Rule changes in Beginner Box?


Rules Questions


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I was skimming through some of the pregen character sheets that came with the beginner box and some of the spells/abilities work differently than they do in the Core Book. I found two examples:

In the Beginner Box, the Envoy's Get 'Em ability says it costs no action. In the Core Book it says it costs one move action.

In the Beginner box, the Technomancer's Energy Ray does 1d4 damage. In the Core Book, it says it deals 1d3 damage.

Are these rule changes just for the Beginner Box? Or the Starfinder system overall?


1 person marked this as FAQ candidate.

Here are a few more I found:

In regards to the Operative's Trick Attack:

In the Core Book: The DC for a Trick attack is 20 + your target's CR.
In the Beginner box: The DC for a Trick attack is a flat 20.

In the Core Book: If you succeed you add a 1d4 to your damage and the target is flat-footed.
In the Beginner Box: If you succeed you add a +2 to your hit and add a 1d4 to your damage.(I know flat-footed gives a -2 to your opponent's AC so it's basically the same?)

In the Corebook: Ghost gives you a +4 bonus to your trick attack if you use Stealth.
In the Beginner Box: It gives you a +3 instead.

There is also a Starfinder FAQ that says it only gives a +1.

In regards to the Operative class:

In the Core book: Operatives can use Sniper Weapons
In the Beginner Box: Operatives can only use Basic Melee and Small Arms.(I assume it's this way because the players might not run into any Sniper weapons in the packaged adventure, I haven't read it yet)


The Pathfinder Beginner Box also deliberately simplifies certain rules, making the beginner rules somewhat different from the Core Rulebook.

Staff have said that they made some similar changes for the Starfinder Beginner Box.

So, yes, you'll see rule differences. but they won't absolutely contradict the core rulebook.


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Get 'em and energy ray seem like iffy changes that would confuse someone switching.


Check out the blog post
Designing the Starfinder Beginner Box


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CrystalSeas wrote:

Check out the blog post

Designing the Starfinder Beginner Box

That talks about changes being made for accessibility and user friendliness, but stuff like changing damage dice or making a skill give +3 instead of +4 don't really seem like issues of usability either.

Paizo Employee Starfinder Design Lead

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The Beginner Box rules are designed for the Beginner Box. They should not be seen as either mistakes or signs that the Starfinder Core Rulebook has changed how it handles the same questions if they different from the Core Rulebook.


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Owen K. C. Stephens wrote:
They should not be seen as either mistakes or signs that the Starfinder Core Rulebook has changed

Just to be clear:

None of the points raised earlier in this thread are errors?
All of the points raised earlier in this thread are deliberate adjustments for the Starfinder Beginner Box?

Grand Lodge

Pathfinder Starfinder Maps Subscriber

They've made subtle changes and simplifications throughout. If you look on Youtube, you can find a couple Starfinder Wednesday episodes with Joe Pasini where they talk about some of the changes and shifts they did.

Hmm

Paizo Employee Developer

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Oooh, I could talk about these minor-but-very-deliberate design decisions all day (except that then I wouldn't have time to work on new stuff!).

To take the energy ray difference as an example:
It takes wordcount, time, and cognitive load (however minor each is, it all adds up) to detail how to roll a d3—especially to someone encountering non-6-sided polyhedral dice for the first time. So for us, keeping things simple was worth the 0.5 bump to the average damage of a spell.


Pathfinder Adventure Path, Card Game, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Starfinder Charter Superscriber

Joe, the Beginner Box was Faaaaantastic! Really nice work - you should be very proud.

Can't wait to see the new stuff you're working on. :)


Garretmander wrote:
Get 'em and energy ray seem like iffy changes that would confuse someone switching.

Make sense, though - making Get 'Em take no action makes it easier for a new player to make sense of what an Envoy DOES, and making Energy Ray use a die people actually has makes it far more sensible.


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Joe Pasini wrote:
Oooh, I could talk about these minor-but-very-deliberate design decisions all day

*sigh*

I'm going to take that as an official response that means that none of the listed changes are errors.

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