
BPorter |
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With Armory just around the corner and Alien Archive 2 on the horizon, what rulebooks are you hoping to see next?
Vehicles/Starship Book
Personally, I'd really like a vehicles or a vehicles/starship book that greatly expands the vehicles of Starfinder. While the small number we get in the SFCRB is understandable given the amount of material that needed to be covered, they are somewhat lacking. Heck, the vehicle rules in PF1 are more extensive! In fairness, that didn't happen until Ultimate Combat, though, but I'm hoping Starfinder vehicles get an upgrade soon.
And let's face it, one can never have too many starship options in a game like Starfinder.
Near-Space Sourcebook
Obviously, this is an ever-expanding topic but I couldn't come up with a better category/name. It would be nice to see the Pact Worlds' neighboring galactic governments and some of the Pact Worlds' colonies get write-ups similar to the Pact Worlds book.
Factions-Organizations Sourcebook
With 10+ years of PFS, PF1 APs, PF1 campaign setting books, and Ultimate Campaign, etc. Paizo has a lot of data when introducing faction and organization rules into the game and what works and, more importantly, what doesn't. I would love to be able to see that know-how applied to the varied organizations, factions, and groups of the Starfinder setting.
In the same way that factions play a role in SFS and PFS, I'd love to be able to work with story possibilities of a party comprised of mixed factions with boons, subsystems, gaining rank/prestige or other in-game representation to further support the role-playing possibilities.
What's on your Starfinder rulebook wishlist?

pithica42 |
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Near Space/Veskarium Source book A la Pact Worlds. I'd be interested in getting similar writeups for each of the planets in the Veskarium as well as some of the near space PW colony worlds and maybe some of the allied planets with either PW or the Vesk.
Vast/Azlanti Star Empire source book Again, a la Pact Worlds. Similar writeups for each of the Star Empire's systems as well as other powers/empires in the Vast.
Book of Magic A book similar to armory but with nothing but spells/feats/items/locales for spellcasters and psionics. (This may not be needed for a while.)
Bestiary The monster creation rules are great, but if I had time to create my own monsters, I wouldn't be buying books. We need a book full of stat blocks for all the random crap players run into when they go to new places. It'd be nice to have something like a monster manual or bestiary, but doesn't have to be all or even mostly detailed entries. I'd be find with 60-200 pages of just stat blocks for generic "large herbivores" or "tiny flying predators" at various CR's or the like.
Advanced Players Guide I don't think we need this right now, or anything, but I expect in a year or two we're going to want some new classes and archetypes and themes and stuff to play around with even if they're giving us stuff like this piecemeal in the other books. The 7 core classes are great, and very customizeable, but I feel like there is still room for more.

Dracomicron |
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Veskarium, for sure. I want a blow-by-blow (help-by-help?) rundown of vesk/skittermander relations.
Also, I want mechs. Basically starship combat on ground-level (with associated hex-based overland maps)... but, you know, actually fun. Limit the number of PCs per mech so that you have individual actions with more impact, and you can participate in more dynamic strategies. Like, a standard mech fight may have two/three PC mechs, each with up to two PCs, and have more dynamic abilities that can affect the battle (so they mystics and solarians can feel useful). Have magitech engines and/or guns that can be overcharged with a mysticism roll, or living biomechs that can be encouraged with Life Sciences or Medicine.
Inspiration: basically any anime ever.

Isaac Zephyr |
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I know it's a bit lame. I'd love to see a Lost Golarian. A chapter with all the PF classes converted to work with SF Archtypes. Possibly some of the cooler Archtypes made as SF Archtypes. I really liked the Vigilante's Wildsoul. Giving mutant alien powers to any class for spice? Then maybe some old magic, or other things.
Other than though, I wanna see how things go. For now.

Dimity |
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I want a book of class options -- Connections, Drone Chasses and Mods, Expertise Talents, Exploits, Fighting Styles, Gear Boosts, Improvisations, Magic Hacks, Mechanic Tricks, Specializations, and Stellar Revelations -- the things that make your character unique.
Also, I would love to see any further setting material. I find the Starfinder setting to be delightfully weird and I want to know more about it.

Dracomicron |

Only if those stats are "way too much". :p
"Well, yes, here are stats for Sarenrae. You can fight her, if you want. Of course, she can punch a hole clean through a planet, so unless you have comparable firepower, I'm not going to roll anything. . ."
My friend, you don't seem to understand gamers that well.
[a voice whispering through the cornfield] "If you give it stats, they will find a way to kill it."

Isaac Zephyr |

Metaphysician wrote:Only if those stats are "way too much". :p
"Well, yes, here are stats for Sarenrae. You can fight her, if you want. Of course, she can punch a hole clean through a planet, so unless you have comparable firepower, I'm not going to roll anything. . ."
My friend, you don't seem to understand gamers that well.
[a voice whispering through the cornfield] "If you give it stats, they will find a way to kill it."
*perks up to the sound* The Kyokor can wait.
Speaking of, as far as I can calculate, the Kyokor can't miss a PC character. +35 was higher than I could get KAC. :/ If we didn't have Armory coming I'd ask for more gear.

pithica42 |

35 KAC is possible.
Vesk Guard Soldier with Vesk Monolith III (+27 KAC) armor and a +6 Dex adjustment and the Armored Advantage Gear Boost would have a KAC of 45. That's before adjusting for Cover or Impenetrable Defense or other ways to boost AC. I think the max is likely somewhere around 50 or 52, but I haven't theory-crafted it out.

JiCi |
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Upgrading items: a way to manually upgrade your items, such as weapons, using skill checks instead of constantly buying new ones. For instance, I'd like a rule that allows me to upgrade a 1st-level pistol to a 2nd-level one using a Craft skill check.
Mechs... need I say more :P ? I will say that powered armors... seem to be covering what mechs could be used, if the Flight Frame and Jarlslayer are good examples. Still, having 1st-levels powered armors WITH the upgrade rule would be good.
Actual Pathfinder class convertions: The Legacy chapter does explain a few things, but that's it. I feel like an actual breakdown of all classes from 1st to 20th-level would be required. They could start with the 11 core classes and move from there with archetypes, such as an Oracle archetype or a Magus archetype.

The Ragi |
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I want a book of class options -- Connections, Drone Chasses and Mods, Expertise Talents, Exploits, Fighting Styles, Gear Boosts, Improvisations, Magic Hacks, Mechanic Tricks, Specializations, and Stellar Revelations -- the things that make your character unique.
That would be the advanced players guide - I'd love that one.
Other than the starship book, I also want more stuff on computers.

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Starfinder Gods. An entire book on gods and religion in the interstellar future.
This. With NO stat blocks for deities please. But include herald/aspect/avatar/church information definitely.
My wishlist would also include:
- A magic-focused sourcebook as noted above.
- A races book that gives us more info on every playable race thus far, both in core and AA, plus some timeshifted ones from Golarion, and a couple of new faces?
- Melee/Ranged/Magic Tactics Toolbox-style supplements with feat chains, unique gear, and class options and for each combat approach.
- Variant Multiclassing as a scaling alternative to the various dabbler feats.
- Some flavor of Mythic for the truly ridiculous campaigns (completely optional) to go nuts with.
- (Much later on) some form of "Starfinder Unchained" featuring all the wonkier rules they want to test drive, including the stuff that proves popular in PF2, like alternate action economy.

Isaac Zephyr |
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Metaphysician wrote:Starfinder Gods. An entire book on gods and religion in the interstellar future.This. With NO stat blocks for deities please. But include herald/aspect/avatar/church information definitely.
You know, that would be my ideal on it.
Pact World layout but gods. Give them each their own chapter going into detail on their lore. Then you can maybe have a theme or archtype for their followers, and at the end of the book a player options bit with some equipment. Perfect way to do it I think.
Though that got me thinking of another lorebook I'd like to see, History of Starfinder. Run through more detail on the timeline that's in the core book. Give us dates, major battles, other fluff and lore like holidays and celebrations, then make some themes, archtypes and old tech to slap in there for player options. Boom.

Dracomicron |
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Don't forget a book on the Planes. I know one just came out for Pathfinder, so this probably isn't coming any time soon, but I still want to see Starfinder's take on them, plus the assortment of beings that call them home.
Planescape was my favorite campaign setting ever. If Starfinder had its own version of Sigil (obviously copyright-distinct), then I would be a happy camper.
I'd imagine that the afterlife of Starfinder is significantly different than that Pathfinder. Think space stations in the sky above every level of the Nine Hells like satanic eyes in the sky, factories of Nirvana churning out borg cube-style spaceships, and benevolent beings in Elysium using trans-planar infosphere access to reach out to lonely, sequestered sentients to tell them that not all hope is lost.
So yeah, I would dig a planar book for Starfinder.

EltonJ |

Near Space/Veskarium Source book A la Pact Worlds. I'd be interested in getting similar writeups for each of the planets in the Veskarium as well as some of the near space PW colony worlds and maybe some of the allied planets with either PW or the Vesk.
Vast/Azlanti Star Empire source book Again, a la Pact Worlds. Similar writeups for each of the Star Empire's systems as well as other powers/empires in the Vast.
Book of Magic A book similar to armory but with nothing but spells/feats/items/locales for spellcasters and psionics. (This may not be needed for a while.)
Bestiary The monster creation rules are great, but if I had time to create my own monsters, I wouldn't be buying books. We need a book full of stat blocks for all the random crap players run into when they go to new places. It'd be nice to have something like a monster manual or bestiary, but doesn't have to be all or even mostly detailed entries. I'd be find with 60-200 pages of just stat blocks for generic "large herbivores" or "tiny flying predators" at various CR's or the like.
Advanced Players Guide I don't think we need this right now, or anything, but I expect in a year or two we're going to want some new classes and archetypes and themes and stuff to play around with even if they're giving us stuff like this piecemeal in the other books. The 7 core classes are great, and very customizeable, but I feel like there is still room for more.
I am afraid that I'll have to go with Pithica here. Although we'll see what we have to come up with for psionics. <giggles maniacally and knowingly>

EltonJ |
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I know it's a bit lame. I'd love to see a Lost Golarian. A chapter with all the PF classes converted to work with SF Archtypes. Possibly some of the cooler Archtypes made as SF Archtypes. I really liked the Vigilante's Wildsoul. Giving mutant alien powers to any class for spice? Then maybe some old magic, or other things.
Other than though, I wanna see how things go. For now.
Please, no legacy classes as archetypes.

Metaphysician |
Isaac Zephyr wrote:Please, no legacy classes as archetypes.I know it's a bit lame. I'd love to see a Lost Golarian. A chapter with all the PF classes converted to work with SF Archtypes. Possibly some of the cooler Archtypes made as SF Archtypes. I really liked the Vigilante's Wildsoul. Giving mutant alien powers to any class for spice? Then maybe some old magic, or other things.
Other than though, I wanna see how things go. For now.
I don't know, archetypes seem like the best way to handle legacy classes. Certainly better than just converting them straight.

Isaac Zephyr |

EltonJ wrote:I don't know, archetypes seem like the best way to handle legacy classes. Certainly better than just converting them straight.Isaac Zephyr wrote:Please, no legacy classes as archetypes.I know it's a bit lame. I'd love to see a Lost Golarian. A chapter with all the PF classes converted to work with SF Archtypes. Possibly some of the cooler Archtypes made as SF Archtypes. I really liked the Vigilante's Wildsoul. Giving mutant alien powers to any class for spice? Then maybe some old magic, or other things.
Other than though, I wanna see how things go. For now.
I wasn't saying all be Archtypes. I was making the specific example of the Wildsoul Vigilante, an archtype of the Vigilante that gave mutant animal powers. Mutant animal powers would be a good general archtype in a setting like Starfinder where biomodding and cyberware are common.
Speaking of: expanded bio and cyberware options. I imagine there'll be some in armory but I'd love a book just for that.
Also, to counter myself, some PF classes would make better Archtypes, such as the Vigilante. As much as I love the class, it was out of the box pretty much a secret identity modification of other classes. If it got a better identity in SF that wouldn't be too bad, but as it is, I think thematically it would be better as an archtype.

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Actual Pathfinder class conversions: The Legacy chapter does explain a few things, but that's it. I feel like an actual breakdown of all classes from 1st to 20th-level would be required. They could start with the 11 core classes and move from there with archetypes, such as an Oracle archetype or a Magus archetype.
For those looking for Pathfinder Class Conversions, have you checked out Rogue Genius's Starfarer's Companion? Yep, it's 3PP, but it might fill that itch if you have someone in your group who really wants to play a legacy class.
As for me... I want an animal companion archetype that allows you to have a furry or feathered animal buddy. It's the one thing in Starfinder that I really miss.
Hmm

The Goat Lord |
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I would love to see Starfinder's version of the Advanced Player's Guide, Monster Codex, and Ultimate Campaign. Additionally, I would love a starship book with expanded rules and options, as well as mass starship combat rules, and how to go up against things like orbital weapons platforms or space stations the size of moons.
For the setting, I want a book on the Veskarium, the Azlanti Star Empire, and The Swarm. I think a book filled with two page spreads on interesting planets like those in the back of AP volumes would be awesome.
I imagine the dev team shares our same feelings and want the same things, but it probably comes down to a matter of what would be best to produce next and when is it appropriate to release.

Isaac Zephyr |
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Oh my lord, Starship Combat. Something I wanna see in a book if we get one is a PC option for having players×tiny fighters. The Star Fox squad option. As it stands there's no rules for multiple PC starships and even if you do tweak it the size difference on ships when it comes to damage output vs DR is outrageous.
Also, there are options with BP values for having a docking bay or launch tube with a small fighter, but no way to get it.

Vexies |

Starship book expanding the MANY rules holes is top of my list. Boarding?, Raming? even if its suicidal some official ways to handle it would be ideal.
Beyond that:
Advanced Players guide expanding options, for each class is needed
Lore books, give me lore I want more along the lines of the Pact Worlds book. Top of the list is Veskarium & Azlanti Empire.

Sauce987654321 |

Oh my lord, Starship Combat. Something I wanna see in a book if we get one is a PC option for having players×tiny fighters. The Star Fox squad option. As it stands there's no rules for multiple PC starships and even if you do tweak it the size difference on ships when it comes to damage output vs DR is outrageous.
Also, there are options with BP values for having a docking bay or launch tube with a small fighter, but no way to get it.
I thought there are rules for multiple PC starships somewhere in the book. I guess I'll check again, later.
By DR, do you mean Damage Threshold? That doesn't really become a thing until a ship reaches huge size, but then it's still easily negated since it's only 5. Most enemies in the Star Fox games wouldn't be larger than small size IIRC.

Isaac Zephyr |

I thought there are rules for multiple PC starships somewhere in the book. I guess I'll check again, later.
By DR, do you mean Damage Threshold? That doesn't really become a thing until a ship reaches huge size, but then it's still easily negated since it's only 5. Most enemies in the Star Fox games wouldn't be larger than small size IIRC.
Yes, I meant DT, though also considering Armor and Shields. Larger ships have a lot of ways to sponge damage.
And there is a small blurb about how to calculate the PCs tier for making balanced encounters if they have multiple ships. However, there is no way to get them. (And a difference of 2 tiers makes a huge difference in combat capability.)

Vexies |

Sauce987654321 wrote:I thought there are rules for multiple PC starships somewhere in the book. I guess I'll check again, later.
By DR, do you mean Damage Threshold? That doesn't really become a thing until a ship reaches huge size, but then it's still easily negated since it's only 5. Most enemies in the Star Fox games wouldn't be larger than small size IIRC.
Yes, I meant DT, though also considering Armor and Shields. Larger ships have a lot of ways to sponge damage.
And there is a small blurb about how to calculate the PCs tier for making balanced encounters if they have multiple ships. However, there is no way to get them. (And a difference of 2 tiers makes a huge difference in combat capability.)
No way to get them is largely subjective. There is no way to get ANY ship if you mean hard rules for acquisition of said ship/ships. its assumed that the GM will be in control / create the reason or situation that allows the PCs to get what ships they have.

Isaac Zephyr |

No way to get them is largely subjective. There is no way to get ANY ship if you mean hard rules for acquisition of said ship/ships. its assumed that the GM will be in control / create the reason or situation that allows the PCs to get what ships they have.
True.
I am more directly referring to the Build Points system lacking any indication of how it should function in the case of PCs or the GM wanting to give the PCs multiple ships.
Divide their BP amongst the ships and their tiers are too low to have any impact. Consider their tier APL-2 and give them multiple ships (every new ship needs to decrease tier by 1 according to difficulty) and while the problem is lessened according to calculating starship encounter difficulty, it is still pretty impossible to compete, since you kill the Starship action economy.
As it was once pointed out, with just 1 crew member, you get up to 3 actions (move and attack can be done without action at penalty), only one can be an attack. Comparatively, any large ship can rather easily simply restore shields and fire back with larger weapons.
However, we are derailing the conversation a little.

Sauce987654321 |

Sauce987654321 wrote:I thought there are rules for multiple PC starships somewhere in the book. I guess I'll check again, later.
By DR, do you mean Damage Threshold? That doesn't really become a thing until a ship reaches huge size, but then it's still easily negated since it's only 5. Most enemies in the Star Fox games wouldn't be larger than small size IIRC.
Yes, I meant DT, though also considering Armor and Shields. Larger ships have a lot of ways to sponge damage.
And there is a small blurb about how to calculate the PCs tier for making balanced encounters if they have multiple ships. However, there is no way to get them. (And a difference of 2 tiers makes a huge difference in combat capability.)
I think you got it backwards with the ship's armor and shields. Smaller starships get armor and shields much cheaper than larger ones, and larger ships have penalties to their armor class, anyway. It's the larger ships that have difficulty hitting smaller ships.

Isaac Zephyr |

I think you got it backwards with the ship's armor and shields. Smaller starships get armor and shields much cheaper than larger ones, and larger ships have penalties to their armor class, anyway. It's the larger ships that have difficulty hitting smaller ships.
Yes, however both power cores and weapon mounts have heavy restrictions for Tiny starships, capping at 200 PCU, which strongly limits what shields you can afford, as well as how much shielding you recover.
You are correct though, I mixed up armor with Hull Points on the defensive side. Most of the larger ship weapons will eat through a small ship's hull almost instantly, and if a smaller ship is trying to take advantage of the maneuverability provided by their small size, the faster engines give them penalties which stack with those of adding armor.
Example, an interceptor's Hull Points will cap at 55, and with 200 PCU at max, if we buy the best shields that can afford (ignoring need for thrusters, weapons, armor, etc.) Superior 600 (eating up 160 of your PCU) then you'd have without balancing the shields, 150 shield in each quadrant. You lack a science officer or engineer to adjust this, your attacks are at -2 if you want to go full speed, and even if you wanted to divert power to restore shields, you would restore 10 shield due to the small power core.
All capital-size weapons have damage minimum of 20, meaning while you may be harder to hit, it will only take one or two good ones to completely destroy your ship, and you don't have the actions to keep defenses up, take advantage of your maneuverability, and shoot, compared to another ship. So even if it is in BP cheaper to purchase defenses, you can't viably use them.
Unless the rules change a bit. Perhaps a way that tiny ships can land in a larger carrier vessel and have it able to restore their shields or take advantage of the larger ship's crew for engineer and science officer actions? Either way, a book giving more diverse options for Starship combat I think would be really good.

ratcatbo |

Defently want a starfinder gods books some info on the lore and there herelds more info on what happened to the missing core gods it would be great, defently vesk book, where probly going to get a bunch of alzant info in the new ap so maybe wait on that

The Goat Lord |
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I thought of another book I want, vehicles. We've had enormous amounts of fun with the vehicle chase rules and vehicles in general, from high speed pursuits, to light cycle contests ala Tron, to fighting atop a bank vault that was being dragged through the streets of Absalom Station by a cargo loader. I would love more vehicles of every make, model, and level, please.

Tender Tendrils |

I second the ops desire for a vehicle/starship book (starfinder hangar?)
What I would like from such a book is;
-Stats for a space tank, truck, high performance enercycle, fuel truck, small aircraft
-Rules for customising/upgrading vehicles and for designing custom vehicles
-Vehicle specific weapons/upgrades
-More starship customisation options
-More starship combat actions
-Rules for terrain and hazards for vehicle and space combat/exploration
-Lots of art and statblocks for ships and vehicles, maybe even pawn collections and deck plans released alongside the book as supplemental products.
-Expanded rules for starship damage and repair. It would be nice if ships could have core breaches, explosive decompression, failing life support, etc
Another book I would like to see is one adding more rules for robotics and cybernetics. My players have been curious about the idea of purchasing a security robot for their ship, and I would love to see a book with a chapter on robots with rules to hack them, salvage components from them, program them and even purchase/build them.

Opsylum |

Because most everything else I wanted has been mentioned already, would like to toss Technomancer & Mystic familiars into the hat, and a Pact Worlds style book for Shadari.

Steven "Troll" O'Neal |

Steven "Troll" O'Neal wrote:Something like the Advanced Race Guide. I'd like a bit more info on non-core races.That's going to be a big book.
Or it will be a series of books. Maybe, a 64 page softcover with 10 races each. That gives the opportunity for approximately 6 pages each for more lore, equipment, or even an archetype/theme.

Brew Bird |

More computer stuff would definitely be cool, I'd particularly like to see expanded hacking. Something a little more interesting than a series of skill checks. Gibsonian cyberspace combat would be particularly awesome.
I'm not sure if that would be enough for a whole hardcover, but maybe as part of some sort of broader skill focused book kinda like Ultimate Intrigue.

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I'm going to go with some kind of class expansion book that offers new options. Every class has something to gain but the things I want to see the most are...
Drones getting new content. In particular, some kind of "Jetbike" chassis that actually lets you ride the thing without Bulk rules ruining the fun.
Solarian armor crystals would be nice but unlike Solarian weapon crystals and fusions, you can already install mods into your armor. Sooooo I can't see this having a lot of design space.

Umbral Reaver |
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Veskarium, for sure. I want a blow-by-blow (help-by-help?) rundown of vesk/skittermander relations.
Also, I want mechs. Basically starship combat on ground-level (with associated hex-based overland maps)... but, you know, actually fun. Limit the number of PCs per mech so that you have individual actions with more impact, and you can participate in more dynamic strategies. Like, a standard mech fight may have two/three PC mechs, each with up to two PCs, and have more dynamic abilities that can affect the battle (so they mystics and solarians can feel useful). Have magitech engines and/or guns that can be overcharged with a mysticism roll, or living biomechs that can be encouraged with Life Sciences or Medicine.
Inspiration: basically any anime ever.
I might have written an rulebook that may or may not be called Mechfinder. :3