My gripes with the system, and balancing.


General Discussion


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Let me preface this post with some information: i have not played a game yet, only read through the rulebook. maybe some of my gripes will be gone once someone with game experience shares his knowledge with me. Also so far i actually enjoy the starfinder rules for the most part, and understand that going with a one-book release meant cut corners. Also the words "player preference" has no place in this discussion. this is all about rules and numbers, not what players enjoy. this is a balancing discussion.

Major gripes: these problems as some that i would consider the worst, or game-disbalancing

-EAC VS KAC: now i enjoy the two different AC's, reminds me of mass effect 1, but from even a rapid glance, most armors seems to give more KAC than EAC for the majority of them, and most energy weapons deal as much or more damage than kinetic ones, with no seemingly major downsides, so why would i pick kinetic weapons over energy?

-lack of shields: several artwork depict shields, either material or energy, and since melee still plays a large part of combat, why are there no shields? shields could even help balance the EAC VS KAC issue

Minor gripes: mostly unimportant or small issues that wont affect the game much.

-most classes share the whole class choice system of choosing different abilities every other level, but instead of giving those a blanket term like "perks" or whatever each class has a name for it. just a tad annoying, nothing major. i know they are officialy called "class choices" but theyre not refered to that in the actual class descriptions.

-powered armors: they feel like a last minute after-thought. once again probably a result of the "one book" feature, but theres only like 5 power armors and the options for each are slim,

-lack of solarian armor crystals: self-explanatory, no further input needed.

-cybernetics, or "augments": same issue as the powered armors, the options feel slim a bit, especially when you consider the leveled aspect of it all. a variety of more "fluff" augments would be nice.

-spaceships: now this is probably the most minor of all problems, easily overlookable, but for me its hilariously off-mark. the scope of ships is entirely screwed, to put it lightly. the kasathas came on a huge colony vessel, one of the biggest ever seen, that was suposed to bring enough of them to populate a huge world...its 5km long. thats literaly nothing. i served in the navy and the amount of space on a ship dedicated to nothing but various systems is huge, and now this one also needs farms and stuff on it, which means livable space must of been next to nothing, and it must of brought with it less than 10 thousand people, which is not a lot. also in the ship scale table, the largest ship is said to be 15K feet long for "colossal", and weighs.... 8K tons. the real life uss nimitz is 1000 feet long and weighs over 100K tons. these wonky sizes and weights actually made me laugh loudly upon reading them, but as stated earlier, are not game-breaking in any way, just amusing. to add to this point, absalon station follows the same problem. its 5 miles in diameter. considering that of all that space, at least a third of that is lost to various machinery and systems to keep a space city going, its got to be rather small overall, not at all the multicultural regroupment point of space its painted to be.

Final words: now of course most of these problems will likely be resolved in the future when expansion books will come out, adding more features or fixing existing ones. In some aspects, such as powered armors, i would of prefered not having them at all, and getting a nice, meaty book filled with a variety of them and upgrades later on.


Kandiell wrote:

Major gripes: these problems as some that i would consider the worst, or game-disbalancing

-EAC VS KAC: now i enjoy the two different AC's, reminds me of mass effect 1, but from even a rapid glance, most armors seems to give more KAC than EAC for the majority of them, and most energy weapons deal as much or more damage than kinetic ones, with no seemingly major downsides, so why would i pick kinetic weapons over energy?

-lack of shields: several artwork depict shields, either material or energy, and since melee still plays a large part of combat, why are there no shields? shields could even help balance the EAC VS KAC issue

Minor gripes: mostly unimportant or small issues that wont affect the game much.

-most classes share the whole class choice system of choosing different abilities every other level, but instead of giving those a blanket term like "perks" or whatever each class has a name for it. just a tad annoying, nothing major. i know they are officialy called "class choices" but theyre not refered to that in the actual class descriptions.

-powered armors: they feel like a last minute after-thought. once again probably a result of the "one book" feature, but theres only like 5 power armors and the options for each are slim,

-lack of solarian armor crystals: self-explanatory, no further input needed.

-cybernetics, or "augments": same issue as the powered armors, the options feel slim a bit, especially when you consider the leveled aspect of it all. a variety of more "fluff"...

-EAC VS KAC: EAC weapons on average do a die size lower for damage. (e.g. basic laser pistol 1d4 vs. semi-auto pistol 1d6) That's the trade-off: lower damage but easier to hit with.

-lack of shields: Not sure, I honestly hadn't had a chance to look yet.

-powered armor, armor crystals, cybernetics: First book, dude, first book. ;-) That for sure will come in time.

--ship volumes and weights: It's been noticed in a couple of threads here, and has been noted as a bit of a suspension of disbelief problem. ill probably be corrected as time goes on.

I'm loving what I've seen so far, and tomorrow I'll get an even more in-depth look. For right now, I just can't wait to get started.


I have not seen the full list of weapons yet but from the pre gen characters it looks like at least at most levels kinetic weapons tend to do 1 dice type more damage. So starter laser pistol is 1d4 starter automatic pistol is 1d6.

It changes a bit when you have things like the automatic rifle that trades off some stopping power for the ability to hose down a lot of targets that are somewhat close to each other.

But at least from what I have seen from the data released publically the trade off for lasers vs kinetic seems to in general be kinetic weapons do a bit more damage at the expense of being easier to defend against.

Grand Lodge

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It is weird that they don't provide archaic shields, or technical advances on that theme. There are energy shields of various types, though none seem to be personal equipment outside the Mechanic's ability.

I don't find it useful to compare extant navy vessels which are designed to travel across an ocean in gravity with fictitious spacefaring fantasy vessels that may or may not run on unicorn farts and masochism.


Well Power Armor kinda has me concerned, reach is the only real advantage from what I can tell, otherwise Heavy or Light armor is probably going to be better for a character in most situations. The ACs aren't that great, for their level the STR boost isn't that to special and they generally have fewer upgrade slots than other armors.


Hark wrote:
Well Power Armor kinda has me concerned, reach is the only real advantage from what I can tell, otherwise Heavy or Light armor is probably going to be better for a character in most situations. The ACs aren't that great, for their level the STR boost isn't that to special and they generally have fewer upgrade slots than other armors.

The thing with powered armor is the mods. Maybe I misunderstood, but powered armor gets unique mods that aren't available to the other armor types.


RakeleerRR wrote:

It is weird that they don't provide archaic shields, or technical advances on that theme. There are energy shields of various types, though none seem to be personal equipment outside the Mechanic's ability.

I don't find it useful to compare extant navy vessels which are designed to travel across an ocean in gravity with fictitious spacefaring fantasy vessels that may or may not run on unicorn farts and masochism.

There's one "wrist shield" in the game and it's an armor mod that gives you +1 EAC.

Claxon wrote:
Hark wrote:
Well Power Armor kinda has me concerned, reach is the only real advantage from what I can tell, otherwise Heavy or Light armor is probably going to be better for a character in most situations. The ACs aren't that great, for their level the STR boost isn't that to special and they generally have fewer upgrade slots than other armors.
The thing with powered armor is the mods. Maybe I misunderstood, but powered armor gets unique mods that aren't available to the other armor types.

The only Powered exclusive mods are automated loader and titan shield.


RakeleerRR wrote:
It is weird that they don't provide archaic shields, or technical advances on that theme.

There are 2 shields as Armor Upgrades sadly neither are really useful.

Hark wrote:
Well Power Armor kinda has me concerned.....

Yeah they're in a real bad spot right now, if you're a str-based character you don't want them because your strength score will eventually be higher and if you have a strength score low enough to benefit you probably have a high dex which gets cut off by the max dex bonus. Also you either need to spend a feat or be one of two Soldier fighting styles. The final nail is that since there's only a handful, heavy armor has a better armor bonus.

Claxon wrote:
The thing with powered armor is the mods. Maybe I misunderstood, but powered armor gets unique mods that aren't available to the other armor types.

There are only 2 mods that only fit on powered armor, neither are that useful and if you're a 5th level Soldier with the armor storm fighting style you can put one on your heavy armor.

Grand Lodge

Claxon wrote:
Hark wrote:
Well Power Armor kinda has me concerned, reach is the only real advantage from what I can tell, otherwise Heavy or Light armor is probably going to be better for a character in most situations. The ACs aren't that great, for their level the STR boost isn't that to special and they generally have fewer upgrade slots than other armors.
The thing with powered armor is the mods. Maybe I misunderstood, but powered armor gets unique mods that aren't available to the other armor types.

I thought so too, but I think it's just the auto-loader and titan shield that is power armor exclusive. As far as I can tell, the biggest advantages of power armor are strength boost (not a bonus, but a flat 18, 20, etc.) and flat speed.

Liberty's Edge

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RakeleerRR wrote:
It is weird that they don't provide archaic shields, or technical advances on that theme.

My immediate thought has been to adapt real-world riot shields: those are the only real type of shield you see anymore anyway. The basic models allow you to use a reaction to gain +2 KAC, +2 EAC, or +1 AC (based on model) against one attack. The large models also allow you to use a move action to choose one side of your space and provide cover from that direction. They'll also have an ACP and maximum Dexterity due to the awkward size (though space-age materials are probably light enough to avoid a movement penalty).

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