What is your experience with Starfinder?


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Peg'giz wrote:

I wouldn't agree on you with that Ixal.

As mentioned before I understand/imagine Starfinder more like the movie Wild West (new lands to explore, only small settlements on most of the planets/low population density etc.). So in most places law is defined by the local judge/sheriff and a lot of the law stufff happens in the background.

This is a trope which is used A LOT in movie and TV, so you can focus on the story and action and not on "boring" paperwork.

That doesn't really work for most places, especially planets like Aballon or Verces (and yet we have an AP there with several public bombings and shootings on the street while the police does nothing) and also does not make sense to be the status quo for centuries.

You also overlook that the Wild West was also just one part of a country and that at the same time the east cost was far from wild.
An entire country being "wild west" would be called a failed state, yet were the Pact Worlds such failed states where the government could not control its territory (no law enforcement), its citizens (ID system, records, taxation) and its borders (immigration, customs) they could never repel the Veskarium, the Azlanti or even maintain its technology base and support the kind of organisations we know that exist.

The society as presented in the adventures and partially rules of SF simply would not work. And the reason why Paizo does not rectify that is because they do not care about it. They only focus on providing the players with more dungeons to crawl through (even when the dungeon takes the form of an office building) and a working society would not help with that or would even be a hindrance.
This attitude makes a little bit more sense with Pathfinder where it is more conceivable that the power of the government is limited because of distance and communication constrains, but makes little sense in a not post apocalyptic science fiction.
Its also the reason why most APs take you away from the Pact Worlds, so you have no pesky society get in the way.
Yet having a SciFi setting but never using it like SF does is a big disappointment. Instead its just fantasy dungeon crawls with guns.


Wow. Everything you said is wrong.

Also I guess I’m imaging all those Starfinder setting hardcovers I own.

Second Seekers (Jadnura)

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Ixal wrote:
Yet having a SciFi setting but never using it like SF does is a big disappointment. Instead its just fantasy dungeon crawls with guns.

See, I think this is the sticking point, right here. Starfinder is not SciFi. It very deliberately goes out of its way to not be SciFi. It is Science Fantasy. "What if Pathfinder, but lasers?"

The Pact Worlds is presented as a loose confederation of allied states/nations/planets that band together for mutual protection, with very limited government oversight, and basically no unified law or enforcement (Stewards notwithstanding.) Where it exists at all, local law and enforcement is a plot device, not a detailed, codified, believable, system.

I think the responses in this thread show that that's enough for most people. If that stretches your suspension of disbelief too much, then your group is either going to have to flesh out a dozen or so legal systems and brief the party every time they land on what the local laws are, or, I dunno, go play Cyberpunk ¯\_(ツ)_/¯


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Kishmo wrote:


See, I think this is the sticking point, right here. Starfinder is not SciFi. It very deliberately goes out of its way to not be SciFi. It is Science Fantasy. "What if Pathfinder, but lasers?"

The Pact Worlds is presented as a loose confederation of allied states/nations/planets that band together for mutual protection, with very limited government oversight, and basically no unified law or enforcement (Stewards notwithstanding.) Where it exists at all, local law and enforcement is a plot device, not a detailed, codified, believable, system.

They not only do not have a unified government, each member on their own also has no functioning government.

Its basically a coalition of failed states and that is simply not feasible the way the Pact Worlds are presented.

And being fantasy is not really an excuse. There are many fantasy settings, science or otherwise, which do a better job in creating a more believable world than than P/S Finder. Shadowrun comes to mind.


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Then go play Shadowrun.


iirc, the current politian running Absalom station is like, currently doing a big crack down on white-collar crime. Though idk if that's changed with metaplot, that was like 4 years ago or something.


It's like Star Wars. It's probably there, but it doesn't get in the way of the plot.

If that's an aspect that is lacking in the setting for your players, you might as well introduce it. I'd be curious to see if it works, if it makes the game any better or more fun.

A far future still concerned with paperwork, surveillance states, tracking and monitoring of everything and everyone... it reminds of the old Paranoia RPG more than anything.


I just don't see strong borders working in this setting.

Hundreds if not thousands of sentient species going in and out of every planet - how do you keep track of the barathu? Lesser undead, like skeletons? The Gray?

Starships capable of visiting any planet in the known space, of landing anywhere. Maybe you monitor all the atmosphere for entries, but do you have security forces to go after every clandestine landing? If it's a problem, won't the locals take care of it? If they land somewhere uninhabited, who cares? If it's a planetary threat, sure, take measures - but anything less...

I suppose you dock your ship and the local security will watch over it for you - like private parking. If someone steals it, you go after it, pay someone to go after it, demand the local management go after it. Would it be that much different than having your car stolen nowadays?

I have no idea if you can prove the ship is yours - that would demand a galactic database I suppose, or at least a pact world database of ship ownership, constantly updated. That would kinda work for ships built, sold or traded inside a pact world - anything outside of this system would need to wait for the information to travel for days or weeks. Makes the whole thing kinda pointless.

I believe the Azlanti Empire would have a much tighter grip on these matters - an AP from their point of view would be quite something.


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The Ragi wrote:

I just don't see strong borders working in this setting.

Hundreds if not thousands of sentient species going in and out of every planet - how do you keep track of the barathu? Lesser undead, like skeletons? The Gray?

Starships capable of visiting any planet in the known space, of landing anywhere. Maybe you monitor all the atmosphere for entries, but do you have security forces to go after every clandestine landing? If it's a problem, won't the locals take care of it? If they land somewhere uninhabited, who cares? If it's a planetary threat, sure, take measures - but anything less...

I suppose you dock your ship and the local security will watch over it for you - like private parking. If someone steals it, you go after it, pay someone to go after it, demand the local management go after it. Would it be that much different than having your car stolen nowadays?

I have no idea if you can prove the ship is yours - that would demand a galactic database I suppose, or at least a pact world database of ship ownership, constantly updated. That would kinda work for ships built, sold or traded inside a pact world - anything outside of this system would need to wait for the information to travel for days or weeks. Makes the whole thing kinda pointless.

I believe the Azlanti Empire would have a much tighter grip on these matters - an AP from their point of view would be quite something.

It wouldn't require all that much honestly.

There would be official spaceports where all visitors have to land and go through customs. All ships who try to land somewhere else get tracked and intercepted.
Its especially easy on space stations like Absolom or the Idari because there are only a few points of entry and to bypass them you would need to cut through the hull which is both hard and easily detected.

Could criminals bypass this system? Yes, but that would require knowledge and specialized tools. It wouldn't be anarchy where everyone comes and goes as they please. If that were possible you could simply land a small army on Absolom without anyone noticing and attack it from within.


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With very little effort on the GMs part and some reading of the source materials you do get a feel for a city / nation state. You then can come up with what YOU as the GM want in societal detail. I do not need Paizo to do it for me.

In my SoS game.

When the PCs ship came into Verces they were greeted by 2 patrol craft. They had to ID themselves and submit to a scan of their ship.

When they landed at Cuvacara they were greeted by 2 custom's officers who scanned their ID's and did a physical walk through of their ship.

*************SPOILER TIME*******************************************

At Eclipse HQ:

I put Eclipse HQ in the corporate section of the city where it is stated that the are armed corporate mercenaries running around.

Yes I modified the front door to be locked and sign posted so some random dope doesn't get fried looking for a bathroom.

My PCs rented a cargo van and then went to a hardware store and bought a slew of janitorial supplies. The pretended to be the cleaning crew

They the disabled the lock and trap and entered.

They took care of business. At the security station they turned on the fire suppression system, hit the fire alarms and called the police stating the building was on fire and there was gun shots fired please send help.

The police and fire departments responded. The PCs were long gone.

The bomb (and there is only one bombing in SoS despite what is posted by some).

It went off. Guess what? The hotel manager called the police and 2 detectives arrived within the hour and questioned the PCs.

The ambush outside the Blue Room.

It was over in 8 rounds or 48 seconds. The police were called by those in the area and they arrived in under 5 minutes. The PCs were long gone.

The ambush in the Shade (which is described as buildings riddled with bullet holes). NO ONE CARED

The incident at the Lizard Lounge. Went as described with the PCs winning. The same 2 detective from earlier arrived (and were none to happy). At this point they warned the PCs (and stated to them that they suspected they were involved in other incidents in the day) that one more visit from them and they would be escorted to the spaceport, the craft escorted out of atmosphere and then escorted again until the Warped out of the system (yes I use warp not drift and Verces is a system not a single planet and the Pact Worlds are more akin to a cluster sized area than a single system)

And finally when the PCs head to the spaceport the final ambush is waiting for them inside.

The battle sees the drow all killed but not the sniper. The two detectives that had visited the PCs earlier had actually been assigned to follow them at this point were waiting at the PCs ship with a warrant of expulsion in hand.

The loaded the PCs onto their ship and when the took off a wing of fighters from the Vinmal Defense Force where there to escort them to near space where a Verces Systems Defense heavy cruiser was waiting for them.

When the PCs ship was near the pass off point they cut the engines and activated cloaking. The plummeted back towards the surface before engage their engines and flying nape of the earth to Darkside.

So as we look forward to tonight's session.

The PCs are wanted criminals in the Verces System. I look forward to see what they come up with to escape the planet and the system without being blasted out of the sky or space.

*************************END SPOILERS************************************

Starfinder can be what ever you want it to be. The game is only limited by you imagination and willingness to put some effort in.

It will never be perfect. No game is.

And to those who keep mentioning a different game over and over and over and over and over and over....................................................................... ..............................................and over agian.

Go play that flipping game.


Someone posted this earlier in this thread and I wanted to second it. Starship combat is much more fun if everyone takes the time to read the rules and really familiarize themselves with the mechanics of how to play it.

I've found that usually players get frustrated with it because they don't know what is possible within the framework of the rules.

It also gets more fun as you go up in level. So if you played starship combat at level 1 and quit after that you are actually missing out on how it evolves once you get to level 6. Currently I'm participating in a starship combat right now on the Paizo boards that Is quite dynamic. Not only are the pilot and gunners playing a big role, but my PC who is the engineer is contributing big time to keep our starship flying.


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We find, for our games, that it really helps if GM and player(s) have a consistent understanding for what things PCs can do safely, what they can do with some risk/effort, and what things are beyond the pale. Otherwise you get unpleasant sessions where the GM is sitting there wondering why the PCs aren't making any progress, while the players are sitting there fretting that the thing they're apparently supposed to do will get them in trouble with the authorities. Or vice versa: the PCs do something and the GM has to say, "Um, guys, that brings down all of Absalom Security on your heads."

I know this isn't an issue for everyone. It is a big issue for us. And yes, I am willing to give a briefing on local law every time the PCs hit a new station or planet: that's part of what makes it feel like a *new* station or planet and not just the same old same old. To use an Earth example, visiting Somalia should feel really different from visiting Singapore. If it doesn't, the different locations are just cheap painted backdrops on "AdventureWorld" which is not what I personally enjoy.

I would like to politely ask that the response to "This doesn't work for me" not be chorus after chorus of "Go play something else, then." If you are going to have a thread on "What is your experience with Starfinder?" it is quite legitimate for people to mention negatives as well as positives. Maybe those who are upset should start a thread "What are your positive experiences with Starfinder"?


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Jon Yamato 705 wrote:


I would like to politely ask that the response to "This doesn't work for me" not be chorus after chorus of "Go play something else, then." If you are going to have a thread on "What is your experience with Starfinder?" it is quite legitimate for people to mention negatives as well as positives. Maybe those who are upset should start a thread "What are your positive experiences with Starfinder"?

If it was a case of someone saying this doesn't work for me then fine.

But it if it is a case of always bashing Starfinder without pointing out positives and then continuously mentioning another game that is the greatest game ever then no I am going to ask them to go away and play what in their mind is the far superior game.

Also it is not upset at all, more nauseated with the same drivel over and over with only dismissive comments to ideas and solutions, while never offering anything useful to make the game better.

You do understand that there is a difference between:

I think mechanic Y of Starfinder is suboptimal here is a way to make it better......

and:

Starfinder stinks in most aspects of its design, not like Computers and Cubicles, which gets it right and is superior.


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Jon Yamato 705 wrote:
I would like to politely ask that the response to "This doesn't work for me" not be chorus after chorus of "Go play something else, then." If you are going to have a thread on "What is your experience with Starfinder?" it is quite legitimate for people to mention negatives as well as positives. Maybe those who are upset should start a thread "What are your positive experiences with Starfinder"?

The context you're missing is that it's the same poster posting the same opinion, over, and over, and over again on these boards. Other posters appear to have lost their patience.

For what it's worth I agree with you that different locations and places should respond differently to different levels of armament, or escalating destructive acts PCs are notorious for engaging in.

It's also the sort of thing that varies from group to group how much they want to engage with the way society works on various planets vs how much they just want to role play or roll dice and do things.

I feel the various adventures have done a decent job of leaving this open ended. The existence of law enforcement is stated. Some possible responses are often listed in a sidebar. GMs can then either handwave securities response to a firefight in a shady docking bay of absalom so their group can get on with the adventure, or they can engage in role play and consequences if their group enjoys that sort of thing.

You know, the difference between 'after questioning you and determining your group was not at fault and getting a statement security lets you leave' vs. A security guard approaches your group and asks you to holster your weapons, what is your response?'

In my opinion, there is no need to codify this in rules for the setting. There is also no need to write out these consequences in an adventure unless it advances the plot of the story. Especially if the 'consequences' are giving a statement, exchanging contact information, then agreeing to appear at a court date a few months in advance then never touching that again.

Now, setting info on how crimes might be handled? That's a different story, and a welcome part of the background that may currently be underrepresented in the lore books.

Wayfinders

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Pathfinder Adventure, Lost Omens, Pathfinder Accessories, Rulebook Subscriber; Starfinder Superscriber

Things that I find helpful for starship combat are (in no particular order):

1) Hiring NPCs to fill out the crew. This is super cheap to do, and lets you utilize all positions and use all the guns. I have played with a lot of people that don't do this and it makes starship combat drag on forever because you're not doing enough on your turns.

2) Creating cheat sheets for each roll. This is extremely useful. Starship combat is an entirely different combat system from what you use normally, and no one is ever familiar with it. This leads to everyone forgetting what exactly they can do, and so everyone feels like they only have one option for combat, which is not true at all. The official starship combat cards are releasing in a couple of weeks, so there will be official cheat sheets to get.

3) Using the additional rolls and abilities listed in the COM and SOM. The Magic Officer and the Chief Mate are especially useful to use since they broaden the range of useful skills, but they also have unique abilities that are a great addition. SOM offers crit effects for all combat abilities, which is VERY nice, as well as alternate types of starship combat, such as dog fights and fleet combat.

I personally find starship combat engaging and fun when you use all of the rules, but when you only limit yourselves to using one ability each in a half crewed ship, it does kind of suck.


Well, okay. It's just that every experience I've had with the forums in the last two years has ended with people saying, basically, "If you can't say nice stuff just go away." I understand the frustration in this particular case, but it's been a pattern. Makes the place seem very unwelcoming. It's too bad, because to be honest the critical posts are what I come here for--I want to know about problems and weaknesses so I can make plans to deal with them.


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Ixal wrote:

It wouldn't require all that much honestly.

There would be official spaceports where all visitors have to land and go through customs. All ships who try to land somewhere else get tracked and intercepted.
Its especially easy on space stations like Absolom or the Idari because there are only a few points of entry and to bypass them you would need to cut through the hull which is both hard and easily detected.

But what would customs check? If there is a pact worlds ID system (with all the anacites and somehow capable of keeping track of the barathu), they might keep track of the locals somewhat. What would they do about near space and the vast? Would the Veskarium share their population database?

Considering how Absalom Station is the pretty much the center of drift travel, I can't even fathom how would they keep a tally on everyone that drops by. It might be impossible, that's why they just give docks away to different groups to manage as they see fit.

On Idari, sure, nobody goes there. It would be easy to keep track of anyone dropping by and sending people away.

And then, there's magic, monsters and gods.

Ixal wrote:
Could criminals bypass this system? Yes, but that would require knowledge and specialized tools. It wouldn't be anarchy where everyone comes and goes as they please. If that were possible you could simply land a small army on Absolom without anyone noticing and attack it from within.

That could just be the reason why weapons are so easy to obtain in Starfinder...

For a 320 years old civilization, they are doing pretty good.


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Gotta agree with Hawk here. The Pact Worlds setting is wide open for interpretation. Only thing limiting you is the boundaries of your imagination. If you want a highly detailed system of laws and police enforcement make it up. If you don't want it don't do it. This game is all about letting your imagination run wild. Absolutely anything can be explained this way.

I remember when the armory book came out and someone commented that the art for the shell knuckles weapon was wrong because the shells were pointing the wrong way. Well, Owen Casey Stephens just explained it away by saying that the shells on the knuckles were just in the carrying position and not loaded yet. It was an obvious mistake by the artist, but like anything else in this game you can use your imagination to justify or explain anything.


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The Ragi wrote:


But what would customs check? If there is a pact worlds ID system (with all the anacites and somehow capable of keeping track of the barathu), they might keep track of the locals somewhat. What would they do about near space and the vast? Would the Veskarium share their population database?

Considering how Absalom Station is the pretty much the center of drift travel, I can't even fathom how would they keep a tally on everyone that drops by. It might be impossible, that's why they just give docks away to different groups to manage as they see fit.

On Idari, sure, nobody goes there. It would be easy to keep track of anyone dropping by and sending people away.

And then, there's magic, monsters and gods.

The most complete records are the tax records. For a industrial society a ID system is pretty much required both for taxation and for owning property which includes ownership of the starship just so the correct person gets handed the correct ship when leaving (and also billed). So that would be checked. And when you check the identity, checking any criminal records is easy.

Then there might be customs either to protect trade or prevent the introduction of invasive species (Castrovel likely does that).

Non Pact citizens likely also have some for of check (again just that you can identify them later). Maybe even a medical check even just for liability issues if that foreign species is allergic to something common in the pact world or it has some for of ability it doesn't even realize is harmful to others.

And the existence of magic, monsters etc. would make customs even more necessary as you could concentrate your magical resources there to find shapechangers and magical smuggling devices.

Quote:


That could just be the reason why weapons are so easy to obtain in Starfinder...

For a 320 years old civilization, they are doing pretty good.

But also make the job of the infiltrating army much more easy as they do not need to smuggle weapons inside but can walk right in.


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Well, if that's what floats your boat go for it. However, when I play Starfinder I'm not looking for the "real world" to intrude upon my fun. I have to worry about taxes, medical insurance, rent, car insurance, retirement savings, etc... when I'm not playing. I'm glad I can focus on being a big damn hero when I"m playing Starfinder.

I would guess Paizo designed the game so you could have adventures like the Guardians of the Galaxy and that's why there are not many details on things like motor vehicle registration, but a lot on starship combat.

That being said if you want rules on how your PC can contribute to his or her 401K as they reach 20th level and prepare for retirement the system is flexible enough for you to do that.


Starship combat is very boring for some roles because despite a hundred options, only a few are practical or used. The engineer is diverting to shields. Computer guy is going to scan once and then give the gunners +2, and now the athletics guy can first mate away the multi attack bonus (they dropped the DC to reasonable) you only need one gunner

Dataphiles

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Pathfinder Starfinder Adventure Path Subscriber
Jason Tondro wrote:

My favorite AP before this month was Against the Aeon Throne. It's 1st level (so you can dive right in with new characters), it's only 3 volumes (so it's less of a commitment), it's got great bad guys and set pieces (the colony world of volume 1 and the prison break in volume 2 are especially good), and it's in print and supported on Virtual Table Top. Now Fly Free or Die has come out, and I've been working on that for a year, so of course that's my favorite. But you will have to decide for yourself! Dawn of Flame is also a long time fave, as I like the supporting cast and the effreet adversaries a lot.

I have really enjoy the system so far. I really enjoy the AP’s. I have completed dead suns 3 as a GM , Aeon Throne twice and running 2 sets of signal of screams now. I find the system fun and enjoyable. I needed a break from fantasy RPG

I rub SFS games as well but I too, a break from scenarios for a bit to push more of the AP play. Aeon Throne is my favorite so far. I made a few changes as a GM to book one to make the bad guys really bad....and it worked great for the story. My PC in each campaign were hooked to the end and wanting more.

Yes I agree starship side could use some love but no system is perfect. I house rule things as I see fit but honestly I haven’t needed to really change anything to much.

In signal of screams I have added the some elements from shadowrun , I mean why not , the players are in pursuit of an “evil corporation” and its fun.

I do think the math in SF is tighter than it was in 3.5/PF1 and that is good and bad in some ways but once you understand the math you know how to manipulate it and that is what a GM does. You massage things so the math, story, and players all come together and forgot the worries of the real world a few hours at a time.

Paizo delivered a solid product and I appreciate the efforts.


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Ixal wrote:
Jon Yamato 705 wrote:


Also, it's not the system's fault, but the AP plots don't make a whole lot of sense, and this makes it hard to get a grip on the setting. What is the law level of Absalom Station? It seems to vary from scene to scene in a bewildering way.
There is no law level or even a general idea of law in Starfinder. Sadly Paizo puts very little effort in the setting and mainly uses it as a cheap background for dungeon crawl adventures with no real thought given to how the society works.

Sure there is. Its just not enacted via rule mechanics, but via setting lore and GM adjudication. Akiton *absolutely* has a different set of laws and practices than Absalom Station, which is well different then either Verces or Eox.


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Jon Yamato 705 wrote:
Well, okay. It's just that every experience I've had with the forums in the last two years has ended with people saying, basically, "If you can't say nice stuff just go away." I understand the frustration in this particular case, but it's been a pattern. Makes the place seem very unwelcoming. It's too bad, because to be honest the critical posts are what I come here for--I want to know about problems and weaknesses so I can make plans to deal with them.

I sympathize, and agree that "If you don't like it you shouldn't be here" is not an appropriate response. This is the forum for discussing Starfinder, not for praising Starfinder.

However, flip side of the coin is, if someone is going to complain about Starfinder, they have an obligation to make sure their complaints are both accurate and coherent. If after twenty or so threads a person has never moved beyond "I have an axiomatic level objection to Starfinder that is based on an extremely narrow and specific view of what constitutes a valid future society", its more than reasonable to go "Look, nothing Paizo could do would make you like this game, so play something else". Because the complaints in question are largely about what most people would call *features*, rather than flaws.


Playtest prior to _Threefold Conspiracy_, part 2.

We level-jumped the characters to 10th and ran the first bit of Dead Suns #5. Since the characters were supposed to be 9th, I added two human foes from later in the module to what was already there (an envoy and some incorporeal undead).

About 90 minutes later, the player said, "There is no risk that the PCs will lose and no chance that anything interesting will happen, but it's going to be another two hours. Let's stop."

I think he over-estimated slightly; probably only another hour. But it was excruciatingly boring. So we went on to a different fight. We did a monster on the ground (trying to avoid spoilers here). Not exciting but not terrible. (Why can you only single move when you trample, and you can't end up standing on anyone? It makes trample really hard to use against a party.) The next fight was against a single flying enemy with Mirror Images at will. We cut that one off after about 40 minutes. I don't know if the PCs would have won, but it was going to take a really long time either way, and it was not entertaining for either of us.

We went through the module and could easily see that more than half the fights would be similarly boring. The incorporeal undead were a big problem--they couldn't accomplish much but took forever to kill, and most PC abilities were irrelevant.

My player went off in a funk convinced this would never work, and came back a few hours later and said "Can I have extra budget as long as I don't spend it on armor or weapons?" I said yes, he rebuilt the characters, repicked spells, and I ran the first few fights from Swarm #6. He told me afterwards he'd gone about 25% over budget.

This went much better. The characters seemed to have a lot more options than just "sit and fire at something hard to hit". We did two linked fights on an open tarmac where the gunbunnies got to shine, and four linked fights in a mansion where the melee guy was the star, but (despite really bad rolls from the PCs on the latter fights) they were much more dynamic. (Also had the only memorable moment we've had so far: the snooty drow merc NPC reacted really poorly to being turned into a giant rabbit.)

The fights still took a really long time though. For me personally Pathfinder combats have a too-fast pace of decision at high levels--in the AP we just finished fights were generally 1-2 rounds unless I used huge numbers of foes. Starfinder goes very far the other way, probably too far. You can't take out anything quickly above level 3 or 4. You can't do a stealth-and-quick-strikes scenario, which is what the player tried on the mansion, because you just can't get rid of people fast enough when they have 100+ HP. The mansion fight took over two hours--some of that was, of course, both of us looking up rules constantly, but the huge HP totals really did make it drag. The low-level mercs, 5 levels below the PCs, did a tiny amount of damage to them but took 4-5 rounds to get rid of.

The player's conclusion is that he refuses to play levels 1-2 and is not sure about level 3. He would prefer high level, though he feels he needs more practice before tackling Devastation Ark. And he really wants to have enough funds to get fun, character-building bits of equipment, and not to have to spend it all on arms and armor.

I think a relatively simple fix for his frustration would be to give the characters an arms-and-armor budget and an accessories budget. This removes the temptation to spend everything on arms and armor (which is probably optimal but really boring) and allows for some fun and flavor.

My conclusion is that I am far from excited to run this system. Combats drag. The world background is not solid enough to make hacking and espionage exciting without a lot of GM prep work. Play balance among the classes is poor: in our hands all other non-caster classes look like feeble attempts to do operative or soldier.

But with careful character design and a 25% budget boost, I may be able to get a workable game starting with Threefold #1 and #2. (Haven't evaluated #3 yet, and #4 is going to be a lot of work--its middle part is more like an outline than a finished module.) I will leave out all the starship combats (luckily it has few) because I just can't stand running them, and put my GMing effort into trying to patch up the world background. I will trust the player to do his best with class balance, and thank my lucky stars it's only one player so I don't have to deal with player/player competitiveness. (Game balance still matters though; a character who is dominated by another in everything they try to do isn't fun even in single-player, and our PC engineer was dominated in that fashion by the operative.)

The single thing I would most want fixed, though I can't invest the time to house-rule it all, is the level-and-price table for equipment. It's really not working for me. Very basic stuff is out of reach of low-level PCs for no apparent reason--a sap is not rocket science, why can't you get one? Almost everything interesting seems to be gated to mid-levels or above. And the prices just seem really, really erratic.

The only way I think I could really make the price table work is to run the system as a corporate dystopia where the corps keep all the good tech for themselves and jack up prices on what little they let trickle down to the peons. Think "I owe my soul to the company store". Might work for Live Free or Die but it's kind of bleak otherwise.


WatersLethe wrote:

It's a decent system with a great setting, but you should be aware that there are some "traps" built into the system that your players should be aware of before starting. If you bear these in mind, you can and will have a great time playing Starfinder.

The top ones for me are:

1. Everyone should have either a decent strength for melee or a decent dexterity for ranged, even casters and support.

2. Small-arms are essentially useless for damage unless you're an operative.

3. "Weapon Focus" is almost required for reduced BAB classes.

4. If your class doesn't offer a boost to a certain skill, you're going to fall significantly behind in effectiveness in that skill no matter what you do.

5. Don't multiclass more than one or two levels unless you *really* know what you're doing.

6. Damage grenades are disappointingly weak, don't buy them.

7. Don't spread your skill points around too much or you'll find you'll be bad at everything.

You nailed it. Fantastic setting, super fun, but with a somewhat crude rule system. But don't let that bog you down, I encourage fixing stuff with house rules (i.e. more damage to grenades, among many other fixes), and adding anything you need, you will have lots of fun.

The good thing about the system is that it's modular enough for you to figure out how to add your stuff with little effort (even easier than Pathfinder 2)!


Torradin341 wrote:

Things that I find helpful for starship combat are (in no particular order):

1) Hiring NPCs to fill out the crew. This is super cheap to do, and lets you utilize all positions and use all the guns. I have played with a lot of people that don't do this and it makes starship combat drag on forever because you're not doing enough on your turns.

2) Creating cheat sheets for each roll. This is extremely useful. Starship combat is an entirely different combat system from what you use normally, and no one is ever familiar with it. This leads to everyone forgetting what exactly they can do, and so everyone feels like they only have one option for combat, which is not true at all. The official starship combat cards are releasing in a couple of weeks, so there will be official cheat sheets to get.

3) Using the additional rolls and abilities listed in the COM and SOM. The Magic Officer and the Chief Mate are especially useful to use since they broaden the range of useful skills, but they also have unique abilities that are a great addition. SOM offers crit effects for all combat abilities, which is VERY nice, as well as alternate types of starship combat, such as dog fights and fleet combat.

I personally find starship combat engaging and fun when you use all of the rules, but when you only limit yourselves to using one ability each in a half crewed ship, it does kind of suck.

I agree! As much as I like to nitpick and complain about the rules, I still LOVE starship combat because I am convinced that there is a very solid base here, that with the recent expansions (Starship Ops Manual) has gotten to a very good place. Your suggestions are great, I do those things too!

I also house-ruled that players can have both a "main" action and a "minor" action, designating one of the actions for each role (i.e. scan for the science officer) as also a minor action (you would take a penalty of -4 to the roll, if you are taking it as a minor action). That way players can occupy different roles at the same time and have a little more to do on their turn. So, for instance, a gunner could shoot as their main action and also scan, if they can make the roll, with their minor action, while the science officer would rebalance and maybe do one of the open crew actions as their minor one. My players love it.


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I don't know if later APs fixed this, but with dead suns characters were pretty much dead broke. If you weren't looting it off an enemy you were getting your stat boosts and thats about it in cash.


Jon Yamato 705 wrote:
We level-jumped the characters to 10th and ran the first bit of Dead Suns #5. Since the characters were supposed to be 9th, I added two human foes from later in the module to what was already there (an envoy and some incorporeal undead).

I had a similar problem myself, but solved it by reworking the boss into a higher CR combatant, and adjusting other enemy tactics somewhat. Players still somewhat steamrolled it, but the frontline went into hit points, and they decided not to screw around and get what they needed to get done, done.

Acquisitives

Jon Yamato 705 wrote:
...

This reads for me as the players and DM didn't really know the rules and had to re-read a lot of them and/or didn't use their full potential. Is this what happened?

In generel I had much better experiences with starfinder combat compared to pathfinder. Most simple reason is the Stamina-System. In PF my players always try tried to dodge as much damage taken as possible. In SF they are more open to try something out even if this mean getting a AoO, simply because stamina regenerate much faster. Also stamina is some sort of indicator if a situation gets out of control ("As long as I have some stamina left everything is fine, but when I get hp damage sh*t hits the fan!")

Also the damage the players deal scale very nicely (if they keep their weapons within 1 or 2 level of their own). Only thing which bothers me a little bit is that the enemies attack boni are so high, making every armor except on level heavy & power armor just a "armor module carrier".

It also helps if you speed up the combat by things like telling the players "know your char, know your abilities", cheat sheets or a simple turn counter sand glass. (but this is nothing special to SF but to all P&P games :D )


Peg'giz wrote:
Jon Yamato 705 wrote:
...

This reads for me as the players and DM didn't really know the rules and had to re-read a lot of them and/or didn't use their full potential. Is this what happened?

In generel I had much better experiences with starfinder combat compared to pathfinder. Most simple reason is the Stamina-System. In PF my players always try tried to dodge as much damage taken as possible. In SF they are more open to try something out even if this mean getting a AoO, simply because stamina regenerate much faster. Also stamina is some sort of indicator if a situation gets out of control ("As long as I have some stamina left everything is fine, but when I get hp damage sh*t hits the fan!")

Also the damage the players deal scale very nicely (if they keep their weapons within 1 or 2 level of their own). Only thing which bothers me a little bit is that the enemies attack boni are so high, making every armor except on level heavy & power armor just a "armor module carrier".

It also helps if you speed up the combat by things like telling the players "know your char, know your abilities", cheat sheets or a simple turn counter sand glass. (but this is nothing special to SF but to all P&P games :D )

I will second what Peg'giz said. Sounds like new players & GM to the system.

I have no experience with higher level combats dragging out if players are properly equipped and know what they are doing.

We finished SoS last weekend. The first encounter in part 2 is a CR11 baddie with 175 hit points & KAC 26.

We have 2 melee soldiers, an operative and a mystic all properly equipped and at WBL guidelines. All were 10th level.

Soldier #1 does 2d10 +17 per hit with a +15 to hit, Solider #2 does 2d8 +17 with a +16, Operative does 2d4 +5 with the chance of an additional 5d8 upon a successful trick attack and the Mystic's max spell damage is 7d10.

So on any give turn the group has a max average damage of 135 points of damage per round if everybody hits, the operative has a successful trick attack and the enemy does not save verses the mystic.

So lets say the operative fails to trick attack put hits (most common result at my table) that still has a max average damage of 112 points of damage per round.

And lets say the operative misses all together (2nd most common result at my table) and the bad guy saves verses the mystic for half. That is still 88 points of damage per round.

Yes all my examples assume the soldiers with the 50% and 55% chance to hit, hit.

In most combats someone usually hits in a round, very rarely does everyone miss or hit.

Point being, 4 10th PCs properly equipped with average plyers should not have much trouble with a CR 11 creature and should dispatch it in in under 10 rounds or 1 minute and average 4 to 6 rounds.

My players did it in 5 rounds or 30 seconds.

As for playing time. A round of combat should not take much more than 5 to 10 minutes.

As the GM, I keep them moving and rule debate is not allowed at the table.

My players and I have found combat & results in SF to be not that dissimilar to PF1.


Personally, unless it's CR+3 or more, I find single targets to go down in 2-3 rounds from level 3 all the way to level 12.

Multiple enemy combats are the ones that tend to drag out, and that's with a AoE focused technomancer in that party.


Yep, can confirm most combats outside of starship combat end really quickly - specially if at least half of the party likes to optimize for battle.


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Hawk Kriegsman wrote:


So lets say the operative fails to trick attack put hits (most common result at my table) that still has a max average damage of 112 points of damage per round.

Wait, what?

It's just the opposite for us. The trick attack is an automatic success. But the operative doesn't have full BAB and misses a lot. How is your operative failing their trick attack roll?

The DC is 20+CR, so for the CR11 baddie would be 31.

By that level, the operative in our test party had 10 ranks in the skill, plus 3 for it being a class skill, 7 points of stat, 4 points (if I recall correctly) of operative bonus, 4 points from a class feature, and 2 points from race (ysoki). +30 to roll a 31.

Even if you dropped the race bonus and lowered the stat bonus to +6, it's still +27 to hit a 31. *Much* better than the operative's chance to hit, in our hands.

Or one could take the NPC operatives in Pact Worlds, specifically the Mercenary Commando (p. 157). A pair of these were an encounter in one of the modules we used for playtest. They have Stealth +25, or +29 when using trick attack, per their description. They succeed automatically against PCs of their level (DC30).

I will look at the numbers in the rest of the post when I have access to my player's character sheets. But this jumped out at me. We've been wondering if we're playing it wrong as the roll appears trivial, but we checked the rules carefully and can't see a mistake. Trick attack was hard at very low levels but had been automatic success for a while by 10th.


The operative can also take 10 to trick attack. Starting at level 7 the trick attack is automatic against anything that won't roflstomp you.

So to trick a CR 11 you'd need to roll a 31

you can take 10 on the trick attempt. (since its by default a skill they have skill focus with. Yes they've confirmed this) So you need a +21.

6 ranks
+3 trained
+3 Skill focus
+4 for non dex skill
+5 int bonus

= +21.
Racial bonuses could take that higher.
Theme's always a good place to pick up a point.

Or if it's stealth you have +6 dex and +3 from chameleon skin (or chameleon fur)

That's against a critter 5 points above you.

Dataphiles

Pathfinder Starfinder Adventure Path Subscriber
BigNorseWolf wrote:
I don't know if later APs fixed this, but with dead suns characters were pretty much dead broke. If you weren't looting it off an enemy you were getting your stat boosts and thats about it in cash.

Yeah it really didn't improve. Both my AP games have 5 players and to get around gear loot issues I tend to add "mooks" vs adding levels to the big bad as it tends to get more equipment / isk in game. I also tend to add more UPB's credit sticks as well for small gains.

I also ask at the end of each AP book get PDF's of the PC"s sheets or if they have herolab they tell me what there gear / cahs values are and compare to the dreaded wealth by level chart to make sure I keep them in the ballpark.


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Jon Yamato 705 wrote:

Wait, what?

It's just the opposite for us. The trick attack is an automatic success. But the operative doesn't have full BAB and misses a lot. How is your operative failing their trick attack roll?

The DC is 20+CR, so for the CR11 baddie would be 31.

By that level, the operative in our test party had 10 ranks in the skill, plus 3 for it being a class skill, 7 points of stat, 4 points (if I recall correctly) of operative bonus, 4 points from a class feature, and 2 points from race (ysoki). +30 to roll a 31.

Even if you dropped the race bonus and lowered the stat bonus to +6, it's still +27 to hit a 31. *Much* better than the operative's chance to hit, in our hands.

Or one could take the NPC operatives in Pact Worlds, specifically the Mercenary Commando (p. 157). A pair of these were an encounter in one of the modules we used for playtest. They have Stealth +25, or +29 when using trick attack, per their description. They succeed automatically against PCs of their level (DC30).

I will look at the numbers in the rest of the post when I have access to my player's character sheets. But this jumped out at me. We've been wondering if we're playing it wrong as the roll appears trivial, but we checked the rules carefully and can't see a mistake. Trick attack was hard at very low levels but had been automatic success for a while by 10th.

Sad but true. The operative has the detective specialization.

10 ranks sense motive, +1 Wis, +3 class skill, +3 operative's edge for a total of 17.

Now the detective specialization gives a +4 to sense motive trick attacks.

This would be a +21.

Now the part being missing at my table, as BNW pointed out is the ability to take 10 on a trick attack with a skill that you have the Skill Focus feat with.

The player always rolls.

It looks like I need to point out to the player that they should try taking 10 with their sense motive trick attack.


Even if you started with no points in wisdom, at level 10 shouldn't the operative have upped wisdom twice to at least 14 ?


BigNorseWolf wrote:
Even if you started with no points in wisdom, at level 10 shouldn't the operative have upped wisdom twice to at least 14 ?

My bad yes the operative is at +2 Wisdom. I was looking at her 9th level sheet when I posted earlier.

Sovereign Court

When I run the APs I've tended to give 10x the credit rewards. Its not like they can buy uber weapons as they are level locked, so allows them to buy cool stuff.


Ellias Aubec wrote:
When I run the APs I've tended to give 10x the credit rewards. Its not like they can buy uber weapons as they are level locked, so allows them to buy cool stuff.

Yep, normally when the AP says 'give the whole party X credits' I tend to say 'give each player X credits instead'.

I also tend to rebuild bosses and minibosses so that they have weapons and armor that I know my PCs will want to use themselves so they don't have to buy the basics and can instead purchase augments and the like.

Acquisitives

Jon Yamato 705 wrote:
... How is your operative failing their trick attack roll?

How does he miss?

Level 10 Operative should have aroound +12 on attack (BAB +7 / Attribute +5), with some clever placement, equipment and support (flanking, buffs etc.) she could easily get +15 on attacks and reduce it's target AC by 2 (flat fooded).

A Level 10 Brute has a AC of 23(E)/25(K).
So we have a +15 attack vs. AC 21/23 => ~ 70%/60% hit chance.

For the credits I can only recall from my AotS campaign (three players) and they had plenty of money to spent. Never it came to a point where they said "damn it, we need more money!"

If you try to exchange your complete equipment on every level then it's another issue, but do you really need this?


Peg'giz wrote:
Jon Yamato 705 wrote:
... How is your operative failing their trick attack roll?

How does he miss?

Level 10 Operative should have aroound +12 on attack (BAB +7 / Attribute +5), with some clever placement, equipment and support (flanking, buffs etc.) she could easily get +15 on attacks and reduce it's target AC by 2 (flat fooded).

I don't think you can assume an operative is flanking. Most of them appear to be ranged.


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Honestly? Great setting and flavor, a weak system with little understanding of how a futuristic/advanced society would work. It relies heavily on the old fantasy ttrpg trope of the party are the heroes, but it doesn't work. My group trudged through the 3rd book of Dead suns and decided the best idea, once they had the intel, was to report it to the space police (the stewards) and let them do their jobs in dealing with the cult.

It's honestly the best example of how the fantasy trope falls apart in a sci-fi setting. Think about our world. Want to know something? Internet. Starfinder has space internet, so things like translations of text aren't a challenge... you just open up space google on your data pad and scan the text and boom, translated.

Galactic threat? Call the space police.

I think that's what the real issue is. It's a fantasy frame with a scifi styled tarp draped over it and any time something that could be solved with scifi technology (or modern tech) a wind comes in to lift the tarp and show what's underneath.


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RoughGalaxy wrote:
My group trudged through the 3rd book of Dead suns and decided the best idea, once they had the intel, was to report it to the space police (the stewards) and let them do their jobs in dealing with the cult.

Your group should've rolled "heroes" to fit in the AP theme. Someone who delegates their troubles away is definitely a bad match.

I recommend watching Star Wars and Guardians of the Galaxy for inspiration.

RoughGalaxy wrote:
It's honestly the best example of how the fantasy trope falls apart in a sci-fi setting. Think about our world. Want to know something? Internet. Starfinder has space internet, so things like translations of text aren't a challenge... you just open up space google on your data pad and scan the text and boom, translated.

I wonder if space google will ever be able to translate ancient dead languages that have no roots in any known language. And I hope the translations are better than what we currently get!

RoughGalaxy wrote:
Galactic threat? Call the space police.

What space police?

"The Stewards operate as elite warrior-diplomats tasked with maintaining the tenuous alliance binding the Pact Worlds together."

I think people really underestimate how big space is. There's no space police in this setting - barely planetary police, and the Stewards are something of a system police.

If you play the Starfinder Society specials, you'll learn that starfinders take care of galactic level threats themselves - and would not be comfortable letting other organizations put their hands on extremely dangerous alien artifacts.


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Yeah, "rather than do the adventure I'm going to go call the police/constables/city guards" isn't a sci-fi specific issue, or even a setting one, the setting is irrelevant, it's entirely a player issue.

If you don't actually want to play the adventure then why are you playing?


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Also, past a certain point, the police are going to be less effective than the average character.

As in, I'd let my players do this, but then see on the news that the police raid simply didn't work, either due to casualties or to the baddies having a contingency for legal action.

Book 3 of dead suns specifically. The stewards aren't going to be welcome on planet, and Eox's local forces are going to move at the glacial pace an undying police force is going to move at. Not to mention, the PCs should know the local forces are likely to be somewhat sympathetic to their targets in the first place.


Garretmander wrote:

Also, past a certain point, the police are going to be less effective than the average character.

As in, I'd let my players do this, but then see on the news that the police raid simply didn't work, either due to casualties or to the baddies having a contingency for legal action.

Book 3 of dead suns specifically. The stewards aren't going to be welcome on planet, and Eox's local forces are going to move at the glacial pace an undying police force is going to move at. Not to mention, the PCs should know the local forces are likely to be somewhat sympathetic to their targets in the first place.

"it ranges from policing neutral space lanes and facilitating trade negotiations to ending nascent wars with overwhelming force"

Their jurisdiction is yes. Also the intel took them to near space, this is the end of 3 when you leave Eox. Dead suns is very weak, and 4 individuals who got intel on a cult trying to take over a weapon powerful enough to destroy solar systems who don't think the Stewards would want to help deal with it (and would clearly be more equipped and better trained to deal with the situation than 4 chuckleheads with an old ship they found)

My players were clear that they were hired to investigate. The scale of the threat was over their heads for a few credits. It's a reasonable response to going from "Hey can you rescue our professor?" to "They have a weapon that can destroy the galaxy." It goes from 3 to 11 real fast.

Overall Dead Suns really soured our image of the entire system. We just wanted it to be over. (Informing the Stewards was our out)

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