| StSword |
| 1 person marked this as a favorite. |
While the description is more informative than a lot of descriptions here, it did leave out something I felt people would want to know.
While also giving guidelines for converting from pathfinder to starfinder and vice versa, this also finishes the trilogy of books based on the subsystems of Dreamscarred Press- Path of War.
So if you've ever wanted a PoW archetype for the Solarian, Mechanic, Envoy, or Soldier, this is the book for you.
And I'm really digging the Robot Lord archetype for the Helmsman, which allows one to replace mecha with a mechanic's drone or exocortex.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
|
While the description is more informative than a lot of descriptions here, it did leave out something I felt people would want to know.
While also giving guidelines for converting from pathfinder to starfinder and vice versa, this also finishes the trilogy of books based on the subsystems of Dreamscarred Press- Path of War.
So if you've ever wanted a PoW archetype for the Solarian, Mechanic, Envoy, or Soldier, this is the book for you.
And I'm really digging the Robot Lord archetype for the Helmsman, which allows one to replace mecha with a mechanic's drone or exocortex.
Well said and thanks for the expanded info!
| Endzeitgeist |
| 1 person marked this as a favorite. |
Part II of my review:
But there is more. Did a lot of the above sound familiar to you? The disregard of balancing tools in both systems. The damage escalation. The fact that the book sees no issue in blatant power-escalation…well, the majority of archetypes herein are made with Path of War rules. And the shortcomings in the SFRPG to PFRPG-section suddenly make sense. If you can dish out ridiculous amount of damage and the design goal is to solo dragons, the SFRPG weapons won’t bother you (as much)—but they’ll be added to that, so sure you want that? Regarding math, a +20 AC matters less when you use a subsystem that is based partially on the assumption that you can substitute skill-checks for attack rolls, allowing you to boost your attacks in a ridiculous manner. When you can hit with a skill that you can buff by +5 for less than 1K gold, this lack of concern becomes suddenly understandable. When the system’s already changed regarding its base assumptions regarding PC and NPC power, undercutting prices and the like? Suddenly falls by the wayside.
In all brevity: Eliminator’s operatives get Steel Serpent, Tempest Gale and Thrashing Dragon, as well as the option to Claim targets as a swift action. This has a close range, and lasts for ½ class level rounds, and it makes you auto-succeed trick attacks against claimed targets. Legatus envoys get Golden Lion, Scarlet Throne and Tempest Gale…and…oh boy. Guess what? The ability to execute maneuvers through allies? You know, one of the rajah’s ridiculously strong abilities? This fellow has it. But guess what? While extremely potent, I’d allow this fellow in Path of War games. It’s a very strong option, but not as escalated as the rajah. Starknight solarians get Elemental Flux, Golden Lion, Riven Hourglass, Solar Wind and Veiled Moon. Their maneuvers are randomly granted in combat, somewhat akin to the crusader class of To9S of yore. Interesting: 2 disciplines are assigned to photon, two to graviton, while Elemental Flux is always an option. As such, stellar mode is modified into an animus ability (required for Elemental Flux). I like the blend of maneuver-and mode-engines here. For a Path of War game, it’s an interesting engine-tweak. The uplink warrior mechanic chooses here disciplines and uses them via exocortex, including an ability to gain temporarily combat feats. The zenith marine soldier gets four disciplines of their choice and a series of fixed immunities in exchange for 5 bonus feats and kill shot, which is a ridiculously good deal, but I kinda expected as much.
The pdf closes with a couple of solarian and technomancer options balanced for PFRPG (don’t use these in SFRPG!), and feats to adjust classes to the power-level of the fused systems – such as making trick attacks possible with all weapons, an option to use a mind blade and enhance is like a solar blade, etc. There is also a feat that lets you use PFRPG automatic weapons with the SFRPG automatic property. Ironically, the PFRPG automatic property is better in SFRPG, with its focus on longer-range combat, and the SFRPG automatic, with its spray and pray, is stronger in PFRPG…
Conclusion:
Editing and formatting are not particularly impressive on a formal or rules-language level, particularly not for Legendary Games. There are plenty of formatting hiccups herein, with missed italicizations, capitalized things that shouldn’t be, etc. I also found quite a few typos. The rules-language level fares better, but only regarding the formal execution. If you even remotely value the balance of your game, take ANYTHING herein, even the components that seem to make sense or sound like true convictions and facts, with not a grain, but a large dose of salt. Layout adheres to the series’ two-column full-color standard, and the pdf comes fully bookmarked for your convenience.
Matt Daley’s Star*Path didn’t really have as big a mountain to climb to my heart. I did not expect it to be exhaustive; it can’t be at this page count. I expected it to be helpful; incomplete, but genuinely helpful. All I wanted out of this book, was some tables, some math done for me, so I wouldn’t have to extrapolate as much. And I VERY MUCH wanted to like this book.
This needed to present some guidelines for GMs to decide when an ability converted from PFRPG to SFRPG needed a resource cost, some suggestions for pools and how they operate. This needed to get the magic translation from system to system right, provide guidelines for spells. And get the items right. All of these things, general design principles from which one can extrapolate special cases, could have easily fitted within the book’s 38 pages.
Instead, we get essentially useless, fragmentary class conversion starts that gobble up wordcount; utterly broken, worthless and handwaving pricing guidelines that don’t live up to the most cursory of scrutiny. The conversion notes are mired in specifics, when it should have provided WORKING general guidelines. The conversion to SFRPG is a colossal mess. Don’t use it.
The other way round fares a bit better; it’s not good either, though, and much like the other direction it is just as mired in specifics, which, while nice when they apply, was not what this book professed to be.
To make this abundantly clear: Whether you want to convert PFRPG to SFRPG, or vice versa—this book fails in delivering anything remotely balanced. For most groups, the material herein will not work. The conversion to SFRPG in particular is horribly uneven. I tried both directions and found both incredibly wanting.
That being said, there is one thing of value for a very select audience: The fused system based on PFRPG, with SFRPG-components spliced in, makes sense in a very abstract, theoretical manner. The assumed power-level of this fusion is greater than its parts, and the prevalence of Path of War-based material is testament to that. The notion of playing fast and loose with balancing in favor of a power-fantasy, the crucial defining feature of Path of War, is also prevalent here. So, if your aesthetic is that you should be able to solo dragons and don’t mind escalation beyond Path of War Expanded, then this fused system will have merit for you and your group.
If you wanted a solarian balanced against non-Path of War-PFRPG? Then I’d suggest the edgeknight by Interjection Games, a light/darkness-mode full-BAB class (see Ultimate Antipodism) that will not break your game, potentially with some power upgrades, depending on your game’s power level. For PFRPG, there are plenty of classes that fill SFRPG-class niches.
The only groups to whom I can really recommend this pdf, are those that play with Path of War, who also REALLY wanted to have the SFRPG-classes in PFRPG. For you, this may be a solid offering, though you’ll still have to rephrase all those abilities for smooth gameplay.
For me as a person, this book was worthless. I got nothing out of it.
Nothing at all. I will use nothing from this book ever again. For me, this is a 1-star dud.
As a reviewer, I consider it problematic, in that it professes to provide reliable metrics for conversions (see item conversion) with an air of conviction, but if you even slightly prod the numbers, they fall apart, making it a somewhat malign trap for less number-focused GMs.
Heck, the even remotely mathematically-inclined who went into some deep dives regarding the engines of the two systems will notice pretty much immediately that this doesn’t deliver what it needed to.
A book like this is certainly possible, but it needed to really get into the math and the grit of the systems and focus on getting the core translation right. This did not, and instead got lost in specifics without addressing the fundamental issues of the task at hand. For super high-powered groups, this can be an okay, if seriously flawed book; for all others, this is at best a dud, at worst a danger to the integrity of your game.
I wanted to love this. I hoped to adore it. I didn’t want a perfect conversion code, but I wanted a functional core from which one can extrapolate—because that’s what this book desperately needed to deliver. And didn’t.
My final verdict can’t exceed 1.5 stars, rounded down.
Endzeitgeist out.