Character Operations Manual speculation


Character Operations Manual Playtest General Discussion


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Let the rampant speculation being! Since this is my list, they're tagged with what I think is likely or less likely but greatly desired.

1. With 3 classes in the playtest, my guess is that this will parallel PF1's Advanced Players Guide with respect to new classes, new class features for core classes, archetypes, and themes for all. New spells, gear, and magic items. (LIKELY)

2. Since its Character Operations aside from potentially seeing new starship roles and role actions, I don't expect to see much on the starship side. That likely is being saved for the Starship Operations Manual...? (please, oh please) (LIKELY)

3. Playtest concludes in Jan. Revisions, Print, ship. Don't compete with PF2 launch at GenCon. Holiday season 2019 release (Nov/Dec)? (LIKELY-ish)

4. Since Alien Archive covers monsters and new species, I don't really expect new species in this book. Doing so would seem to undercut part of what the Alien Archives are about. (LESS LIKELY)

5. I'd love to see expanded downtime rules for character-scale activities. Since Starfinder doesn't really follow PF1s segmentation of player:GM content, I don't see an Ultimate Campaign-style book in the Starfinder line but could see character downtime in this book, starship downtime tasks in a starship book, etc. (LESS LIKELY)

6. Along the lines of Ultimate Campaign-style content, background generators, cohort and hireling rules, etc. would be great. (LESS LIKELY)

And since it bears repeating....THEMES, THEMES, and more THEMES & Archetypes.

What do you expect/hope to see in the Character Operations Manual?


Tagged for movement into the relevant subforum.


Does seem like it correlates to Advanced Players Handbook.

What Im hoping to see.

1) The New Classes Obviously
2) More Themes , Maybe some Race Specific Themes
3) Archetypes
4) A Few more Class options for each class like new Fighting Styles ect.


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Xenocrat wrote:
Tagged for movement into the relevant subforum.

It’s not commenting on the playtest so why would it move there? This for speculation on topics for the whole book, not playtest class discussion.


Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.


I'm pretty sure that there's going to be a shield-focused soldier fighting style in the book somewhere.


Starfinder Charter Superscriber
Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.


Alfray Stryke wrote:
Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.

That's not at all the same. The armory weapon upgrade rules are indistinguishable from buying a new weapon (that already exists on the weapon tables) and selling your old one. The armory power armor upgrade rules let you spend (outrageous amounts of) money to add stats directly to your starting item. It would be like upgrading an injection rifle (only available in level 1) to any level you choose for a given amount of upgrades to damage, capacity, and range.


Alfray Stryke wrote:
Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even without upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.

Bolding mine, and fixing where I misspoke.

Not at all what I was talking about, though I do see where that confusion came in (I didn't proofread my own post enough). I'm not talking about keeping the same weapon, but tricking it out to keep it level-appropriate as the game goes on. I'm talking about said "tricking out" being optional rather than required, hopefully via an optional rule introduced here that cuts incoming wealth by some percentage and just auto-modifies the players' stats to be level-appropriate. So, for example, the players would be able to just use the armor they got at level 1 and not have to worry about their AC becoming irrelevant as the game goes on. Or buy a low level pistol, be forevermore done with it, and still use it for expected damage. And then being able to use their remaining wealth to expanding their selection of weapons to use, even if just to have a variety of damage types to inflict (which, prior to the mandatory upgrading part of the game, is what I thought the game was going for).


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?


HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.


Pathfinder Adventure Path Subscriber

I wouldn't mind a reprint of most of the character options from the APs, since it's a pain to reference them if you use multiple options from them.


Tectorman wrote:
HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.

Power Armour isn't really arranged as different sets over a range of levels. Most Power Armour types only have one option to get a given ability set.


The Sideromancer wrote:
Tectorman wrote:
HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.
Power Armour isn't really arranged as different sets over a range of levels. Most Power Armour types only have one option to get a given ability set.

That's just the same problem to differing extents. A given powered armor becomes available at a certain level, is as useful as it's meant to be at that level, and then steadily becomes so much wasted WBL as you go on, failing upgrading it.

Regular armors have improved (that is, level-appropriate) versions that become available far more sporadically, but the core issue is the same. As with powered armor, if I have, say, a suit of Scatterlight armor, I want that to be useful when I buy it and remain as useful the next level and the level after that, all the way up to level 20. Not "useful now, and then sliding down into obscurity until the "improved" version becomes available when I'm finally back to only the usefulness I enjoyed when I first got it, and then sliding down again", repeating ad nauseum. That's not something I feel should ever be a roller coaster.

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