Advice for new(ish) DM


Advice


New to Starfinder, but rather experienced as far as Pathfinder goes. I do not normally use the APs, but plan on running a few guys through the Absalom station.

What should I know coming from Pathfinder to Starfinder?
How can I make X or Zero?
Did Wanda steal Zoey's boyfriend??!!


Long John wrote:

New to Starfinder, but rather experienced as far as Pathfinder goes. I do not normally use the APs, but plan on running a few guys through the Absalom station.

What should I know coming from Pathfinder to Starfinder?
How can I make X or Zero?
Did Wanda steal Zoey's boyfriend??!!

Nice! Absolom Station is a pretty good intro to Starfinder.

Paizo actually has a pretty good quick reference sheet for the differences - http://paizo.com/paizo/blog/v5748dyo5lk2n?Starfinder-Cheat-Sheet

Assuming you are talking Megaman... oof... I would say Zero is a Solarian of some sort (probably human?). As for X maybe an Android Soldier with some pretty heavy cybernetic augmentations?

As for Wanda and Zoey I'm gonna say... spoilersssss.... (though in fact I have no idea what you are referencing)

Hope that helps!


Solaredge wrote:
Paizo actually has a pretty good quick reference sheet for the differences - Cheat Sheet

Linked the above for the lazy readers.

My group still essentially plays 3.5 but with a bunch of rules stolen from PF, so some of this may not apply to you and your group, but these are things I noticed. From that document, I think it's really important to pay close attention to the action changes, especially the ones around AOOs being reactions and Guarded Steps being move actions.

Trapfinding no longer exists as a thing, so anyone with the Perception skill can look for traps. Arguably a Mystic with the Empath or Star Shaman connection (perception as a connection skill) is going to be the best at finding traps (and with Mysticism, best at disabling magical ones). Almost every character can now act as your corpse at least some of the time.

Instead of having two general situations to worry about (in combat, out of combat) every character needs to worry about three (in combat, in starship combat, out of combat). If a player forgets to build something in for at least one of the starship combat roles, you should remind them that they'll want to do that. Otherwise, they'll be essentially wasting space and bored out of their mind for a sizeable chunk out of every adventure.

The time differences between fights in SF and other d20 is pretty significant. I'm used to seeing my characters have DPR numbers or spells/save DC's that mean I can be pretty confident that most fights will last 1-3 rounds. The numbers here make it more like 5-8 rounds per fight.

Hit chances are much higher for (AA built/AP) NPC's in this game as well, and they do more damage when they hit, so each fight is going to hurt, potentially a lot. The stamina/hp divide means that, when possible you're going to want to spread around damage rather than focus on a single tank as a group. If you can keep everyone out of their HP (only losing stamina), then everyone can get back up to full without spending spells/money on cures/potions. When someone gets caught out though, they're probably going down after a couple good hits.

The god role (Battle Field Control) is almost non existent. The spellcasters can still pull it off, but only if they focus almost all their spell slots on the few BFC spells in the game thus far. It looks like everyone is expected to be a glass-cannon, primarily (except soldiers which can be tanks), and to just slug it out (primarily with guns, not necessarily spells) in every fight.

Crafting is no longer profitable. (It's still useful, but you can't make money off it in your downtime.)

Selling looted gear is no longer the bulk of where you'll get your money (probably).

That's all I can think of off the top of my head.


Biggest thing I've noticed that different is the lack of Save or S*ck abilities. Most of those abilities have been converted to damage.

Absalom Station can be very deadly to new players depending on how a GM runs it. There's a number of fights if the GM does not follow the printed tactics can TPK a party.

Game Mechanics: There's a number of game mechanics we're still waiting a FAQ on. Most people seem to agree that the rules can read one way but there's always someone that interprets them another way. So far the biggest (my opinion) is does Force Movement provoke?

Crafting is kind of worthless unless you're somewhere with a 3Dprinter, UPB and need to make something for emergency repairs.

Starship Combat is a long drawn out affair till people start figuring out what they're doing. Missiles are almost a requirement to help speed out this fight.

Damage in Combat is harder to heal due to having to 'damage pools'. A Envoy can heal Stamina (which is taken off first) while the Mystic heals Wounds (which keeps you alive). I prefer the Envoy for in combat healing over the Mystic but the Mystic is the better "big heal" healer.

Community / Forums / Starfinder / Advice / Advice for new(ish) DM All Messageboards

Want to post a reply? Sign in.