
Schoon |
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It seems clear that they really crammed quite a bit into the CRB, and had to make some tough editing decisions on what to cut. Just getting all the rules in there forced them to be sparse in a few areas.
I'd wait until Pact Worlds comes out to get a sense of what the supplementary material will look like.

Deranged Stabby-Man |
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Also the numbers just are nowhere near as big yet.
Bigger numbers ain't even what I'm after at this point. In that regard, everything is balanced. I just mean more STUFF to grab. Technomancer gets a mere 7 Magic hacks, 2 of which are so important and borderline mandatory that they might as well be class features (the two Fabrication hacks)so technically 5 hacks. Most of Envoy, Mechanic, and Operative's actually GOOD special not-quite-feats are Prereq trees that you either neuter yourself by taking even one tree, or you begrudgingly ignore.

Obbu |
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They had a lot of ground to cover in the CRB, and I can agree that sometimes it's a bit light on the options front, but hopefully that gets solved by them putting out a bunch of new feats and equipment options in a PHB/UE style supplement soon.
But yes, I think the problem is less relevant to actual play right now, and more about noticing that you run out of feats you want 5 levels into a character when you'd like to plan it to 20.
There are some definite holes in certain classes: soldier gear boosts being a prime example. And soldier gets hit harder by a lack of feat selection than the other classes too.
Don't get me wrong: the feat system is better than pathfinder (less dead weight) but the trimmed down list doesnt really cater to finishing characters very well yet.
I also really appreciate the few tactical-style feats that are there, there's just not that many.
On the equipment front, its really nice to see such a full table of weapons and armor from the CRB (there's holes, but its still really comprehensive). However when looking to grab other useful equipment, armor upgrades and so on, the list of options does feel very light in comparison.
So yes, I think I agree with other posters here that it's just symptomatic of only being able to fit X amount of content in the 2 books we have so far.
They've actually been very good books, and I hope they continue the trend they've set thus far: it's just that there's a certain critical mass of character options that hasn't accumulated yet, and probably wont for another couple of books.

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My spoon is too big.
Enjoy what there is now. Give it a while and you'll be complaining the opposite, how there is too many options and the game is suffering from bloat etc... I too would like more options, but thinking back on pathfinder, I think I enjoyed it more near the beginning when there was less.

Steve Geddes |
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Maybe it's just growing pains from going from Paths to Star, but I've worked and played experimented with each class, and every time, I end up thinking "It just needs a little... more."
I agree with other posters that it's likely to be a reaction to comparing SF with PF. I suspect that jumping from a heavily-supported-over-ten-years game to a just-released game likely explains a lot of that feeling of incompleteness.
I'm curious - would you feel the same if someone invited you to a game of CRB-only Pathfinder?

Slurmalyst |
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Bigger numbers ain't even what I'm after at this point. In that regard, everything is balanced. I just mean more STUFF to grab. Technomancer gets a mere 7 Magic hacks, 2 of which are so important and borderline mandatory that they might as well be class features (the two Fabrication hacks)so technically 5 hacks.
Whoa, calling the Fabricate hacks "borderline mandatory" is pretty strong. I don't think they're necessarily even optimal, though they're certainly viable.
Much of the time a TM should be able to do better things in combat than spend a round and a top-tier spell creating a short-lived weapon. As for Fabricate Tech, its viability probably depends on the GM and the campaign. I wouldn't expect it to be very good in SFS. OTOH in a more open-ended campaign, it can be be pretty handy. Some GMs might even be lenient enough to allow some broken abuses, since it is pretty open-ended.
Overall, I think the Spell Hacks support a few different viable approaches, which is really the best we can hope for at this stage.

Shinigami02 |
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Deranged Stabby-Man wrote:Maybe it's just growing pains from going from Paths to Star, but I've worked and played experimented with each class, and every time, I end up thinking "It just needs a little... more."Characters are supposed to be weaker in Satrfinder. It's intentional.
Eh, you can have more options without being too powerful. And really that's what's missing, just... more options. Which will of course come in time, as more books come out.

Claxon |

Yeah, but the complaint of the OP sounds like he wants stronger options, not just more options.
They complain about how the Envoy and Operative options aren't good enough, or how the Technomancer hacks have 2 "required" hacks and the rest are uninteresting.
More options will definitely come, but I feel like the OP wants more and more powerful options (even though they say it's "not about bigger numbers").

Metaphysician |
Deranged Stabby-Man wrote:Maybe it's just growing pains from going from Paths to Star, but I've worked and played experimented with each class, and every time, I end up thinking "It just needs a little... more."Characters are supposed to be weaker in Satrfinder. It's intentional.
Citation needed. Note, "We are getting rid of the broken classes" is *not* 'intentionally weaker', that's "those classes were broken".

Hida Fubuki |

I have the same feeling. And it's not because "Man, there's just so many less options in Starfinder!" My group pretty much only played out of the core book and APG for all of Pathfinder, the Starfinder Core book gives you at least the options of those 2 books. At least it LOOKS like it does.
That's the problem in my view. Starfinder is a game that LOOKS like it has a lot of choice at first glance, but once you look at it closer and take into account the small rules tweaks you realize there is actually very little choice. The options of things you could do with the Feats or Actions just aren't there, because so many of them conflict now. Let's say you used to be able to trigger 3 Feat abilities in one attack round, most likely all three of those abilities are now an exclusive attack. You can only ever do one of them. And if you can only ever do one of these 3 options at a time, the 2 that are less commonly useful will probably never be used. And if they won't be used, why take them? They are really just window dressing.
That's why it feels like the 'plate is too small'. Because even if you have a big plate, you're only ever going to use a small part of it.

Metaphysician |
Or maybe the problem is Only Doing One Thing? Instead of trying to figure out ways to stack stuff, and failing. . . perhaps the game is trying to say "Stop using only one single solution to all problems"? If three feats are incompatible, it means you should be using *different* feats, and different methodologies, based on circumstances.