Ambrosia Slaad |
It looks like the core hardcover will include the rules & setting, and the adventure path will launch from there.
As for what I hope to see... Paizo freelancers Robert Brookes and Isabelle Lee worked/are working on the Kickstarted Aethera Campaign Setting. I'm hoping they'll both get tapped for Starfinder, because they both write such awesome stuff.
Serisan |
I'm torn. I like the idea, but I was hoping to see less of this:
Best of all, Starfinder is designed to integrate easily with the Pathfinder roleplaying game
I am reserving any hope for this system pending verification from someone I trust actually reading and reviewing the material, as well as whether there will be organized play. I am looking at Cypher Play coming in the fall and wondering what Starfinder will offer that is unique and different from that.
I have faith in the creative team. It's the design that I'm worried about.
Vic Wertz Chief Technical Officer |
It looks like the core hardcover will include the rules & setting, and the adventure path will launch from there.
That's the plan. And where the RPG has adventure material, campaign setting material, and rules expansion happening in separate book lines, we currently intend for the Starfinder Adventure Path volumes to contain all of those things.
Kodyax |
I do want to see them do stuff with alien races in here. Especially those that could be considered PC friendly. I am also hope for an expansion of PFS or see them create something new for organized play. I prefer humanoid; humanized animals as my race in such games and hope there will be a nice menu to choose from but this is all speculation. Regardless of anything else I will be supporting this line to fuel my own home brew if nothing else. Science Fiction, fantasy and horror mixed together is a mental meal my brain just can't get enough of.
Starfox |
I'm just hoping the rules and the setting are separate products lines, like they are now for the rpg and Golarian. I never really got into Golarian, so I'm more interested in this as a rules set.
Seconded - from the other side. I'm likely to be more interested in the setting than the rules.
Dragon78 |
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All playable races are alien races, no core pathfinder races.
Still can use standard pathfinder classes in this setting and vice versa.
Stats for the red skinned humans of Akiton, Vercites, and other 0HD races mentioned in Distant Worlds.
Information about the planets that can used in both the Pathfinder and Starfinder timelines without any changes.
GherkCukeUs of Bored |
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There better be Space Gnomes tinkering around the crawltubes in starships with sonic screwdrivers and self sealing stembolts, and blasting space Goblin pirates in giant mech suits.
Resistance is futile, tinkerfey. Your technologies will assimilated and adapted to serve us. You gnomes yourselves will be marinated, then slow-smoked until pull-apart tender.
MMCJawa |
I want new weird races that are not simply Gnomes in space. Give us genuinely alien looking races that wouldn't seem odd showing up in Star Wars. I would say limit the core races from Pathfinder to Humans and maybe one other race in the setting (elves?)
I want the occult magic system to be the default casting setting
I want a new art style that distinguishes the setting.
A cyborg class
Mechs, robots, genetic engineering, time traveler shenanigans, cyberzombies
A robust system for space combat, so I can fly my fighter craft through the maw of a Dominion of the Black Planet killer.
Future support of new classes and races.
Christopher Anthony Software Developer |
Malwing |
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I've been writing a lot about scifi in Pathfinder on my blog in regards to third party material so what I'm hoping to see will be colored by that a bit.
What I want to see:
1) The ability to play nice with the rest of the game. While this is showing up as a separate RPG line I do expect to see the same set-up. All classes have HD, ranks per level, 20 levels, ect. The reason for this is less about mixing some Pathfinder into Starfinder and more about the fact that I've been there and done that and would like to bring classes I'm already using for space campaigns to be a thing. I want to be able to port in my psionic classes, Machinesmith, Anachronistic Classes and so on without too much additional trouble. The Technologist feat will probably be the main barrier between Pathfinder and Starfinder along with different standards of money and equipment. This does include compatibility with the Technology Guide as that has been pretty functional despite the pricing.
2) Streamlined vehicle rules that interact with giant robots. Giant robots are a must.
3) Cheap technology and CR adjustments reflecting it. The biggest obstacle I've found in running a space campaign is that the costs in the Technology guide are too high for normal wealth by level and still having a distinct technological feel at first level. I've had to make price adjustments and CR adjustments to compensate and I hope Starfinder does too. I suspect this is one of the main reasons why this is a separate RPG line, since if the classes have the same power level then cheap technology would significantly boost their strength.
4) Technology to get it as good as magic. Pathfinder is all about the magic and that is probably the worst part of the game as eventually nothing can really get done without it. I don't want technology to mechanically become insignificant to magic at high levels.
5) Pathfinder Unchained material. There's some bits of Pathfinder Unchained that I've tested to be pretty at home in a space campaign of Pathfinder. For the most part Pathfinder rules are convertable to the Unchained subsystems so I think it's pretty feasible. I hope to seen a more robust Revised Action Economy and simpler monster creation, but what I hope for the most is some kind of change to skills. I've had to make adjustments so that classes have a better handle on skills because in a technological setting I've found that they are way more important for doing anything.
6) Technological 'schools'. If you look Pure Steam you'll see new schools for technology. I'd like to see something like that. Not the same thing mind you, those serve well for dungeonpunk technology but there would need to be something different for Starfinder. Fields of science being mechanically relevant would be great, as opposed to just lopping everything into 'science' and having one roll to make robots, bioweapons, warp engines, AND computers.
Dragonchess Player |
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Stats for the red skinned humans of Akiton, Vercites, and other 0HD races mentioned in Distant Worlds.
Humans are humans, by definition. [/pedantic] It might be nice to see some more alternate racial traits specific to certain types of humans, though.
The stats for vercites already exist: skulks.
Many other races have also already been published and just need to be compiled in one place.
Lord Mhoram |
Things I want to see...
Some sort of variant paladin that uses energy swords for Jedi expy.
Giant Robots.
Good ship combat - and the ability to handle fleet battles, and well as small fighter combat.
I already have one thing I want, the 3rd party support. So I'd love to see SF versions/variations from Dreamscarred classes.
Set |
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I'd like to see a 'pet' class based on fighting alongside one or more robot companions, like a Hunter or Summoner, that uses a mechanical companion.
Space Marine types, using powered armor and big weapons.
Biotechnology. Perhaps a race entirely focused around bio-tech, with organic armors, organic weapons, organic *ships,* etc. as well as bio-modifications (similar to the stuff the Daelkyr used in Eberron).
Psychic magic as the dominant form of magic? That might be a twist too far, since this seems to be the future of the Golarion-verse, which is rife with arcane and divine magic... It would feel a little more 'sci-fi' to me using just psychic magic options (although, thematically, Old One worshipping divine casters drawing upon the power of malevolent entities to perform 'dark miracles' also could fit thematically), with less arcane and divine magic, but I'll understand if that's not an option.
The 'caster / martial imbalance' issue might be much easier to resolve with high powered weaponry and ultra-tech armor available, to 'balance' out what the casters of the future can accomplish with spells. The old fantasy setting tradition of 'everything was so much more magical in the past!' might also serve as a tool to have the spellcasters and spells of the future setting be *less* powerful than the spellcasters of the standard Golarion setting. (Just as spellcasters of the 'modern' setting seem to be *less* advanced than the Runelords and Azlanti and Old Mage Jatembe, as if 1000s of years of magical research and development seems to inevitably lead to magic being less powerful, via some sort of Vancian 'magic goes away' or 'magic is a vanishing resource' paradigm.) I'm not sure which side of that fence I'd be on. I'd actually like to flip that old trope the bird and have the magic of a future magical setting be *better.* (Perhaps more streamlined, with less rote spells and more freeform on-the-fly magical workings.) In that case, the high-tech weapons and armor would definitely need to 'balance' things out so that magical classes don't overpower others, and perhaps some sort of limiting factor would be needed to prevent primary spellcasters from *also* using ultra-tech weapons and armor, and having the best of both worlds...
Eh. I'm glad *I* don't have to make these sorts of setting-design decisions. I'm all over the place. My twin rings of contrariness seem to be acting up again. :)