Rule differences between Starfinder and Pathfinder that PFRPG veterans might miss


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For Pathfinder RPG veterans out there, what rules from PFRPG are changed or no longer exist in Starfinder? I thought it would be good to have a thread on differences people might easily overlook.

I'll start!

A full action uses all your actions in a round. You cannot do a swift action in addition to it. Also, you can trade out a standard action for anything "lesser" (including a swift action), and the same with a move action. (Source p. 244)

Other things you are finding? Post them here!


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Don't you mean page 244, under "Action Types"?


Someone already made a thread like this but I see it's been buried.


David knott 242 wrote:

Don't you mean page 244, under "Action Types"?

Yes, thanks. I just corrected it.


IonutRO wrote:
Someone already made a thread like this but I see it's been buried.

Link?

Grand Lodge

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Charge now can be done diagonally and gives the charger -2 to ac and -2 to attack roll. You can move twice your speed and make a single attack as usual.

Grand Lodge

Also, If I can recall it correctly (was reading the book before going to bed), there's no 5-foot step.


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Leafar Cathal wrote:
Also, If I can recall it correctly (was reading the book before going to bed), there's no 5-foot step.

There is, but it counts as your move action. A 'guarded step' still doesn't provoke an AoO

Grand Lodge

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The Rot Grub wrote:

A full action uses all your actions in a round. You cannot do a swift action in addition to it. Also, you can trade out a standard action for anything "lesser" (including a swift action), and the same with a move action. (Source p. 244)

Yup! And I can also take 3 swift actions if I want to. (By converting my normal and move actions to swift.)

Also a new one: You can't die from damage, unless it's Massive Damage (i.e. an attack that does equal or greater then your Max HP). You don't count -X HP anymore. Zero (0) is the lowest. After that you start losing 1 Resolve Point a turn, making it yet an even more valuable resource!

Everything about this you can find on p250.


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Flat-footed is now just a -2 to AC and you can't take reactions.
A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.


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The Rot Grub wrote:
IonutRO wrote:
Someone already made a thread like this but I see it's been buried.
Link?

Here ya go

Liberty's Edge

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Leafar Cathal wrote:
Charge now can be done diagonally

You always could? Unless you read "in a straight line" as "in a straight line on the grid", which is not the case. It just means you need to be able to draw a straight line from your starting point to your end point, like if you were aiming a lightning bolt spell or the like.

Unless you also think you can't aim lightning bolt spells diagonally. Which is also wrong.


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You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting.


The Rot Grub wrote:
A full action uses all your actions in a round. You cannot do a swift action in addition to it. Also, you can trade out a standard action for anything "lesser" (including a swift action), and the same with a move action. (Source p. 244)

I recognise this from D&D 4e! I hope they avoid 4e's mistake of making lots of move and swift actions so people feel like they MUST do a standard, move and swift every single round.


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Myrryr wrote:
You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting.

uhm, a regular AoO should knock the spell away right?

page 331: "Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails."

some other considerations:

caster level now stack when multiclassing between different types of caster.

targetted dispel magic must be named (so you can't really dispel unknown effects anymore).

casting no longer has spell components (but really powerful effects such as raise dead still has a cost but not wish).

detect magic no longer reveal school of the spell for example no; "glowing with strong abjuration".

fly is no longer a third level spell but instead a variable 1-6 level spell.

haste no longer provide an extra attack but instead an extra move action when doing a full action (so quite nerfed).

knock no longer auto-open locks but instead require a caster level check vs lock/doors DC.

no spells damage scale anymore, they are all fixed (for better or worse, magic missile for example is tremendously more powerful at level 1 and can deal up to 3d4+3).

infact spells overall seems to be equal or better than similar level weapons. In pathfinder melee/bow damage often outscaled spells it doesn't seem to be the case anymore.

mirror image is slightly nerfed, 1d4 images instead of 1d4+lvl/3.

raise dead/reincarnate behaves slightly different from before so re-read those rules.

restoration no longer cost money (instead resolve).

pathfinder has detailed rules regarding attended/unattended objects but sometimes they got quite fuzzy and unclear (which messed up newer classes such as aether kineticists), starfinder doesn't really explain the requirements when an object is unattended or not so GMs should just use common sense here.


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Nord wrote:
Myrryr wrote:
You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting.

uhm, a regular AoO should knock the spell away right?

page 331: "Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails."

Or they just, ya know, walk away from you. Oh no, you AoO'd them, there goes your reaction and they cast their spell. Oh you didn't AoO so you could keep your reaction? Well they're outta range. Sucks to be you.

Also, do you think every ramshackle prison is going to have someone sitting next to a caster to punch them in the face if they try to cast their spells? What happens when they have to use the bathroom? Sleep? Is it going to take a rotating shift of 3 people to guard one caster to prevent that knock spell? (Incidentally, knock in PF requires a CL check against the disable device DC)


Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.

Wait, why would you ever charge if that were the case?


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To move double your speed and attack.

Grand Lodge

spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?

Because your opponent is a double move+ away and you still want to attack in that round, I assume.

Scarab Sages

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RakeleerRR wrote:
spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?
Because your opponent is a double move+ away and you still want to attack in that round, I assume.

Yes and blitz soldiers and solarions can charge without the penalty at higher levels. A blitz solder can even make two attacks when charging.

Grand Lodge

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RakeleerRR wrote:
spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?
Because your opponent is a double move+ away and you still want to attack in that round, I assume.

In a setting where ranged weaponry is already going to be more prevalent, it seems odd to make melee even *less* appealing as an option though. Ah well.


spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?

the double move bit?

Scarab Sages

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Sabina Fueges wrote:
RakeleerRR wrote:
spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?
Because your opponent is a double move+ away and you still want to attack in that round, I assume.
In a setting where ranged weaponry is already going to be more prevalent, it seems odd to make melee even *less* appealing as an option though. Ah well.

Melee does more damage and makes ranged attacks and spellcasting dangerous. It's attractive enough even with a penalty on charging.


Another one:

Reach provides higher threat range, without prohibiting adjacent attacks.


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Nord wrote:
Myrryr wrote:
You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting.
uhm, a regular AoO should knock the spell away right?

They meant if you want to contain a spellcaster long term. In PF you can bind and gag a spellcaster and you can stick them in a prison cell without having to worry about them escaping via magic. In SF you have to either keep them sedated or put them in an anti-magic field if you want to keep them prisoner.

RPG Superstar Season 9 Top 32

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Anything that makes them lose concentration works. My favorite is a constantly shifting extreme gravity cell.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Spooky Vampire wrote:
Flipping through the book, I don't believe Anti-Magic Field is a Starfinder spell, meaning not even that is an option.

Not for PCs -- but sufficiently wealthy NPCs might be able to build a prison with an anti-magic wing for spellcaster prisoners.


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David knott 242 wrote:
Spooky Vampire wrote:
Flipping through the book, I don't believe Anti-Magic Field is a Starfinder spell, meaning not even that is an option.

Not for PCs -- but sufficiently wealthy NPCs might be able to build a prison with an anti-magic wing for spellcaster prisoners.

Yeah, which basically means the PC's can't effectively capture a spellcaster. You have to KO them and keep KO'd without killing them, and it's really hard to do that.

Scarab Sages

Myrryr wrote:
David knott 242 wrote:
Spooky Vampire wrote:
Flipping through the book, I don't believe Anti-Magic Field is a Starfinder spell, meaning not even that is an option.

Not for PCs -- but sufficiently wealthy NPCs might be able to build a prison with an anti-magic wing for spellcaster prisoners.

Yeah, which basically means the PC's can't effectively capture a spellcaster. You have to KO them and keep KO'd without killing them, and it's really hard to do that.

Not really. Just use a nonlethal weapon and hit them again periodically. Nonlethal damage always knocks you unconscious with no possibility of killing.


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Imbicatus wrote:
Myrryr wrote:
David knott 242 wrote:
Spooky Vampire wrote:
Flipping through the book, I don't believe Anti-Magic Field is a Starfinder spell, meaning not even that is an option.

Not for PCs -- but sufficiently wealthy NPCs might be able to build a prison with an anti-magic wing for spellcaster prisoners.

Yeah, which basically means the PC's can't effectively capture a spellcaster. You have to KO them and keep KO'd without killing them, and it's really hard to do that.
Not really. Just use a nonlethal weapon and hit them again periodically. Nonlethal damage always knocks you unconscious with no possibility of killing.

Every hour you shoot the guy with a taser? Ignoring the fact that requires you to interrupt your own sleep and schedule with rotating guards even still to do that, do you think it doesn't hurt like hell? That's effectively torture, and sure if you're evil, go ahead. But if you're good? Yeah, you're gonna have some alignment issues shooting someone every hour with blinding electrical pain to keep knocking them unconscious.


Another difference, monsters are much stronger than PCs. You can't win a one on one fight of an equivalent CR like you could in Pathfinder, or even a CR-1.


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This one was a bit surprising: There seem to be no size bonuses or penalties to AC and attack rolls (or Stealth checks, either).


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Huh... two-weapon fighting? Seriously... where is it now?

You can make a full attack with 2 attack rolls, or even 3 rolls with certain class features, but under no circumstance can you make 1 attack per limb in the "good old fashion way". Even the full attack says that you can use the same or a different weapon for both attacks. Where's the point in that?

I was hoping to get Two-Weapon and Multi-Weapon Fighting abilities as a full attack. Right now, the kasathas BARELY benefit from having 4 arms. You'd think they attack with all 4 limbs as a full attack (one roll per wielded weapon), but nope...


Being able to hold two Two-handers (one ranged, one melee) at a time instead of having to spend actions swapping them out is very nice.

Liberty's Edge

There is the Multi-Weapon Fighting feat...but it just reduces the penalties of a Full Attack by one as long as you are using two or more light weapons.

So, no, extra limbs don't get you any extra attacks.


Deadmanwalking wrote:

There is the Multi-Weapon Fighting feat...but it just reduces the penalties of a Full Attack by one as long as you are using two or more light weapons.

So, no, extra limbs don't get you any extra attacks.

Here's the catch:

Multi-Weapon Fighting:
Multi-Weapon Fighting (Combat)
You know how to fight with several lighter weapons at once and
how to take advantage of your multiple attacks.

Benefit: When you make a full attack with two or more small
arms or with two or more operative melee weapons (see
page 184), reduce the penalty for making a full attack by 1.

Huh... when can you make "a full attack with two or more small arms"? I haven't seen anything about this, at all. If there aren't iterative attacks anymore, shouldn't the full attack be used for two-weapon/multi-weapon instead? Dude, for a full attack, "these attacks can be made with the same weapon or different weapons..." such 2 swords, 2 pistols or a sword and a pistol. That's... TWF right there, penalties included.

I get that kasathas' four-armed trait "doesn't increase the number of attacks they can make during combat", there isn't something to do so as of now... and it's not like having a race-exclusive feat would break the game either.


Fusillade feat, if you have 4 arms with 4 weapons you can make 4 attacks.


JiCi wrote:
Deadmanwalking wrote:

There is the Multi-Weapon Fighting feat...but it just reduces the penalties of a Full Attack by one as long as you are using two or more light weapons.

So, no, extra limbs don't get you any extra attacks.

Here's the catch:

** spoiler omitted **

Huh... when can you make "a full attack with two or more small arms"? I haven't seen anything about this, at all. If there aren't iterative attacks anymore, shouldn't the full attack be used for two-weapon/multi-weapon instead? Dude, for a full attack, "these attacks can be made with the same weapon or different weapons..." such 2 swords, 2 pistols or a sword and a pistol. That's... TWF right there, penalties included.

I get that kasathas' four-armed trait "doesn't increase the number of attacks they can make during combat", there isn't something to do so as of now... and it's not like having a race-exclusive feat would break the game either.

Soldiers and Solarians can make up to 3 attacks at higher levels when performing a full attack, while Operatives can make up to 4. These attacks can be made with any combination of weapons, so a kasatha operative with Quad attack could have each of his attacks be with a different weapon.


Suede wrote:
Fusillade feat, if you have 4 arms with 4 weapons you can make 4 attacks.

As an Automatic cone, not as 4 separate attacks against a single target.


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JiCi wrote:

Huh... two-weapon fighting? Seriously... where is it now?

You can make a full attack with 2 attack rolls, or even 3 rolls with certain class features, but under no circumstance can you make 1 attack per limb in the "good old fashion way". Even the full attack says that you can use the same or a different weapon for both attacks. Where's the point in that?

I was hoping to get Two-Weapon and Multi-Weapon Fighting abilities as a full attack. Right now, the kasathas BARELY benefit from having 4 arms. You'd think they attack with all 4 limbs as a full attack (one roll per wielded weapon), but nope...

I believe that was the point.


Claxon wrote:
JiCi wrote:

Huh... two-weapon fighting? Seriously... where is it now?

You can make a full attack with 2 attack rolls, or even 3 rolls with certain class features, but under no circumstance can you make 1 attack per limb in the "good old fashion way". Even the full attack says that you can use the same or a different weapon for both attacks. Where's the point in that?

I was hoping to get Two-Weapon and Multi-Weapon Fighting abilities as a full attack. Right now, the kasathas BARELY benefit from having 4 arms. You'd think they attack with all 4 limbs as a full attack (one roll per wielded weapon), but nope...

I believe that was the point.

Action economy is so important that unless paizo was REALLY careful about it Katashas would become very overpowered.


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Claxon wrote:
JiCi wrote:

Huh... two-weapon fighting? Seriously... where is it now?

You can make a full attack with 2 attack rolls, or even 3 rolls with certain class features, but under no circumstance can you make 1 attack per limb in the "good old fashion way". Even the full attack says that you can use the same or a different weapon for both attacks. Where's the point in that?

I was hoping to get Two-Weapon and Multi-Weapon Fighting abilities as a full attack. Right now, the kasathas BARELY benefit from having 4 arms. You'd think they attack with all 4 limbs as a full attack (one roll per wielded weapon), but nope...

I believe that was the point.

Yeah, in podcasts and such that was a design goal - makes it run faster at the table with no iterative attacks. Pathfinder dishes out more damage by increasing # of attacks, Starfinder has weapons that do much more damage.


Ok, then what's the actual point of the kasathas' four arms then?

Any operative can make 4 attacks, any solarian can make 3 attacks, anyone can make 2 attacks, all during a full attack.

Also:
Multi-Weapon Fighting (Combat)
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks.

Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1.

So, basically, there isn't a moment where that could happen... is that it?


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I believe it's referring to small arms as in pistols, not limbs?

Liberty's Edge

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The point? Mechanically, there isn't much of one. I mean, you can wield a two handed melee weapon and a longarm simultaneously, and a few other things, but it's not a huge advantage.

Of course, it's hardly the only racial trait Kasatha have, so I'm not sure why that's a problem.


Deadmanwalking wrote:

The point? Mechanically, there isn't much of one. I mean, you can wield a two handed melee weapon and a longarm simultaneously, and a few other things, but it's not a huge advantage.

Of course, it's hardly the only racial trait Kasatha have, so I'm not sure why that's a problem.

The problem is simple: the full attack action makes it impossible to incorporate TWF in any shape or form and without any reason to. Even some weapons cannot be used in a full attack due to being "unwiedly".

What's the point of having 2 pistols or 2 daggers if you don't get any kind of advantage?

You'd think that a human with one dagger would be screwed big time over another human with 2 daggers or a kasatha with 4 daggers, but nope... maximum 2 attacks for everyone, regardless of how many weapons you have.

Give me off-hand attacks, give me one attack per threatened target, give me SOMETHING!

Iterative attacks are gone, fine by me, it was getting ridiculous, but give me SOME advantage of having one more weapon than my opponent, come on now...

BTW, bfore saying it's OP, maybe think about how guilty your GM might be if you got enough credit to buy 4 lvl.20 weapons...

Scarab Sages

You have two advantages for two weapon fighting using the multi weapon fighting feat. One: by having two weapons you can change damage types, and you can also shoot longer without needing to reload.
Two: you're more accurate. You reduce the penalty for full attacking when using the weapon, so you're more like to hit, and you can offset other feats that have an accuracy penalty, such as deadly aim.


Being able to have multiple damage types is the key point for me. Or have weapons with different fusions in each one. Pick and choose what you attack with.

Grand Lodge

Thanks for the post

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