Big Interview with Owen KC Stephens and Jason Keeley, lots of details. [Know Direction]


General Discussion

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Aratrok wrote:
Owen K. C. Stephens wrote:
If you WANT to build NPCs by taking the PC version of a race and slapping class levels on it, nothing stops you.
Except no, as it's been said before, you can't. You wouldn't have something that belongs on Team Monster, you'd have something that belongs on Team Player. We've already been told about how the math for each side is supposed to be significantly different now, instead of both sides playing with the same rules as they do in d20.

I have qualms with your stance. "Monsters Cheat" is a core assumption in enemy math. That and "There will be math errors in the stat block". Anyways, before people may have felt monsters *should* use PC rules or the two tracks were close enough that you could cross over from PC to monster and still have something that works but the two sides did not play by the same rules.

Liberty's Edge

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IMO, extras, allies, creatures and villains should have stats that support their particular role in the campaign/adventure/encounter. There is no reason to build a shopkeeper as a 4th level commoner or whatever when all the shopkeeper needs is a "+4 vs haggling and shoplifting" or whatever. Likewise, monsters and beasts should have abilities, feats and skills that emulate their place in the ecology, not based on their class and level. Does an arboreal needler need to be higher level (and thus have ore hit points and bigger attacks) just because it has climbing, camouflage and a ranged area attack? Villains are not PCs. Generally speaking they don't go around adventuring. Their suite of abilities should not be tailored to that.

tl;dr I'm pleased.


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Owen K. C. Stephens wrote:
The math being different is about the best play experience. You can still do it, they just won't produce the same type of conflict. It'll likely take longer, but the outcome will be very similar.

Wait, are you saying that my villains can actually finish their multi-round monologues about how what their doing is totally justified and better for everyone if they could just detonate their mutagen bombs and make an army of flying laser space zombies?


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Reynard wrote:

IMO, extras, allies, creatures and villains should have stats that support their particular role in the campaign/adventure/encounter. There is no reason to build a shopkeeper as a 4th level commoner or whatever when all the shopkeeper needs is a "+4 vs haggling and shoplifting" or whatever. Likewise, monsters and beasts should have abilities, feats and skills that emulate their place in the ecology, not based on their class and level. Does an arboreal needler need to be higher level (and thus have ore hit points and bigger attacks) just because it has climbing, camouflage and a ranged area attack? Villains are not PCs. Generally speaking they don't go around adventuring. Their suite of abilities should not be tailored to that.

tl;dr I'm pleased.

Fully concur. a lot of NPC interactions can easily be governed by "What is the proper DC for the PC to get what they want?" I Also like that i can slap together a few "bricks" of qualities to make a new creature so that its not just "blue goblins on planet 1, purple orcs on planet 2, neon zombies on their moons, of course."


It sounds like the aim was for less lethal PVP. If you have a PC rules boss, they will be hard to hit and inaccurate.

Liberty's Edge

QuidEst wrote:
It sounds like the aim was for less lethal PVP. If you have a PC rules boss, they will be hard to hit and inaccurate.

Is PVP a consideration Pathfinder design? Tabletop RPGs are pretty much the Platonic ideal of PVE gameplay, no?


Reynard wrote:
QuidEst wrote:
It sounds like the aim was for less lethal PVP. If you have a PC rules boss, they will be hard to hit and inaccurate.
Is PVP a consideration Pathfinder design? Tabletop RPGs are pretty much the Platonic ideal of PVE gameplay, no?

In a world where Charm and Dominate exist, it is a consideration, even if a minor one.

Scarab Sages

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I'm guessing that it's specifically because of charm and domination that the pc math is changing. In Pathfinder, if the barbarian is dominated it's usually a TPK. In starfinder that's much less likely to happen.


QuidEst wrote:
It sounds like the aim was for less lethal PVP. If you have a PC rules boss, they will be hard to hit and inaccurate.

So closer to how bosses work in video games?

Reynard wrote:
QuidEst wrote:
It sounds like the aim was for less lethal PVP. If you have a PC rules boss, they will be hard to hit and inaccurate.
Is PVP a consideration Pathfinder design? Tabletop RPGs are pretty much the Platonic ideal of PVE gameplay, no?

I would assume they take PVP into account, even if actual players aren't facing eachother in combat. Every enemy that isn't a monster is probably built using the PC rules, and in Pathfinder, that means you have a lot of squishy characters who should be bosses but go down in a round or two. If the leader of this cult is a spellcaster a few levels higher than you, why should they go down in just a few hits? If the fight against the big bad takes longer without having to artificially pad it, I think that's great.

There's also a bit in here about enemies cheating now. That they're breaking the rules now. But exactly what rules were they following beforehand? The Tarrasque wasn't built by somebody by rolling 4d6 and dropping the lowest for each stat. It wasn't built with point but either. I'd love to know what the racial stat modifiers were at character creation. Perhaps I can use that race in my next game. Man. They got really good dice rolls at character generation. I'd love to know what class gave them the ability to fire 6 spines at 120 ft for 2d10 damage. Im not seeing that in the statblock.

Unless what happened is they came up with what they thought would be a good and interesting challenge and then worked really hard to reverse engineer the ability scores and feats from there to get to the stats they wanted.

Apologies if my snark levels got a bit high. But the tldr of it is that I believe this will lead to more interesting gameplay that involves less work for the GM. And it probably won't be noticed by most players.


Imbicatus wrote:
I'm guessing that it's specifically because of charm and domination that the pc math is changing. In Pathfinder, if the barbarian is dominated it's usually a TPK. In starfinder that's much less likely to happen.

Summoned creatures being useful at later levels was another example given.. though I don't know if Starfinder has any.

Grand Lodge

this is great, i am so ready to play starfinder! now its almost in my hands!

Liberty's Edge

Damn. Building monsters as characters was one of the few things I was hoping wouldn't change with Starfinder. Really don't like that they removed classed monsters in 4e-onwards.

edit: Hey lakobie! You don't happen to be the same lakobie who has a Peridot tumblr avatar, do you?


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Pathfinder Starfinder Roleplaying Game Subscriber
Lord Mhoram wrote:
Imbicatus wrote:
I'm guessing that it's specifically because of charm and domination that the pc math is changing. In Pathfinder, if the barbarian is dominated it's usually a TPK. In starfinder that's much less likely to happen.
Summoned creatures being useful at later levels was another example given.. though I don't know if Starfinder has any.

Here's a relevant quote from Mark Seifter in another thread, explaining why PCs have higher AC and lower to-hit (and monsters vice-versa) than Pathfinder:

Mark Seifter wrote:
So why is this really useful? And how does it help gameplay compared to the way it worked in Pathfinder? Two big reasons: First and more importantly is mind-controlled PCs. If a PC DPR character gets mind-controlled in Pathfinder, unless someone can remove it, chances are another PC is annihilated that same round. In Starfinder, if you get mind-controlled, your accuracy against your buddies is going to be worse than it was against the monsters, so your buddies are much safer (this is also why people who tried to math out Obo's chance to hit herself ran into problems compared to when they mathed out Obo vs a troll). The other is PC minions: In Pathfinder summoning, for instance, summoning was generally extraordinarily powerful for weird utility summons or if you had a ton of ways to buff the creature, but otherwise you eventually started to reach the point at higher level where your summon (if not used for utility or spells) just couldn't hit and was mostly a meat distraction, taking up a lot of space but the monsters wouldn't even bother with them. But if your minions have higher accuracy and lower defense than a PC of their level, that makes them much more interesting: They can actually hit and damage their up-leveled foes (who also have lower AC) but are easy to take out and thus a foe might consider taking them out (which also serves the minion controller's ends nicely by diverting threat from the PCs to the minions). Note that this is more about expendable minions than about a major companion like the drone that has numbers more in the shape of a PC's.


We actually had that particular issue of Mind Control come up in our last campaign so while I understand why people might be disappointed about the rules differences between NPCs and PCs, I think not having your fellow PCs instantly turn you into paste is a good enough trade off!


Jimbles the Mediocre wrote:
Lord Mhoram wrote:
Imbicatus wrote:
I'm guessing that it's specifically because of charm and domination that the pc math is changing. In Pathfinder, if the barbarian is dominated it's usually a TPK. In starfinder that's much less likely to happen.
Summoned creatures being useful at later levels was another example given.. though I don't know if Starfinder has any.
Here's a relevant quote from Mark Seifter in another thread, explaining why PCs have higher AC and lower to-hit (and monsters vice-versa) than Pathfinder:

That's the one I was referencing, thanks for posting it here.


Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.


Pathfinder Starfinder Roleplaying Game Subscriber
Calth wrote:
Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.

I think you may be on to something there - fun fact, six of the seven core classes have good will saves (all but the mechanic).


Calth wrote:
Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.

It seems weird then that the martials gets good Will

In fact, Will seems to be on every class except the mechanic.

Envoy---------Good Will and Reflex
Mechanic------Good Reflex and Fortitude
Mystic--------Good Will
Operative-----Good Will and Reflex
Solarion------Good Will and Fortitude
Soldier-------Good Will and Fortitude
Technomancer--Good Will

The Exchange

Good Will saves make sense to me. Stories are commonly about the strong willed, and much less often about the wise.


Voss wrote:
Calth wrote:
Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.

It seems weird then that the martials gets good Will

In fact, Will seems to be on every class except the mechanic.

Envoy---------Good Will and Reflex
Mechanic------Good Reflex and Fortitude
Mystic--------Good Will
Operative-----Good Will and Reflex
Solarion------Good Will and Fortitude
Soldier-------Good Will and Fortitude
Technomancer--Good Will

I wouldn't really call it weird. If Will is less important than the design cost of including a good Will save in a class is less.

Liberty's Edge

Voss wrote:
Calth wrote:
Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.

It seems weird then that the martials gets good Will

In fact, Will seems to be on every class except the mechanic.

Envoy---------Good Will and Reflex
Mechanic------Good Reflex and Fortitude
Mystic--------Good Will
Operative-----Good Will and Reflex
Solarion------Good Will and Fortitude
Soldier-------Good Will and Fortitude
Technomancer--Good Will

I still think the Soldier should have been Fortitude and Reflex. Any Soldier worth his space-salt knows how to duck and cover.

Scarab Sages

JRutterbush wrote:
Voss wrote:
Calth wrote:
Its also interesting in that it may alter the optimal save paradigm. In Pathfinder the order of save importance is Will > Fort > Reflex, as the meme is a good reflex save prevents some damage, a good fort save prevents your death, a good will save prevents your party's death. Shifting the math to make dominates less deadly shifts things around so having that high will save is less important for martial especially.

It seems weird then that the martials gets good Will

In fact, Will seems to be on every class except the mechanic.

Envoy---------Good Will and Reflex
Mechanic------Good Reflex and Fortitude
Mystic--------Good Will
Operative-----Good Will and Reflex
Solarion------Good Will and Fortitude
Soldier-------Good Will and Fortitude
Technomancer--Good Will

I still think the Soldier should have been Fortitude and Reflex. Any Soldier worth his space-salt knows how to duck and cover.

When you have power armor, it's less about avoiding hits and more about absorbing them.


I found thedefault point buy interesting, 10 in everything, racial mods, and then ten points for one to one distribution.


Pathfinder Rulebook Subscriber

Don't forget the mod from your theme and a more generous stat advance every 5th level.


Calth wrote:


I wouldn't really call it weird. If Will is less important than the design cost of including a good Will save in a class is less.

That doesn't make much sense from a design perspective, though. That suggests the mechanic has the best saves, spellcasters have intentionally bad saves (above and beyond just having a single good save), and the other classes are just average. Or to put it numerically, 2, 1.5 and 0.5 respectively.

The bad saves are already putting me off the caster classes to some degree. If Will is also something that doesn't matter... that's a huge defensive disadvantage.


Voss wrote:
Calth wrote:


I wouldn't really call it weird. If Will is less important than the design cost of including a good Will save in a class is less.

That doesn't make much sense from a design perspective, though. That suggests the mechanic has the best saves, spellcasters have intentionally bad saves (above and beyond just having a single good save), and the other classes are just average. Or to put it numerically, 2, 1.5 and 0.5 respectively.

The bad saves are already putting me off the caster classes to some degree. If Will is also something that doesn't matter... that's a huge defensive disadvantage.

It is not unlikely that while more classes will have good will saves, there may very well be many more creatures with abilities requiring will saves. All the while, several things that once required fortitude saves likely no longer pose a threat. Contact and airborne poisons and diseases, severe heat/cold, subversion in water, etc.


Ventnor wrote:
Mark Seifter wrote:

You could probably still build it that way and then make some simple tweaks of lowering KAC/EAC, raising accuracy, etc and be in great shape.

Of course, my group was skeptical of the idea of building NPCs differently too, but I used the Starfinder system without telling them and they couldn't actually tell I did until I revealed it; the classed NPCs felt like PCs to them, down to the operative PC warning the rest of the party what to fear from a fellow operative and how to beat one and being correct.

"Ah, crap, looks like one of AbadarCorp's 'Debt Collectors.' Alright everyone, here's what to expect..."

EDIT: Note to self - make Priest Operative.

Oh no! Everybody run! I'ts AC/DC!

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