How will you change Starfinder in your home games?


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RPG Superstar 2010 Top 32

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I'm kind of bummed that Starfinder isn't using metric, but I'll get over it.


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To be honest I am so used to pathfinder using the weird american measurements that I don't care about starfinder not using metric

But srsly...what's it with americans and their weird measurements?


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Seisho wrote:

To be honest I am so used to pathfinder using the weird american measurements that I don't care about starfinder not using metric

But srsly...what's it with americans and their weird measurements?

As an American? I'm not entirely sure.

I'm guessing familiarity and inertia, along with an incompetent government board who's supposed to be supervising our conversion to metric, but who (last I heard) couldn't even tell the reporters their own heights and weights in metric.

I personally would be annoyed if we suddenly shifted to metric, but I'd adapt eventually. Except with temperature. I far prefer Fahrenheit for controlling the temperature of the house or oven.


Seisho wrote:

To be honest I am so used to pathfinder using the weird american measurements that I don't care about starfinder not using metric

But srsly...what's it with americans and their weird measurements?

There was a bill introduced to try to switch americans over to the metric system, including a public education focused component. It was cut to reduce federal spending. Also (as an American) Americans are really stubborn.

Edit: I'm "remembering" (aka I used wikipedia) that the board formed was called the United States Metric Board (USMB).


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Seisho wrote:
But srsly...what's it with americans and their weird measurements?

As an american, I wish I could tell you. Due to my professional background, I'm literate in both, but I'll never get used to converting on the fly.


The where going to switch to metric but then WW2 happened and out a dampner on that. After the war, patriotism had increased so much that the idea seemed "un-American", and so people didn't want to change.


FFS thats now more then 70 years ago...jeez

I don't care about temperature but metric system is so easy in comparisation

you need one number to exchange to the next: 10, thats it...

well in case anyone wonders what i will change in starfinder: besides for range mathematics we use a tool and a board for everyone will use the metric system


Actually... the WW2 comment was incorrect. The idea was originally considered by Thomas Jefferson, back when one of the ideas was also to split a day into 10 segments as well, and they decided it was too newfangled for them to consider. It was considered several times since, and a panel to actually implement it was established in in the 1970s or 1980s (not looking up the article now), and they haven't done much.

That said, on the back end most of the USA is using metric anyway. 1 liter bottles, 500 ml. bottles, no 5ths for alcohol, and similar things. It's just slow, and we're really stubborn.

Besides, do you know how much money it would take to overhaul the mileage markers for our road systems? There are 2.678 million miles of paved roads, approximately. All of the highway systems have a mile marker every mile, and there are frequent 'mile to next city' charts. That's about 4.31 million kilometers. I don't how much the signs would cost, but that's a huge expense, for what's from our perspective relatively little gain.

Just a thought.


Back on topic. I'm going to try a bunch of different things out. Hex grid instead of squares, kitbashing fear/sanity/madness rules from horror adventures, wound thresholds on hit points, and introducing two more ability scores Aesthetic and Luck.


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Benjamin Medrano wrote:

Actually... the WW2 comment was incorrect. The idea was originally considered by Thomas Jefferson, back when one of the ideas was also to split a day into 10 segments as well, and they decided it was too newfangled for them to consider. It was considered several times since, and a panel to actually implement it was established in in the 1970s or 1980s (not looking up the article now), and they haven't done much.

That said, on the back end most of the USA is using metric anyway. 1 liter bottles, 500 ml. bottles, no 5ths for alcohol, and similar things. It's just slow, and we're really stubborn.

Besides, do you know how much money it would take to overhaul the mileage markers for our road systems? There are 2.678 million miles of paved roads, approximately. All of the highway systems have a mile marker every mile, and there are frequent 'mile to next city' charts. That's about 4.31 million kilometers. I don't how much the signs would cost, but that's a huge expense, for what's from our perspective relatively little gain.

Just a thought.

Virtually every country made the switch, including the enormous China.

Can't be that hard.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Steven "Troll" O'Neal wrote:
Back on topic. I'm going to try a bunch of different things out. Hex grid instead of squares, kitbashing fear/sanity/madness rules from horror adventures, wound thresholds on hit points, and introducing two more ability scores Aesthetic and Luck.

I've always thought some sort of "luck" mechanic would be neat in Pathfinder. What would luck affect?


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

As for things I'm going to change, our setting had an established FTL technology already, called "Worm Drive". We're going to rename Drift Engines accordingly, and rename "the Drift" to "Wormspace". Mechanically similar, save for being a mortal discovery. In our setting, the gods have (for the most part) agreed to work solely through divine agents and mortal servants, rather than ever get involved directly with the material plane. Also, since we're not too worried about setting history in stone in a homebrew setting, we're doing away with the Gap.

Kasatha are also a big part of our setting, and already had their own home-brewed racial deity. How we use their new goddess still needs to be figured out, but she'll probably be far more minor.

I really like the Lashunta expansion, and will probably port them back to Pathfinder. The Lashunta in our setting lost their homeworld to an ecological disaster, and in the aftermath a lot of their rigid culture may have changed pretty radically.

Deity wise, we're probably not going to use Triune, instead having Brigh's portfolio just expand. Of course, maybe the Brigh in our setting is Triune, just not known by that name, since Epoch and Casandalee are golarion-specific. The new magic deity (whose name escapes me) is likely to get used, as well as porter back to Pathfinder. He (I think it was a he) is a much better fit for our setting than Nethys. We are also going to use some of our favorite retired PCs as ascended gods in Starfinder, as a way to tie the two games together a little more. Like our new gunslinger goddess "The Stranger", and "Grundr", a chainsaw-wielding troll god.

Scarab Sages

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A chef has years of culinary expertise in preparing food to be delicious, flavorful and nice to look at. I always taste what he/she has prepared, before thinking of pouring steak sauce or ketchup or chipotle on it.

We haven't seen the game (except bits 'n pieces), yet many of you already 'know' how to fix it.


Brew Bird wrote:
Steven "Troll" O'Neal wrote:
Back on topic. I'm going to try a bunch of different things out. Hex grid instead of squares, kitbashing fear/sanity/madness rules from horror adventures, wound thresholds on hit points, and introducing two more ability scores Aesthetic and Luck.
I've always thought some sort of "luck" mechanic would be neat in Pathfinder. What would luck affect?

Any d20 roll. It's an ability check as part of a standard d20 roll. What you roll is a modifier to the main roll, 10 is 0÷your ability modifier, 11-20 is +1-+10, 2-9 is -8 through -1, 1 is spectacular failure.


Quemius wrote:

A chef has years of culinary expertise in preparing food to be delicious, flavorful and nice to look at. I always taste what he/she has prepared, before thinking of pouring steak sauce or ketchup or chipotle on it.

We haven't seen the game (except bits 'n pieces), yet many of you already 'know' how to fix it.

Modders gonna mod.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Quemius wrote:

A chef has years of culinary expertise in preparing food to be delicious, flavorful and nice to look at. I always taste what he/she has prepared, before thinking of pouring steak sauce or ketchup or chipotle on it.

We haven't seen the game (except bits 'n pieces), yet many of you already 'know' how to fix it.

I often ask to hold the tomatoes when ordering from a menu too. The talented chef isn't to know I don't like tomatoes when designing their dish.

Knowing what I like is no slur on the game designers' talents. They're designing for an entire community, I only have to think about one table and I've been playing for a while - I have some insight into what works for us.


Quemius wrote:

A chef has years of culinary expertise in preparing food to be delicious, flavorful and nice to look at. I always taste what he/she has prepared, before thinking of pouring steak sauce or ketchup or chipotle on it.

We haven't seen the game (except bits 'n pieces), yet many of you already 'know' how to fix it.

The chef has put mushroom in the dish, some people don't like mushroom and plan on removing the mushroom from the meal so they can still enjoy it rather than limiting themselves to never order the dish.


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

You say mushroom, I say tomato.


I say mushrooms and tomatoes both. *nods firmly* And broccoli.

More to the point, at the moment I'm not concerned about adjusting mechanics, though my experience with the Technomancer at PaizoCon... worried me. I was by far the least effective character out of the six. That may have just been the build, though, which I was told had been thrown together just for PaizoCon.

For mechanics, I'm in wait-and-see mode. For the setting, they've already revealed enough missteps (for me, not for everyone at large) that I'm not interested in using it.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I doubt I'm ever going to use the 'official' setting for Starfinder. I've got plenty of ideas in my head for campaign settings, and unfortunately most of the setting-specific rules for Starfinder aren't quite compatible. As far as any changes to mechanics, aside from tossing anything campaign-specific (and just punting Drift drive right out the door), I don't foresee too many major changes. Also, whatever are the 'scrolls' for Starfinder, I'll probably replace with Caster Guns and Caster Shells, if something like that doesn't already exist in Starfinder.


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Mashallah wrote:

One thing I'll definitely change in games I run if further news of the game don't entirely kill off the remainders of my interest in the game is undo the retcon on Lashunta.

I think they were more interesting pre-retcon than post-retcon and it generally disturbs me when setting elements are changed like that willy-nilly.

Again, what is your deal with this game? You seem really upset about a piece of news that was released and from everything I have read I am super excited. You do know that these rules are just guidelines? You can really play how you want.


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Im probably gonna wait till it comes out and read it and try it like it is... See how I like it.

Novel idea I know.


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JetSetRadio wrote:
Mashallah wrote:

One thing I'll definitely change in games I run if further news of the game don't entirely kill off the remainders of my interest in the game is undo the retcon on Lashunta.

I think they were more interesting pre-retcon than post-retcon and it generally disturbs me when setting elements are changed like that willy-nilly.
Again, what is your deal with this game? You seem really upset about a piece of news that was released and from everything I have read I am super excited. You do know that these rules are just guidelines? You can really play how you want.

I posted most of my specific issues with the game on the forum, with explanations as to why I see them as issues. You can simply look through my post history if you want to see them.

But a short summary:
1. I dislike virtually everything shown so far about the setting.
2. A lot of the mechanical options shown so far (such as the heart implant) were utterly worthless, meaning Paizo is proudly showing off Starfinder has ivory tower style design, which I loathe - I don't want to climb the ivory tower in yet another system, it's way too tiresome, and ivory towers are a bad idea in the first place.
3. The inability to buy/sell spaceships is absolutely unreasonable in a space game about spaceships.
4. A bunch of minor other issues.

Terminology explanation just in case: Ivory Tower game design is a colloquial term for an approach to game design where developers deliberately make the vast majority of options, "trap" options, so that "promote system mastery" in a very toxic way for the system's health. That is, "trap" options are options which are largely worthless in terms of making your character effective or even actively make your character weaker if you use them, such as the aforementioned heart implant. Actually decent options are scarce and you have to look for them far and wide, resulting in enormous disparity between players who bothered to do so and those who didn't care enough. "Climbing the ivory tower" refers to finding those options.
Such a system deliberately punishes new players or players disinterested in optimisation for the "crime" of relative lack of knowledge of the system by making their characters vastly weaker.


Benjamin Medrano wrote:

Actually... the WW2 comment was incorrect. The idea was originally considered by Thomas Jefferson, back when one of the ideas was also to split a day into 10 segments as well, and they decided it was too newfangled for them to consider. It was considered several times since, and a panel to actually implement it was established in in the 1970s or 1980s (not looking up the article now), and they haven't done much.

That said, on the back end most of the USA is using metric anyway. 1 liter bottles, 500 ml. bottles, no 5ths for alcohol, and similar things. It's just slow, and we're really stubborn.

Besides, do you know how much money it would take to overhaul the mileage markers for our road systems? There are 2.678 million miles of paved roads, approximately. All of the highway systems have a mile marker every mile, and there are frequent 'mile to next city' charts. That's about 4.31 million kilometers. I don't how much the signs would cost, but that's a huge expense, for what's from our perspective relatively little gain.

Just a thought.

Metallic reflective spraypaint on all old signage, Miles multiply by 5 then divide by 3 for a rough approximation in km.


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Mashallah wrote:

I posted most of my specific issues with the game on the forum, with explanations as to why I see them as issues. You can simply look through my post history if you want to see them.

But a short summary:
1. I dislike virtually everything shown so far about the setting.
2. A lot of the mechanical options shown so far (such as the heart implant) were utterly worthless, meaning Paizo is proudly showing off Starfinder has ivory tower style design, which I loathe - I don't want to climb the ivory tower in yet another system, it's way too tiresome, and ivory towers are a bad idea in the first place.
3. The inability to buy/sell spaceships is absolutely unreasonable in a space game about spaceships.
4. A bunch of minor other issues.

Terminology explanation just in case: Ivory Tower game design is a colloquial term for an approach to game design where developers deliberately make the vast majority of options, "trap" options, so that "promote system mastery" in a very toxic way for the system's health. That is, "trap" options are options which are largely worthless in terms of making your character effective or even actively make your character weaker if you use them, such as the aforementioned heart implant. Actually decent options are scarce and you have to look for them far and wide, resulting in enormous disparity between players who bothered to do so and those who didn't care enough....

When you are so upsat with nearly damn everything I start to wonder why you are still here discussing everything?

I mean of course there are a few things that most players dislike...but you don't seem to like anything at all about starfinder


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Seisho wrote:
Mashallah wrote:

I posted most of my specific issues with the game on the forum, with explanations as to why I see them as issues. You can simply look through my post history if you want to see them.

But a short summary:
1. I dislike virtually everything shown so far about the setting.
2. A lot of the mechanical options shown so far (such as the heart implant) were utterly worthless, meaning Paizo is proudly showing off Starfinder has ivory tower style design, which I loathe - I don't want to climb the ivory tower in yet another system, it's way too tiresome, and ivory towers are a bad idea in the first place.
3. The inability to buy/sell spaceships is absolutely unreasonable in a space game about spaceships.
4. A bunch of minor other issues.

Terminology explanation just in case: Ivory Tower game design is a colloquial term for an approach to game design where developers deliberately make the vast majority of options, "trap" options, so that "promote system mastery" in a very toxic way for the system's health. That is, "trap" options are options which are largely worthless in terms of making your character effective or even actively make your character weaker if you use them, such as the aforementioned heart implant. Actually decent options are scarce and you have to look for them far and wide, resulting in enormous disparity between players who bothered to do so and those who didn't care enough....

When you are so upsat with nearly damn everything I start to wonder why you are still here discussing everything?

I mean of course there are a few things that most players dislike...but you don't seem to like anything at all about starfinder

I very much liked the initial batch of information about the mechanics.

A lot of the mechanical changes to the system itself are good and I like them.
That is the main reason I still care about the system and hang around here.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

If you like the base mechanics then that goes along way. The heart implant was one of many. The item level system and advancement seem intriguing to me. The ideas the implant can upgrade seems interesting.

As far as selling implants and upgrades simply sell for same item level weapon. I will say that staff mentioned that these implants are customized to the individual. So like today you could sell a hearing aid to an individual but who would want to buy it another persons hearing aid or prosthetic. They are individualized. If you did not like how it is tied to level. As indicated before I think of it as access system. As you increase in level you gain access to better equipment.

As far as selling the starship the information I read is the starship is like part of the party. Think of it like firefly or star wars.

If you still want to sell ships sell them.

As far as the setting. I am tweaking it already. I would rarely play system totally as is.

Dave2


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Dave2 wrote:

If you like the base mechanics then that goes along way. The heart implant was one of many. The item level system and advancement seem intriguing to me. The ideas the implant can upgrade seems interesting.

As far as selling implants and upgrades simply sell for same item level weapon. I will say that staff mentioned that these implants are customized to the individual. So like today you could sell a hearing aid to an individual but who would want to buy it another persons hearing aid or prosthetic. They are individualized. If you did not like how it is tied to level. As indicated before I think of it as access system. As you increase in level you gain access to better equipment.

As far as selling the starship the information I read is the starship is like part of the party. Think of it like firefly or star wars.

If you still want to sell ships sell them.

As far as the setting. I am tweaking it already. I would rarely play system totally as is.

Dave2

Just a quick note on the "if you want to do it, do it" stuff, since that has come up in other threads (and even in this thread I think) that is a great idea... if you're in a home game where either you are the GM or you have sway with the GM. In either society play or a setting like Roll 20 you don't have the luxury of deciding your own house-rules. Like yeah Rule 0 exists, but sometimes you're not the deciding factor.


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Shinigami02 wrote:
Dave2 wrote:

If you like the base mechanics then that goes along way. The heart implant was one of many. The item level system and advancement seem intriguing to me. The ideas the implant can upgrade seems interesting.

As far as selling implants and upgrades simply sell for same item level weapon. I will say that staff mentioned that these implants are customized to the individual. So like today you could sell a hearing aid to an individual but who would want to buy it another persons hearing aid or prosthetic. They are individualized. If you did not like how it is tied to level. As indicated before I think of it as access system. As you increase in level you gain access to better equipment.

As far as selling the starship the information I read is the starship is like part of the party. Think of it like firefly or star wars.

If you still want to sell ships sell them.

As far as the setting. I am tweaking it already. I would rarely play system totally as is.

Dave2

Just a quick note on the "if you want to do it, do it" stuff, since that has come up in other threads (and even in this thread I think) that is a great idea... if you're in a home game where either you are the GM or you have sway with the GM. In either society play or a setting like Roll 20 you don't have the luxury of deciding your own house-rules. Like yeah Rule 0 exists, but sometimes you're not the deciding factor.

roll20? You can play pretty much any house rule you want in roll20; it's not going to reject your dice roll or macro simply because it is different than rules as written.


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm certainly not going to jump to any conclusions about the entire rules set before seeing the actual rulebook. Likewise any Starfinder that I run will be as-written for the first little while. I want to get a good sense of the game before thinking of changing it.

That said, I always change official settings to suit my purposes. So there will definitely be changes there, some obvious and some very much in the background. For example, while I doubt that it will ever come into play, various other sci-fi settings will exist, but each in its own galaxy. I will also consider how to incorporate Force-users, whether directly using the rules, or indirectly using other means.


KahnyaGnorc wrote:
Shinigami02 wrote:
Dave2 wrote:

If you like the base mechanics then that goes along way. The heart implant was one of many. The item level system and advancement seem intriguing to me. The ideas the implant can upgrade seems interesting.

As far as selling implants and upgrades simply sell for same item level weapon. I will say that staff mentioned that these implants are customized to the individual. So like today you could sell a hearing aid to an individual but who would want to buy it another persons hearing aid or prosthetic. They are individualized. If you did not like how it is tied to level. As indicated before I think of it as access system. As you increase in level you gain access to better equipment.

As far as selling the starship the information I read is the starship is like part of the party. Think of it like firefly or star wars.

If you still want to sell ships sell them.

As far as the setting. I am tweaking it already. I would rarely play system totally as is.

Dave2

Just a quick note on the "if you want to do it, do it" stuff, since that has come up in other threads (and even in this thread I think) that is a great idea... if you're in a home game where either you are the GM or you have sway with the GM. In either society play or a setting like Roll 20 you don't have the luxury of deciding your own house-rules. Like yeah Rule 0 exists, but sometimes you're not the deciding factor.
roll20? You can play pretty much any house rule you want in roll20; it's not going to reject your dice roll or macro simply because it is different than rules as written.

Hint: you aren't always the DM.


So? You aren't always the DM in real life either.


IonutRO wrote:
So? You aren't always the DM in real life either.

What we're talking about is a situation where you apply to a publicly recruiting game and thus have no say as to the rules of that game.

For example, here's one I'm currently applying for to give an example of the format.
And houserules are far less likely to be near-universally accepted than optional rules.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Sorry was thinking about it from the groups perspective I am in where we all play and run. The DM can make the call on house rules. Especially in the case of selling ships or implants/augments. I do think you will see optional rules for harvesting and selling implants/augments. Not sure when. Not too sure on the selling of starships.


Why though?


IonutRO wrote:
Why though?

Why what? This is desperately lacking context.


Why would you consistently play with stranger? It's much easier and more conductive to fun to form a persistent group of online friends to roleplay with.


IonutRO wrote:
Why would you consistently play with stranger? It's much easier and more conductive to fun to form a persistent group of online friends to roleplay with.

Not quite strangers.

I usually play in several groups of about 50-100 people, which, in turn, recruit people in smaller groups for specific games.
The game I linked above is tied to a particular Pathfinder community with about 100-ish people in it, where I hang out regularly. I know both the DM and most of the people who applied there, chatting with them every day.
However, I have effectively no influence over the houserules in place there, as I can't control the minds of an entire community of about a hundred people, unfortunately not being a high-level Wizard in real life.

As for why I don't have a permanent small group - everyone I'm playing with is used to this same format. There is no demand for a stable permanent group as having different DM's and fellow players out of this pool each game is fun.


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Mashallah wrote:
JetSetRadio wrote:
Mashallah wrote:

One thing I'll definitely change in games I run if further news of the game don't entirely kill off the remainders of my interest in the game is undo the retcon on Lashunta.

I think they were more interesting pre-retcon than post-retcon and it generally disturbs me when setting elements are changed like that willy-nilly.
Again, what is your deal with this game? You seem really upset about a piece of news that was released and from everything I have read I am super excited. You do know that these rules are just guidelines? You can really play how you want.

I posted most of my specific issues with the game on the forum, with explanations as to why I see them as issues. You can simply look through my post history if you want to see them.

But a short summary:
1. I dislike virtually everything shown so far about the setting.
2. A lot of the mechanical options shown so far (such as the heart implant) were utterly worthless, meaning Paizo is proudly showing off Starfinder has ivory tower style design, which I loathe - I don't want to climb the ivory tower in yet another system, it's way too tiresome, and ivory towers are a bad idea in the first place.
3. The inability to buy/sell spaceships is absolutely unreasonable in a space game about spaceships.
4. A bunch of minor other issues.

Terminology explanation just in case: Ivory Tower game design is a colloquial term for an approach to game design where developers deliberately make the vast majority of options, "trap" options, so that "promote system mastery" in a very toxic way for the system's health. That is, "trap" options are options which are largely worthless in terms of making your character effective or even actively make your character weaker if you use them, such as the aforementioned heart implant. Actually decent options are scarce and you have to look for them far and wide, resulting in enormous disparity between players who bothered to do so and those who didn't care enough....

1. If you dislike everything then really you are just trolling the boards complaining. Most of the people of here are super excited which is awesome to read their comments but you are spewing the hate.

2. Are you talking about the cardiac accelerator? Dude! It's a game with options. If the game didn't have items and multiple different routes and ways you could build your character all the characters would be built the same. They specifically said in interviews that they didn't want the end all be all build. "if you don't get the 'jetpack of doom' your character is going to suck." That is boring and unimaginative to have must have items.
3. Sell your stupid ship. It's worth 1,000,000 bug fingers. There you go. Think outside the box a little. "The devs didn't put inside the core book how to sell my ship so I guess I can't." WoW
4. The core book isn't out yet. Unless you have an early copy you are trolling the boards for a game you dislike. *Thumbs up* I mean you could just not play it.

Reading that last paragraph explains how you see these games. You don't play them to have fun.


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JetSetRadio wrote:
Mashallah wrote:
JetSetRadio wrote:
Mashallah wrote:

One thing I'll definitely change in games I run if further news of the game don't entirely kill off the remainders of my interest in the game is undo the retcon on Lashunta.

I think they were more interesting pre-retcon than post-retcon and it generally disturbs me when setting elements are changed like that willy-nilly.
Again, what is your deal with this game? You seem really upset about a piece of news that was released and from everything I have read I am super excited. You do know that these rules are just guidelines? You can really play how you want.

I posted most of my specific issues with the game on the forum, with explanations as to why I see them as issues. You can simply look through my post history if you want to see them.

But a short summary:
1. I dislike virtually everything shown so far about the setting.
2. A lot of the mechanical options shown so far (such as the heart implant) were utterly worthless, meaning Paizo is proudly showing off Starfinder has ivory tower style design, which I loathe - I don't want to climb the ivory tower in yet another system, it's way too tiresome, and ivory towers are a bad idea in the first place.
3. The inability to buy/sell spaceships is absolutely unreasonable in a space game about spaceships.
4. A bunch of minor other issues.

Terminology explanation just in case: Ivory Tower game design is a colloquial term for an approach to game design where developers deliberately make the vast majority of options, "trap" options, so that "promote system mastery" in a very toxic way for the system's health. That is, "trap" options are options which are largely worthless in terms of making your character effective or even actively make your character weaker if you use them, such as the aforementioned heart implant. Actually decent options are scarce and you have to look for them far and wide, resulting in enormous disparity between players who bothered to do so and

...

Wow, you somehow managed to twist literally every single point I made and make strawmen out of most of them. While I'm impressed by that, it makes me lose any interest in continued interaction with you specifically, as you clearly don't intend to discuss anything with me in good faith.

RPG Superstar 2009 Top 32

The main thing I am likely to change is the flavor description "The Drift." (... While I am not a fan of "The Gap" I understand why Paizo did it, and may leave it be.)

That is, IF I don't buy a 3rd Party setting and adventures to replace the default setting.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Mashallah, (and everyone else involved in your discussion), could we please move the conversation to a relevant thread? I very specifically stated in the OP that I didn't intend this thread to be for discussing opinions about the game, rather what people are planning to change about the mechanics or setting based on what we currently know. Obviously our opinions influence what we're going to change, but outside of that context, this is not the place to share them.

Mashallah, you've chimed in in about every thread on the Starfinder boards, just to say you don't like Starfinder. We get it. If you must keep saying it, by all means go ahead. But please, not here.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Does anyone have things that they want to port from Starfinder backward into Pathfinder? Or vice versa?

If the core book doesn't have any sort of "Cyberspace" system, I'm likely to re-purpose Occult Adventure's mindscape rules. Psychic duels could even act as a stand-in for cheesy Cyberpunk "hacking" wars, where silly virtual constructs represent your offensive software.


I plan on using a modified core setting as part of my homebrew setting.


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First adventure path will largely be by the book. Although I'll likely be finding bit pieces for past characters to make a mark. Some ideas I've currently got floating around are:

Founder of the Starfinder Society
There'll be an enigmatic figure that's behind the Starfinder Society whose been alive since Golarion's "Heroic Age" (a former PFS character of mine). He remembers a lot about Golarion's star system's history from the published setting up to the point where the Gap occurs. He's most interested in finding out what he can about the Gap and what could have caused it (although I'll also likely kill him off once I get player buy-in to the organisation, or keep him around as an antagally).

The First Emperor of Akiton
By no mean's Akiton's actual first emperor, the Great Emperor Endel traveled to the desert planet and ushered in a golden age that would see Akiton's final dynasty survive hundreds (if not thousands) of years. (This was the final fate of a different PFS character my group).

AkitonDrugs Incorporated (name likely to be changed once the book comes out)
With it's origins in a sex cult native to Akiton, AkitonDrugs Incorporated is large pharmaceutical company that would go on to develop all sorts of innovative and costly drugs. It's iconic drug, "The Chaucey", allows men to endure multiple acts of sex in one night and is named after the deific figure around whom the cult first formed (also inspired by a PFS character from my group).

Shory and Ga'ould^H^H^HAncient Osirian
If these aren't prominent in either the ruins of the galaxy or the present day of the galaxy then they will become prominent.

Earth
Definitely going to include a post-apocalyptic Earth. Just as soon as I can come up with something worthwhile.

Illithids
Illithids will be included somehow. I'm tempted to go full on Firefly Reavers with them.

Forgotten Realms, Eberron, Greyhawk and others
These settings will also be advanced a few thousand years and included. Just as soon as I think of a cool enough hook for them.
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Most of these are not going to be galaxy shattering changes by any stretch of the imagination. But they will let small touches of former characters be present in the setting.

I'll be using the Gap to include BBEGs and other characters that have forgotten where they are or how to get back to the Golarion star system (until such time as I want them to return back). Think Botany Bay from Star Trek mixed with the robot armies of the Dune prequels and Dune 7.

One thing I'm really tempted to include at some point is a crashed ship that has a whole bunch of people in cryogenic storage including <insert old PCs here from either Pathfinder or 3rd edition> and give the players a chance to replay old retired characters in a new ruleset on a new adventure (with the players deciding for themselves which characters they bring in). Alas the cryogenic process was far from perfect and so the characters also have much of their memories lost.


John Lynch 106 wrote:


Forgotten Realms, Eberron, Greyhawk and others
These settings will also be advanced a few thousand years and included....

Liking me some space Tieflings and Shifters.


Tieflings are already in Pathfinder/Starfinder. We also kinda have shifters in Skinwalkers.


Garbage-Tier Waifu wrote:
Tieflings are already in Pathfinder/Starfinder. We also kinda have shifters in Skinwalkers.

Yeah, races should be pretty easy to convert between PF and SF from what was shown so far, so that shouldn't be an issue.


Matthew Colvillerecently made a video detailing an alternative initiative system that worked based upon what you were going to do in a given round, with each type of action (melee attack, ranged attack, spell, move) being assigned a different die value, and while I love of dynamic initiative, this system was created by 5e's writer for 5e. I feel it would get bogged down in the sheer action economy of Pathfinder... but!

Starfinder's action economy has been streamlined in such a way that I feel would be ideal for a system like this.

A very quick and dirty version of the system would look something like:

Operative weapons and other light quick weapons roll a d4.
Simple Melee and Small Arms rolls a d6
Advanced Melee, Long Arms, and Sniper Rifles roll a d8.
Heavy and Unweildy Weapons roll a d12.
Spell casting rolls a d8+ the spell's level.
Move actions, class features, and other actions outside of the actions listed above would add a d6 to the total.

When you take a Full Attack, you add the penalty to your attacks to the dice rolls. -4 to hit becomes +4 to your initiative, when low numbers are good. This allows feats that make you better at Full Attacking, like Multi-Weapon Fighting to help your initiative as well. Feats such as Improved Initiative do something like: "decrease the largest die you roll in a turn by 1 size" (taking the d8 a Spell Caster rolls down to a d6+ Spell Level and so on.)

Obviously this needs tweaking, I haven't actually seen how the weapons look yet, or if Cantrips got the 5e treatment, and this doesn't address Swift Actions and other "barely-an-action"s, but I mean to give it a shot at my table.

With everyone incentivized to build Dex for all the guns, it simply makes sense to me to separate Dex from some of it's long-held potency, removing it from the initiative calculation, and making the fights more dynamic, and based around Player choice, turn by turn.


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That sounds needlessly complicated.

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