Themetricsystem |
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This is a starter thread as they've asked in the PaizoCon Panel to let their team know about stuff they can make and sell which we're interested in.
I'll go first, I would QUICKLY buy any Starfinder "Tales" or softcover fiction novels.
Also, a Starfinder Adventure Card Game could be REALLY cool, especially if you can make another high-quality App for it like with the original one.
What SF do you want them to make?
Opsylum |
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Starfinder Enterprise: exploring lore behind Starfinder’s biggest factions, along with rules and benefits for joining them. Also Kingmaker style rules for building your own armies, colonies, or corporations. Round it all out with NPC profiles of some of the Starfinder galaxy’s biggest personalities from the Pact Worlds and beyond — who can serve PCs as patrons, allies, or even rivals — and the regular assortment of equipment, themes and archetypes that go along with all the above.
And Starfinder’s own Gods & Magic book. Because magic, the planes, and religion in Starfinder is such ripe frontier for interesting reading.
Steve Geddes |
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Also, a book I think would be amazing both for Pathfinder and Starfinder is a book of 'adventure outlines'. Essentially a hook, a setting, a suggested level range, a sketch of the plot, a villain and a couple of "potential complications".
I'm picturing a double page spread for each. No statblocks or anything, but enough for a DM to take the outline and then go and do the number crunching.
I'd love it to be grouped into chapters of six-ten similarly themed adventures - intrigue, bug-hunt, heist, exploration, mystery, rescue....and so on
Cyder |
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I would really like a starfinder with the same core rule concepts pf2e has but can't see it happening for a while. I feel it would be better to transition sooner rather than later. PF2e ruleset has some amazing advantages for both story and tactical play and cleans up a lot of weird interactions that while better in SF over PF1e are still somewhat present.
3 action system is just flat out superior.
The biggest overhead/downside would of course be how challenging it might be to move races over given the relative difference in the amount of rules work required for a new race in pf2e rather than sf with ancestry feats. I suppose that could be made easier with having ancestry feats that apply to more races that have some similar characteristics, maybe by expanding the trait system.
Garretmander |
The biggest overhead/downside would of course be how challenging it might be to move races over given the relative difference in the amount of rules work required for a new race in pf2e rather than sf with ancestry feats. I suppose that could be made easier with having ancestry feats that apply to more races that have some similar characteristics, maybe by expanding the trait system.
Leave racial traits as is, then replace ancestry feats with augmentation feats... or something like that.
Wzrd |
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Starfinder 2 based on Pathfinder 2 for the core system rules.
I'm hoping this happens one day. I would love to be able to share not just monsters, but spells and classes and everything else between Pathfinder 2E and Starfinder 2E with no conversion required.
In my mind it sort of makes sense from a company point of view as well. Pathfinder 2E products become more appealing to Starfinder 2E players and vice versa. Not just Bestiaries and Alien Archives, but also a book of spells that could be marketed as a resource for both Pathfinder and Starfinder. That way you expand the audience for each book which should translate to greater sales allowing Paizo to spend more money to create more books. Well, that's how I see it, but I expect Paizo has a better idea of their customer's wants and needs. For now, I can only wait and keep dreaming of a unified future.
Oh, and Starfinder novels, please...
Milo v3 |
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Books which aid in telling different stories and aiding in different styles of campaigns in the manner similar to the "Horror/Mythic/Occult Adventures" line of PF1e books is something I think would be very useful. Which is what I assume Starship Operation Manual and the Galaxy Exploration Manual are trying to do.
I'd prefer to stay away from PF2E conversions given I play starfinder to play starfinder.
WatersLethe |
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I would pay a hell of a lot of money for a Starfinder 2 type book. Even if it's essentially an optional unchained book, as long as I have a way to play with the new PF2 systems like ancestry feats, 3 action economy, and skills.
Starfinder is a bit of a slog now that I've tasted PF2.
Arutema |
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Add me to the growing list of those who'd like 2E and Starfinder to stay in separate boxes and not mix.
And to try to steer this thread away from devolving into an edition war, I'd like to see rules for upgrading weapons so you don't have to throw grandma's service pistol from your backstory out as soon as you hit level 5.
Milo v3 |
And to try to steer this thread away from devolving into an edition war, I'd like to see rules for upgrading weapons so you don't have to throw grandma's service pistol from your backstory out as soon as you hit level 5.
They have some rules for that in Starfinder Armoury, though it doesn't work for the gaps in between the levels assigned to each weapon.
If you want to upgrade an existing weapon to be more
effective, you can do so by selecting a weapon of the same
type and category with a higher item level. You then pay the
price of the new weapon, minus 10% of the price of the original
weapon. You can do this yourself if you have the skill ranks to
craft the new weapon, or have a professional do the work at the
same price. If the weapon had one or more weapon fusions, an
additional price must be paid equal to the price to move such a
fusion from the original weapon to the new weapon.
Garretmander |
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Arutema wrote:And to try to steer this thread away from devolving into an edition war, I'd like to see rules for upgrading weapons so you don't have to throw grandma's service pistol from your backstory out as soon as you hit level 5.They have some rules for that in Starfinder Armoury, though it doesn't work for the gaps in between the levels assigned to each weapon.
Armoury wrote:If you want to upgrade an existing weapon to be more
effective, you can do so by selecting a weapon of the same
type and category with a higher item level. You then pay the
price of the new weapon, minus 10% of the price of the original
weapon. You can do this yourself if you have the skill ranks to
craft the new weapon, or have a professional do the work at the
same price. If the weapon had one or more weapon fusions, an
additional price must be paid equal to the price to move such a
fusion from the original weapon to the new weapon.
And weapon growth isn't anything linear, so you're still stuck to the same weapon for 4+ levels.
That said, some weapon design guidelines in either a GM guide or armory 2 would be appreciated.
LBHills |
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I'd like to see a product describing the religious scene in Starfinder. We tend to see more attention on the tech end, and less on the fantasy end of this space opera.
1. The CRB has a mere short passage about each of the 'surviving' gods. More could be told - to say nothing of explaining which of the missing are really missing, and which are simply reduced to minor faiths, long dead, or in stranger situations.
2. Who heads these churches in the Pact Worlds? How are they organized? Some churches have their own fleets - how do the rest attend to their flocks on many worlds? Which churches are sending out missionaries or armies of zealots?
3. And how have things changed in the Outer Planes? Which of those realms have adopted mortal technology, rejected it, or transformed it to meet their own needs? How are the legions of Nirvana armed now, and are the contracts in Hell kept in digital storage? What changes has the Gap made in their politics and their goals?
Kishmo |
I'd like to see a product describing the religious scene in Starfinder. We tend to see more attention on the tech end, and less on the fantasy end of this space opera.
Second this, and the other comments upstream requesting a "Gods & Magic" book :) I too have found that the recent products skew too far into "tech" and away from "gods & magic." I get that this is sci fi and that's more fun after however-many years of Pathfinder, but magic and deities are such a core, central, conceit of the IP! It's a bit of a "throwing the baby out with the bath water" situation.
Even just looking through Near Space, there is, at most, a handful of sentences about Damoritosh and his faith / church, despite being, like, the patron god of the Veskarium's culture-defining, never-ending, thirst for conquest and superiority.
I haven't gone back to check, but offhand - did we learn anything about the philosophies and deities of non-Vesk? I would have loved to hear about, say, some of the gods of the skittermanders, or pahtra, or whoever else. I'm not saying I dislike that there were more words describing the geology of Vesk-3 than on its native gods, religions, and such - but unless you're playing a game that stays on Vesk-3, I know what topic is more interesting and informative for crafting stories and characters.
NorthernDruid |
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Weapon creation rules is a must.
The game's overall quality would pretty much double if there was a solid set of rules or guidelines for statting up your own weapons.
I don't particularly care what format it comes in, book, player companion, official homebrew, I just want to be able to upgrade my tailblade at all.
A setting book on deities would be neat too though.
Cyrad RPG Superstar Season 9 Top 16 |
Archpaladin Zousha |
Some more proper swords with the operative quality besides the sword-cane, so I can finally play a character dual-wielding swords properly instead of just a pair of overgrown knitting needles. Or at least filling out the plasma kukri line (currently there's only the basic red version) so I can reflavor them to be plasma short-swords or something...
BigNorseWolf |
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Starfinder retraining besides the hard to spell editor.
Besides no one being able to spell it, the mnemonic editor only takes you back one level. Most new options you'd like to use or mistakes you made were further back than that.
Being able to somehow retrain the racial traits and abilities from com.
C4M3R0N |
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Also, a Starfinder Adventure Card Game could be REALLY cool, especially if you can make another high-quality App for it like with the original one.
I second the app for sure. I loved the first, spent a good bit of money in it. I'm disappointed it doesn't seem to work anymore but it is fairly old. So yeah, I'd love to see this.
Also second the SF2 on the PF2 ruleset. Or at least an unchained book with the 3 action economy and whatnot.
Pope Uncommon the Dainty |
Big cosmic things like the manasaputra and especially the annunaki and apkallu. Really dig into that grand real-world sci-fantasy stream that is ancient astronaut theory while making use of the grand scales easily available with a galaxy as your landscape.
Give the greys and the reptoids and such things (mothmen?) a grounding in Starfinder lore; right now they kinda stick out as blatant references unmoored to the setting.
A Starfinder adaptation of the occult line (Occult Adventures, Psychic Anthology, Occult Mysteries, Occult Origins, Occult Realms).
More about the religions and gods of the universe, both the Golarion ones and those from beyond the Pact Worlds. There are some really intriguing choices in the core 20 (Lao Shu Po for the win!) and I wanna see more about them and how they've changed with new technology, modern sociopolitical memes, and shifts in their centrality.
Information on the Outer Planes, with specific work put in to differentiate them in play from going to alien planets.
Everyday life in the Pact Worlds and beyond. Stuff like #Starfound. I want some feel for music, fashion, food, products, interracial relations from the point of view of the kasatha parent dropping off their child with their Eoxian teacher. To give this idea more selling power beyond freaky immersionists like me, you can build it into like Twilight Zone-style stories. Or just do something like the ancient Shadowbeat sourcebook for Shadowrun (that was what 1st edition?) That book alone made me wanna play a game as a sports team or a rock band or an investigative journalism team or an emergency medical team.
Actually ~ SPACE HOSPITALS. If there's anyway to build an Adventure Path out of a hospital drama in a science-fantasy setting, my money's on Paizo to do it.
FormerFiend |
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One thing I've personally asked for in a few threads is more biotech that goes into gross, body horror territory. Stuff evocative of what the pathfinder alchemist could do to their body with discoveries like tentacles, tumor familiars, preserved organs, that kind of thing. There's certainly some of this in the setting already but I'd just like to see a book go ham on mad science applied to the body, Cronenberg style.
Dracomicron |
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One thing I've personally asked for in a few threads is more biotech that goes into gross, body horror territory. Stuff evocative of what the pathfinder alchemist could do to their body with discoveries like tentacles, tumor familiars, preserved organs, that kind of thing. There's certainly some of this in the setting already but I'd just like to see a book go ham on mad science applied to the body, Cronenberg style.
You've all heard of necrografts, where you attach an undead limb to your body... but how about new Mythosgrafts(tm)! Get rid of those stinky ol' zombie parts and stitch on a horrid tentacle from Beyond Space and Time! You'll just G0 m@dD with the sensation of having your very own soul-reaving pseudopod! The Cult of Nyarlehoptep laughing at you? Squeeze their high priest until they explode in gore with your Chaos Membrane! Deep Ones got you down? Pull their minds out through their ear-holes with your Mythosgraft(tm) Brain Seeking Entrails! Order now!
Dominus Ex Machina |
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Here's some things I'd personally like to see in future Starfinder products (at least one of which I've mentioned on other threads):
Rules for creating vehicles other than starships or mechs.
Rules for applying weapon fusions to vehicular & starship weapons.
Rules for creating stationary facilities (space stations, outposts, shipyards, etc.).
More equipment & weapons (a la the Starfinder Armory), including new & variant bio-, cyber-, & magitech augmentations.
Rules for creating new alien races, perhaps as a companion to the Galaxy Exploration Manual set to debut next year (possibly involving a contest with the winning entry being featured in a future Starfinder product, be it as an Alien Archive entry or as part of a new Adventure Path).
More of the uncommon Pathfinder races (i.e. gillmen, merfolk, vanara, etc.) brought into the Starfinder setting (one possibility being having gillmen in an underwater-themed Adventure Path, introducing them as genetically-engineered creations of the Azlanti Star Empire).
A mythic-level Adventure Path centered on the mystery of the Gap (and possibly featuring Golarion's reappearance, with all the fallout that comes with it).
A mythic-level Adventure Path centered on the "Great Old Ones" (i.e. Cthulhu, Hastur, Yig, etc.), their Outer God masters, and their various servants.
QuidEst |
Keeping this to stuff I'd definitely buy, not just things I'm interested in having. Disclaimer: I'm probably not going to buy an AP just for the PC options, this is is stuff for rules-focused books.
- Unsurprising, but I'm going to keep buying books with new classes.
- I definitely want more "mad biology" available to non-caster PCs. Stuff that wears off in rounds just doesn't compete with Mechanic making a drone or implanting a computer in their own head. (Geneturge is great for this! I'd just like that kind of thing available on classes that don't need to fit in casting.)
- Multiclass archetypes. Maybe it doesn't work with the setup we have, but I'd enjoy being able to grab a bit of another class without needing to mess with my progression.
- Races I liked from PF1. In my case, kitsune, gnolls, and kobolds would all be fun. (The rest have been covered already; thanks!)
- Alternative class features. They're a good way to catch my interest.
LBHills |
In the absence of ship miniatures (and the playability of the game really suffers without them) then printed hex tiles for ships with front facing marked... SF gave us a hex map, but nothing to use on it!
I bought the core pawn collection, which included pawns for the base-book ships. Unfortunately, the pawn manufacturers didn't realize that bigger ships were NOT supposed to use the same relative scale as creatures, so all the ship pawns bigger than Medium didn't actually match the rules of the game.
I agree that a new collection of pawns, with top-down art this time, would be a good product - I'd especially like to see a few extras, like "asteroid", "comet", and "unknown vessel" (useful for vessels outside scanning range, as well as for first contact encounters).
eimatshya |
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I'd love to get more setting information. We have Starship brands; how about vehicle brands? Instead of generic "Performance Cruiser", how about Dawnshore Systems XRT 320?
Just more in depth information in general about life in the Pact Worlds. Demonyms, common foods, how people get around, who the movers and shakers are in each city, etc.
Also, as others have mentioned, some Starfinder novels might be nice.
Nighthorror888 |
I feel like the Starfinder content we get is so far and few in between, and when we get it, it has to be spread thin and has to cover such a broad area that the content is watered down. I would love Starfinder versions of the Companion and and Campaign Setting lines from original pathfinder. And eventually a book dedicated to each core planet individually. Like Aucturn, I would buy the heck out of a book about Aucturn.
John Compton Starfinder Senior Developer |
Steve Geddes |
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Maybe they could try a one-off experiment.
Like a sixty four page, softcover with a twenty page gazetteer of one of the pact worlds, twelve pages of themes/archetypes/equipment/spells/feats/....whatever would make the most sense for that place. Then a thirty two page, standalone adventure set there.
There’s an advantage to regular, consistent releases. However the ability to innovate does get curtailed somewhat - we saw that with the early iterations of the Pathfinder Player Companion line. The occasional small-but-radically-different product might be worth a shot.
John Mangrum |
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Starfinder NPC Codex: Not because NPC stat blocks are particularly difficult to knock out in SF, but because I run with a VTT and in such a diverse setting I am constantly on the hunt for widely varied character art. (We have dominant species on several Pact Worlds who have barely been depicted in art so far! Looking at you in particular, ryphorians!)
breithauptclan |
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If we aren't going to get the PF2 core rules, then something to correct the out of control skill DCs at high level that require maximum character build investment for marginal results, and highly favor Operative as the one and only class for skill challenges.
I expect that there are already threads about this on the forum somewhere, but I will summarize.
Currently the GM guidance for skill DCs at levels 15+ seems to be targeted on characters having an insight bonus of +4 or more as well as having the skill in question being a class skill, max ability score, and full ranks in the skill.
Operatives basically get all of that for free for all skills. Some classes get that for a couple or three skills. Most classes get none of that.
(all example character builds assuming ability score of 20 or 21, and full ranks available for level in the skill in question. Also ignoring bonuses due to equipment or bonuses from other characters since they are available equally to all characters and are based on party composition.)
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At level 15: Trap perception DC is 42, and disable DC is 37. NPC build rules recommend master skill bonus at 31.
An operative will have most skills at +28 with basically no investment. Technomancer can match that in computers and mysticism. Mechanic can get +27 in computers and engineering. But anyone who doesn't have a built-in insight bonus has to pay a feat for skill focus and maybe another for skill synergy in order to get a +26.
So the operative has a base 30% chance to detect the trap, and a 55% chance to disable it. If it allows computer skill to disable it, then a technomancer could disable it just as easily, and a mechanic almost as easily. But they and all others would only have at best a 20% chance to detect it. For roll-off skill competitions (hide vs perception, or intimidate vs sense motive, or the like) the math gets horribly difficult. Approximating using the PF2 rules of having one side roll and the other set a DC by taking 10 gives the Operative a 35% chance of success, and everyone else gets 25% or lower.
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At level 18: Trap perception DC is 47, disable DC is 42, and NPC skill bonus is 36.
Operative gets +31 for free. Mechanic catches up on computers and engineering checks. Technomancer actually gets one better in computers and mysticism, getting a +32. Everyone else gets +29.
But while the players bonuses went up by about 3, the trap and NPC DCs went up by 5.
So now the operative has a 20% chance to detect the trap. Everyone else gets 10%. Operative gets a 45% chance to disable. Mechanic and technomancer are similar for computers based traps. Everyone else gets 35% to disable it. For roll-off skills, operative gets approximately 25% to win, everyone else gets 15% at best.
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And remember, these examples are assuming that all the plebian (non-operative) classes are paying at least one feat in order to barely make the checks not be auto-fail.
So we need something that applies at high level, can be used by all classes, and doesn't stack with the existing insight bonuses of operative's edge and the like.
So either a feat or an archetype that lets the player pick a small handful of skills and provides an insight bonus of +5 or more at level 15+.
Also, the DCs at level 15+ might still be a smidge too high.
The Once and Future Kai |
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I was very enthused about Starfinder but then Pathfinder Second Edition hit and I have no desire to go backwards on system mechanics. I know it's too soon for a second edition.
But I'd welcome the equivalent of Starfinder Unchained with guidelines on integrating certain Pathfinder Second Edition rules.
⮚ Three Action Economy
⮚ Restrict AoOs
⮚ Reactions
⮚ Species Progression
Also, I'd like future printings of the Starfinder Core Rulebook, Alien Archive, and so to retcon naming conventions.
⮚ Race to Species
⮚ Subrace to Subspecies
Beyond that... I'm excited for Mecha, would like more on Starships, and hope that Psionic kickstarter surprises everyone.