't have monk traits in SF2 weapons what means that GM will have to make their own homebrew to choose what weapons will be available to monks and even so many weapon stances are locked to some specific weapons (like Monastic Archer). I believe that most players and GMs will simple ignore the monstic weapons aspect of the class or will use the old magical weapons from PF2 what may require some availability adjustments from the GM.
Oracle - adjustments needed: none - Like other spellcasters I don't expect that Oracles will need any adjustments or have any problems at all to play in SF2.
Psychic - adjustments needed: none - Like other spellcasters I don't expect that Psychic will need any adjustments or have any problems at all to play in SF2.
Ranger - adjustments needed: low - Rangers probably will work like any other martials like fighter using the hightech without problems. Their companions maybe get more options available but their snares may look archaic and probably need to be imported from PF2.
Rogue - adjustments needed: none - Like fighter I don't expect problems in rogues playing SF2 but depending from what changes was made in skills they may get a different set of skills but I don't think they need to be adjusted at all.
Sorcerer - adjustments needed: none - Like other spellcasters I don't expect that Sorcerer will need any adjustments or have any problems at all to play in SF2.
Summoner - adjustments needed: none - Like other spellcasters I don't expect that Summoner will need any adjustments or have any problems at all to play in SF2 even eidolons are very independent from things of the world and probably will work without any problem.
Swashbuckler - adjustments needed: none - Like fighter I don't expect any problems for swashbuckler too once we will certain will get some good light weapons too. Maybe a lightsaber Swashbuckler?
Thaumaturge - adjustments needed: none - Maybe thaumas will looks some eccentric in SF2 but they aready are in PF2 so I don't see this changing anything at all. kkk
Witch - adjustments needed: none - Like other spellcasters I don't expect that Witch will need any adjustments or have any problems at all to play in SF2.
Wizard - adjustments needed: maybe low - Like other spellcasters I don't expect that Wizard will need any adjustments or have any problems at all to play in SF2 with one exception. Staves! I don't know if they will exists in normal SF2 or with will we get a similar equipment like Codas. This maybe difficult a little some Wizards with Staff Nexus but even if SF2 doesn't get anything like a staff they can be imported from PF2 or your can construct your own personal staff.
Gunslinger - adjustments needed: none? - Gunslingers are projected to play with Reload weapons but I expect that most weapons in SF2 will get not reload or if have no misfire what makes some mechanics simply doesn't working right like Risk Reload. This maybe forces a Gunslinger to import some weapons from PF2 making them a bit archaic also we problem will we have some marksmanship expert in SF2 that probably will deprecate the Gunslinger class.
Inventor - adjustments needed: none? - I don't imagine the inventor class having problems in SF2 but they will look like archaic to all the technology we will have available.
| breithauptclan |
| 1 person marked this as a favorite. |
I think a lot of it depends on if the character is using the Pathfinder equipment, items, and spells or the Starfinder equivalents.
If a Fighter is only proficient in the Archaic Pathfinder weapons and armor, then the character isn't going to work so well. If the Fighter is running around in a Reinforced EVA Suit and swinging a Doshko, then they will be fine.
Similar but less so with the spellcasters. A Wizard throwing around Fireball may look old-fashioned, but it will still be a fireball. But it wouldn't be hard at all to let the Wizard use the Starfinder arcane tradition list instead and whatever burst area damage spells that it comes with.
For the classes themselves, surprisingly the two that would be the hardest would be the two that came from Guns & Gears - Inventor and Gunslinger.
Gunslinger, as was mentioned, has a lot of class power tied into improving the action usage of Reload of their firearms. When everyone is slinging guns that have the equivalent of Reload 0 then the Gunslinger doesn't really feel special.
Less of a problem, but still a problem, is the Inventor. The list of cool traits and abilities that they get on their Innovation will need to be replaced with things that make more sense in the Starfinder setting. A lot of those cool things for Inventor that are hard to come by in Pathfinder may be replicated by equipment that anyone can get their hands on in Starfinder.
| Perpdepog |
Weapon inventor will fit, at least. It'll feel a bit odd modding your ranged weapon, inventor ranged buffs are a bit thin on the ground, but melee inventors should fit right in. Their class doesn't care about the tech level of your weapon, just if it's simple or martial.
I think armor inventors will feel the most out of place because their armor has its own stats. Companion inventors may or may not feel funky depending on what drones eventually look like.
| breithauptclan |
| 3 people marked this as a favorite. |
The parts of character building that aren't going to convert over as well are the Archetypes.
Pirates should absolutely exist. The Pirate Archetype isn't going to represent that character concept very well when we are talking about starships.
| Ezekieru |
I can imagine, in a book that gives Starfinder-specific feats and options to Pathfinder classes, that there would be a selection of weapons that would have the Monk trait on there.
After all, the Starfinder team confirmed giving deities domains specifically so that Pathfinder Clerics will be playable, whereas no other SF Player Core class will interact with them. I can see them still having a few Monk weapons available as well.
| QuidEst |
Swashbuckler and Barbarian should probably be Medium, since they're obligate melee classes with no aerial options at low and medium levels. Sure, they function, but having all your features turn off against a lot of enemies is a real issue.
Rogue is probably High, since flanking goes from a default assumption to something you need a party member to build around.
I'd go with High for Alchemist, since it requires an entire category of items to be brought over as well.
Thaumaturge is probably Low rather than None, since it's the class most heavily balanced around having exactly two hands, and the current 3+ arm rules would give it way more damage. Just require implements to be in a combat hand to count for bonus damage, and they're good.
| YuriP |
The parts of character building that aren't going to convert over as well are the Archetypes.
Pirates should absolutely exist. The Pirate Archetype isn't going to represent that character concept very well when we are talking about starships.
Yes I don't mentioned archetypes because most of them are too thematic to fit into SF2 yet many others of them are still useful.
…you made a whole thread to see “low/none” on every class?
Kkkk this was curious in fact.
When I start to write the thread I begin with a preconceived idea that will be many classes a bit harder to adapt or to fit into SF2 lore/scenario (and the alchemist being the first one doesn't help).
But when a I was analyzing one by one I noticed that many classes that I think that could be more problematic to play in SF2 in fact was more easier than I imagined.
For exemple like breithauptclan said. If a fighter was going restricted to proficiencies from PF2 (what's unlikely IMO once the both games uses same nomenclature for simple, martial and advanced weapons) but if the proficiency works normally nothing really prevents a fighter to use a Rotolaser or any SF2 melee weapon making it so effective as they are in PF2.
Same for casters but there's no scrolls or wands in SF1 so the spellcasters may risk be more limited in a SF2 that don't have access to old PF2 items.