
Randall Rapp |
Just wondering if your planning to use the current Technology guide rules (batteries & charges, production labs, cyber implantation values, etc.) with some extra gear, a modified version of those rules, or a completely new set up. If you are using the Tech guide rules, are you taking submissions for new gear (Ion gel anyone?)?

XLordxErebusX |

I find that almost nothing in the Tech guide would be useful.
The prices are all overpriced.
The creation rules dont work well for something so abundant.
There are massive holes where they could include dozens of different types of weapons and armor.
I hope they start from the ground up and try to cover more bases.

Torbyne |
1 person marked this as a favorite. |
I find that almost nothing in the Tech guide would be useful.
The prices are all overpriced.
The creation rules dont work well for something so abundant.
There are massive holes where they could include dozens of different types of weapons and armor.I hope they start from the ground up and try to cover more bases.
The functioning of items in the tech guide are still relevant, the charge sytem and reloading of weapons can be directly ported over. weapon damages and types as well. creation rules make plenty of sense too, to make a laser rifle you need the ability to use a lab and access to one.
Prices in the tech guide are for how a (mostly) early renaissance period world would value a functioning missile launcher or rail gun, of course it would be different in a setting where advanced firearms are common.
Pathfinder creation rules in general are time and resource sinks and that is kind of done on purpose to make creation have impact on the players to prevent them from constantly rolling with twice the expected gear and power of a group their size.
So while yes, i dont expect you could just plop the tech guide down on the table in a Starfinder game and tell players to use that as the equipment manual, there are a lot of ideas in there that can be used as a starting point for SF and potentially a lot of items that could be ported directly over with price or creation ignored. Particularly i like how they handle healing items, the fast healing chems work great for out of combat applications and are very falvourful.
That being said, i full agree that there are lots of holes that could be filled with even more, and more powerful tech devices but the tech guide was never supposed to provide all options for a whole system of play.

Richard Redmane |
Like everyone else, I don't see how most of the Tech Guide would be relevant to Starfinder. Tech is or should be commonplace as opposed to Pathfinder's limited pool of tech artifacts that are often on the same level as the magical gear and the ability to make basic repairs should be something most characters can or should be able to do in the setting. But as said on the Know Direction podcast, it looks like they're working on it. Which is cool, I particularly look forward to seeing how they blow out and expand the utility/general gear section but that's a pet interest of mine.

gharlane |
I don't think it's useful-- the entire point of tech in Pathfinder is that it's rare, special and due to the difficulty in duplicating it, something of strictly limited influence on the setting. A high-tech setting isn't going to have any of that-- a blaster is something you buy lik eyou'd buy a (non-magical) sword, and will have to be balanced and handled like that.

Aqua Zesty Man |
XLordxErebusX wrote:Pathfinder creation rules in general are time and resource sinks and that is kind of done on purpose to make creation have impact on the players to prevent them from constantly rolling with twice the expected gear and power of a group their size.I find that almost nothing in the Tech guide would be useful.
The creation rules dont work well for something so abundant.
Indeed! In Starfinder, commercial manufacturers may be assumed to beleveraging assembly lines and other optimization techniques to realize economy of scale, and churn out dozens of weapons every week if not every day.