Starfinder: All the information from paizo blogs / interviews.


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James Sutter wrote:
Wow, that was some impressive notetaking! Thanks, Variel and Malefactor. :D

Sutter noticed me!

*squeals with excitement and hyperventilates in corner*


Archmage Variel wrote:
James Sutter wrote:
Wow, that was some impressive notetaking! Thanks, Variel and Malefactor. :D
Thanks. I'm seriously looking forward to this game. It looks amazing.

You forgot about the holy plasma cannon.


FatherShaun wrote:
Archmage Variel wrote:
James Sutter wrote:
Wow, that was some impressive notetaking! Thanks, Variel and Malefactor. :D
Thanks. I'm seriously looking forward to this game. It looks amazing.
You forgot about the holy plasma cannon.

Eh, it was already mentioned in a previous blog post, so I didn't think I needed to.

Sczarni

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For the Inheritor!

All praise to the Holy Plasma Cannon!

The Inheritor Protects!


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psionichamster wrote:

For the Inheritor!

All praise to the Holy Plasma Cannon!

The Inheritor Protects!

This guy gets it.


psionichamster wrote:

For the Inheritor!

All praise to the Holy Plasma Cannon!

The Inheritor Protects!

I THINK WE ARE GOING TO LIKE EACH OTHER, FELLOW BATTLE-BROTHER!


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Many fiery blessings will issue forth!

The Holy Plasma Cannon guides us in burnination.

For the Inheritor!


Cool

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Malefactor wrote:
Archetypes were explained rather oddly, so I may be completely wrong here, but I came under the impression that archetypes would be umbrella things that each class could take to gain different abilities (i.e. for the Archetype "Good-at-not-dying" a Mechanic might trade out his robot buddy, but an Envoy might trade out something completely different.)

The way the Q&A described it made it sound very much like the Rogue Genius archetype mechanic, which (given one of the names on the Starfinder Developer Team) should perhaps not come as much of a surprise.


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Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.


Garrett Guillotte wrote:
Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.

Much appreciated, I had missed the first few questions when I watched.


I'm hoping "The Swarm" isn't the final name for the creatures. It just feels too generic of a name. Other than that, I like it.


"Cred Sticks”: Small units of exchange

Just as a clarification - they are small physically but can have lots of credits in them.


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Lord Mhoram wrote:

"Cred Sticks”: Small units of exchange

Just as a clarification - they are small physically but can have lots of credits in them.

Sorry I'll be more clear on that next time.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Wow. Thanks for compiling all of this!

Amazed at how many decisions strike me as fantastic ones. Each of these is something that made me giddy:

Archmage Variel wrote:


--Magic types blended together
All casters are spontaneous
all are 6th level casters

--wish and miracle are available as options via certain means?

--Skills work similarly 
-Condensed skills: Not as many 
-Modified to reflect science fantasy

--No crafting feats, all about skills and skill ability

--Credits for gear are separate from starship economy spaceship “points”

--An archetype can normally be applied to ANY class for the most part (Maybe spell caster only

Awesome!


They said old pathfinder was compatible. That means a regular wizard could be possibly broken due to 9th level spells. Any info on that?


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Hmm no 9th level casters. Ever? :(


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Lemartes wrote:
Hmm no 9th level casters. Ever? :(

They said it was possible there might be some in a future book if it seemed like there was demand, but they didn't want to create classes that were trapped with magic as their only option, so they made 6th-level casters that all have something else to do besides magic.


Looks like I was mistaken. I thought that they meant that even full spellcasters only 6th level spells. Not I see that magus has left a legacy.


Luthorne wrote:
Lemartes wrote:
Hmm no 9th level casters. Ever? :(
They said it was possible there might be some in a future book if it seemed like there was demand, but they didn't want to create classes that were trapped with magic as their only option, so they made 6th-level casters that all have something else to do besides magic.

Cool. Thanks.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
XanaverForgedawn wrote:
Looks like I was mistaken. I thought that they meant that even full spellcasters only 6th level spells. Not I see that magus has left a legacy.

Bards predate the magus...as do, come to think of it, the alchemist, inquisitor, and summoner.


I hope "the Swarm" is not their final name.

If there are less skills does that mean that the classes will suck in the skill point department?


It seems that all new starfinder classes will only (normally) have access to up to 6th level spells. However it also seems to be implied that like this a 1st level technomancer may still be comparatively more powerful than a 1st level wizard, though this could end up being different on release (it was said it would be unwise to pit a barbarian against a soldier at one point in a forum if I understood correctly). It also seemed to be implied there may be some way to gain access to higher level spells through some other system as something was said about the "miracle" and "wish" spells. Of course this is again all speculation from comments that have been made by the developers.


Dragon78 wrote:

I hope "the Swarm" is not their final name.

If there are less skills does that mean that the classes will suck in the skill point department?

The skills are supposedly "condensed" it seems, so one skill will have broader applications than in pathfinder, the skills also seem to be changed in some ways, so mysticism seems to be a general replacement for skills like knowledge (religion/arcana) and spellcraft. That being said Int based characters will likely still have less skill points than normal, as it was said that skill points will be fixed class values unaffected by ability modifiers. Operatives have been said to likely have very high skill points due to their class focus on skills, while technomancers have said to have lower skill points due to their lessened focus on skills.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Archmage Variel wrote:
It seems that all new starfinder classes will only (normally) have access to up to 6th level spells. However it also seems to be implied that like this a 1st level technomancer may still be comparatively more powerful than a 1st level wizard, though this could end up being different on release (it was said it would be unwise to pit a barbarian against a soldier at one point in a forum if I understood correctly). It also seemed to be implied there may be some way to gain access to higher level spells through some other system as something was said about the "miracle" and "wish" spells. Of course this is again all speculation from comments that have been made by the developers.

Scrolls could theoretically exist, so if UMD is still a thing...


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The description of archetypes suggests that they may be based on the model of the Genius Guide to _______ Archetypes series by Rogue/Super Genius Games. That means that each core class would need to have at least one base package of abilities that can be swapped out for nearly any archetype.


It seems that there will only be one "archetype" in the core book that will apply to all classes, but multiple various "themes" for the different individual classes. Themes seem like they also may be mandatory, as in you may have to choose one, though I'm speculating here. They seem to be specializations, sort of akin to sorcerer bloodlines, and wizard schools, yet they seem to be in place for all classes. It was also said that there'd be little sections after each class with recommended choices for things like feets to create various builds. I like the added customization that it sounds like it comes with.


Pathfinder Starfinder Roleplaying Game Subscriber

When did they say they were getting rid of intelligence to skills?


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Garrett Guillotte wrote:
Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.

Thanks so much for that. Video is a really inefficient way for me to get information. I really appreciate the transcription.


2ndGenerationCleric wrote:
When did they say they were getting rid of intelligence to skills?

In a Q&A video. I don't remember which one, but it's from a few months ago I believe. Also not sure if I was clear but I meant intelligence no longer effects the number of skill RANKS earned at every level. So I would guess ability scores still affects ability in a skill, just not the number of ranks you can put into skills.


Hmmm, not entirely sure how I feel about some of the bits regarding skills and archetypes/themes but some very good ideas all the same. I particularly like how you solved the problem of currency in the setting. It took me a little while to think about it but there is a subtle brilliance behind the idea of Universal Polymer Bases and backing the credit with an object that's valuable because of its utility instead of its rarity. Not quite sold on the rest of your economic system so far but it certainly sounds like a good foundation for some tinkering if the need arises.

Skills... I will have to see the end results before I fully commit either way. Umbrella skills are one thing, chopping them out entirely is another. And I've seen both good and bad examples of both in other sci-fi games.

Finally it looks like I might have a reason to be excited for Free RPG Day for the first time in a while.

Scarab Sages Developer, Starfinder Team

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Archmage Variel wrote:
it was said that skill points will be fixed class values unaffected by ability modifiers

When and where was that said?


Owen K. C. Stephens wrote:
Archmage Variel wrote:
it was said that skill points will be fixed class values unaffected by ability modifiers
When and where was that said?

*shrugs*

I don't know, this is the first time I've heard of it.


Richard Redmane wrote:
Hmmm, not entirely sure how I feel about some of the bits regarding skills and archetypes/themes but some very good ideas all the same. I particularly like how you solved the problem of currency in the setting. It took me a little while to think about it but there is a subtle brilliance behind the idea of Universal Polymer Bases and backing the credit with an object that's valuable because of its utility instead of its rarity. Not quite sold on the rest of your economic system so far but it certainly sounds like a good foundation for some tinkering if the need arises.

The UPBs reminds me a lot of the nannites that went into being able to build/buy things in System Shock 2. You could also recycle trash and random personal items for small amounts of nannites to convert into useful things like ammunition and hypos.

RE: Skills

As far as skills go, my impression was that a positive Strength modifier gives you bonus ranks to spend on Strength-based skills; Dexterity for Dexterity-based skills, Wisdom for Wisdom, etc.


I thought I saw it in a know direction podcast but I am double checking. I could very well be wrong.


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Matthew Shelton wrote:
Richard Redmane wrote:
Hmmm, not entirely sure how I feel about some of the bits regarding skills and archetypes/themes but some very good ideas all the same. I particularly like how you solved the problem of currency in the setting. It took me a little while to think about it but there is a subtle brilliance behind the idea of Universal Polymer Bases and backing the credit with an object that's valuable because of its utility instead of its rarity. Not quite sold on the rest of your economic system so far but it certainly sounds like a good foundation for some tinkering if the need arises.
The UPBs reminds me a lot of the nannites that went into being able to build/buy things in System Shock 2. You could also recycle trash and random personal items for small amounts of nannites to convert into useful things like ammunition and hypos.

The nanites from System Shock 2 is a good example but my mind immediately went to the Darwin's World RPG which handled crafting materials in a similar way to the UPBs. You had money (called Corium in that setting) and you had crafting materials that were treated as "money" and in theory you could exchange between the two at a similar rate to the UPBs (in theory at any rate, the game's post-apocalyptic setting frequently made that up to the whims of the GM.)

Anyway, UPBs are an interesting idea though I wonder how it would affect the rewards for certain assignments like salvage recovery. Would you split the payout for cleaning out a pirate-infested ship graveyard into UPBs and ship points?


It took me about an hour of this and watching various videos (and simultaneously watching Netflix) but I think I must have misunderstood the Know DIrection 138 podcast at 50:05. I would guess that I've actually been incorrect and as this was not from a developer specifically, the intent was that skill ranks will still be affected by the int mod. Sorry. It was probably super late when I put that note down.


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Odraude wrote:
I'm hoping "The Swarm" isn't the final name for the creatures. It just feels too generic of a name. Other than that, I like it.

That seems to be the running theme for naming things. The Gap, the Drift, the Near, the Far, the Swarm, and credits are all really generic names. This makes sense to me as far as the core book is concerned, as it makes them a little easier to re-skin.

It sounds like they're holding back stuff that's more flavorful for any future AP reveals they've got planned. A lot of what was mentioned but couldn't be discussed in detail seemed to revolve around the AP contents.


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So you can hear someone say in character:

"The Swarm has a clue to the Gap in the Far so we'll have to use the Drift from the Near."

Destiny gets hilariously like that in the dialogue with all the generic terms for everything.


I'm disappointed about the no 9th level casters. Though I agree once you have 9 levels of spells there's not a lot of "room" for anything else.

I'll just have to figure out how to "port" the Wizard over.


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Kcinlive wrote:

I'm disappointed about the no 9th level casters. Though I agree once you have 9 levels of spells there's not a lot of "room" for anything else.

I'll just have to figure out how to "port" the Wizard over.

Something was mentioned about 9th level spells (with the examples wish and miracle being given) being in the core Starfinder rulebook in some capacity but it wasn't further explained. At least it seemed like they were talking about the Starfinder core book.


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Archmage Variel wrote:
Kcinlive wrote:

I'm disappointed about the no 9th level casters. Though I agree once you have 9 levels of spells there's not a lot of "room" for anything else.

I'll just have to figure out how to "port" the Wizard over.

Something was mentioned about 9th level spells (with the examples wish and miracle being given) being in the core Starfinder rulebook in some capacity but it wasn't further explained. At least it seemed like they were talking about the Starfinder core book.

Yeah, they said there would be some way to gain access to higher level spells...but there was no detail as to what that method would be. Or even if it directly involves spellcasting. It might be a feat or a class option or Use Magic Device or something else entirely...we'll just have to wait and see.


Garrett Guillotte wrote:
Odraude wrote:
I'm hoping "The Swarm" isn't the final name for the creatures. It just feels too generic of a name. Other than that, I like it.

That seems to be the running theme for naming things. The Gap, the Drift, the Near, the Far, the Swarm, and credits are all really generic names. This makes sense to me as far as the core book is concerned, as it makes them a little easier to re-skin.

It sounds like they're holding back stuff that's more flavorful for any future AP reveals they've got planned. A lot of what was mentioned but couldn't be discussed in detail seemed to revolve around the AP contents.

Yeah. I think it works for some things, like the Gap and the Drift. But for a race of Tyranid/Zerg/Arachnoid expies, I was expecting something more menacing and less generic.

Also, personally, I'm kind of over using the term 'credits', but it doesn't really bother me as much as The Swarm. I think a better name can be made (assuming it's not a placeholder to begin with).


Odraude wrote:
Garrett Guillotte wrote:
Odraude wrote:
I'm hoping "The Swarm" isn't the final name for the creatures. It just feels too generic of a name. Other than that, I like it.

That seems to be the running theme for naming things. The Gap, the Drift, the Near, the Far, the Swarm, and credits are all really generic names. This makes sense to me as far as the core book is concerned, as it makes them a little easier to re-skin.

It sounds like they're holding back stuff that's more flavorful for any future AP reveals they've got planned. A lot of what was mentioned but couldn't be discussed in detail seemed to revolve around the AP contents.

Yeah. I think it works for some things, like the Gap and the Drift. But for a race of Tyranids, I was expecting something more menacing and less generic.

Also, personally, I'm kind of over using the term 'credits', but it doesn't really bother me as much as The Swarm. I just feel seeing all of the creativity in the last decade from Paizo, there has to be a better name for the Swarm (assuming it's not a placeholder to begin with).

Maybe "The Swarm" will turn out to be a rough translation of a more mystical sounding Alien name. That is if Starfinder still takes an interest in alien languages and doesn't simply throw all of it to the "universal translator" did it. I want languages to have little effect, but I'd like them to still be an established piece of lore.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I was personally surprised they weren't going with the Hive after creating them for Horror Adventures...though that is also a fairly bland name. That said, the Swarm is probably what they're called by some, I imagine other races that know of them - as well as themselves - will probably have other, more interesting names for them?


As long as they don't go overboard with generic names as Numenera did, I am fine with the "Swarm" as a generic name that Starfinder beings call that threat; each race/government might have their own name for it after all. In every RPG setting I played both NPC and PCs come up with slang terms for "official" names, so I wouldn't be surprised that SF does the same. :)


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Garrett Guillotte wrote:
Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.
Variel's summary wrote:

Q: Amanda: What kind of system of magic can we expect in SF? Do the distinctions between arcane, divine, and occult magics still exist?

AHK: So those distinctions you're familiar with in Pathfinder, psychic, arcane, divine, those have sort of blended together. The barriers between them has dissolved. Magic is magic, and it's sort of also fused with this mystical aspect of technology. Magic is just a force in Starfinder. All of our casters are actually spontaneous that sort of draw upon this mystical force of magic that exists in this world, and they're all 6-level casters with separate lists of the different types of magic that they can access.

Oh? Is that my name, now? Amanda? :P

Liberty's Edge

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Ashanderai wrote:
Garrett Guillotte wrote:
Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.
Variel's summary wrote:

Q: Amanda: What kind of system of magic can we expect in SF? Do the distinctions between arcane, divine, and occult magics still exist?

AHK: So those distinctions you're familiar with in Pathfinder, psychic, arcane, divine, those have sort of blended together. The barriers between them has dissolved. Magic is magic, and it's sort of also fused with this mystical aspect of technology. Magic is just a force in Starfinder. All of our casters are actually spontaneous that sort of draw upon this mystical force of magic that exists in this world, and they're all 6-level casters with separate lists of the different types of magic that they can access.

Oh? Is that my name, now? Amanda? :P

Amanda is the name of the developer to whom the question was directed.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Shisumo wrote:
Ashanderai wrote:
Garrett Guillotte wrote:
Most of the Q&A, transcribed for folks who can't watch video. Variel's summary covers pretty much all of it.
Variel's summary wrote:

Q: Amanda: What kind of system of magic can we expect in SF? Do the distinctions between arcane, divine, and occult magics still exist?

AHK: So those distinctions you're familiar with in Pathfinder, psychic, arcane, divine, those have sort of blended together. The barriers between them has dissolved. Magic is magic, and it's sort of also fused with this mystical aspect of technology. Magic is just a force in Starfinder. All of our casters are actually spontaneous that sort of draw upon this mystical force of magic that exists in this world, and they're all 6-level casters with separate lists of the different types of magic that they can access.

Oh? Is that my name, now? Amanda? :P

Amanda is the name of the developer to whom the question was directed.

I know. I just thought I would have a little fun with it since they said my name/moniker right before asking the question in the live stream, but the transcript was presented/formatted differently than the spoken words. Hence, the ":P"

Now you went and sucked all the fun out of it; because I had to explain the joke. :P


Ashanderai wrote:
Oh? Is that my name, now? Amanda?

Since I couldn't make out most of the names on the stream, and since most of the questions were asked by multiple people or from multiple places, I omitted all names of question sources from the transcript. If I feel like burning an hour matching each question to the forums post where it was asked, I might add them in. (Unlikely.)

They answered one of my questions and if I didn't know it was mine, I'd never figure out who they were talking about from the pronunciation.

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