A few small criticisms


General Discussion


Before I say anything else, I've been looking at a lot of the Starfinder races, classes and rules so far and I'm loving the game. I can't wait to play it, and I think it will be an awesome experience. So far, I haven't found a whole lot that interests me, and I believe Paizo has done a really good job of making something that is easy to get into and learn.

I only have two real complaints about the game thus far. First, I don't care for the lack of a Weapon Finesse feat. Granted, there are a small number of weapons (daggers mostly) that have the operative ability, which means you can use your Dex modifier for attack rather than your strength. That said, I feel the game loses something without the feat.

In Pathfinder, I have built several different characters who used it. Swashbucklers and Duelists excel with it, Bards get a lot of flair and utility, and a Kensai Whip Magus can just devastate enemies if you build it right.

In Starfinder, however, that isn't an option outside of house ruling it. I was keen on the idea of some scifi heroes who fought with the bravado of some old Pathfinder classes. I also like the idea of letting Solarians have it for their Solar weapon, which cuts down on the need for a high Strength and Dex score.

My other complaint is Combat Manuevers. Granted, some disliked the way it all worked in Pathfinder, but I disagree. I often played more utility based characters, so building with the idea of trips and disarms in mind weren't difficult once you got started. In Starfinder, however, doing these will be next to impossible, given the ridiculous bonus it gets. Even having a +2 to weapons that can do this better is kind of a joke, as it still makes landing the rolls highly unlikely.

I like a lot of the creative capability that Pathfinder has (Law Domain + Nets= easy targets), and I think Starfinder will provide this to a point. Even so, it would be better if feats like Weapon Finesse were added, even if at a later date.

Scarab Sages

Weapon Finesse is not needed, as operative weapons are automatically allowed to use Dex to hit instead of STR for any PC, not just operatives.

Is the issue that not all light type weapons are covered, and only certain operative ones? That could be rectified with just future weapons that fit more of a theme (mono-whips, rapier lasers, etc.) being marked with the operative quality.


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I agree. I'd be content with an augment that gave them the ability if all else failed.

Liberty's Edge

Yeah, Operative weapons are available to everyone. They're not great on damage, but they're useful.

As for combat maneuvers, you need to bear in mind that ACs are way lower for NPCs/monsters than they are in Pathfinder.

A CR 1 has an AC of 11/13. That goes up about proportionally as they go up in CR (AC of 16/18 at CR 4, AC 22/24 at CR 9, AC 26/27 at CR 13).

So, a 1st level character with a Trip or Disarm weapon and an appropriate Improved Combat Maneuver Feat can easily have a +11 vs an effective AC of 21...on a difficult foe for his level. That's a 55% chance, which is solid given the situation, and their attack probably goes up about the same as enemy AC.


Would still be nice to somehow find a way to adapt a Solarian to High Dex melee. Could be a really fun build.

Liberty's Edge

Fettclub wrote:
Would still be nice to somehow find a way to adapt a Solarian to High Dex melee. Could be a really fun build.

There might well be a power/archetype/something to do that at some point. You are dealing with a corebook only game here, after all.

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