What is your experience with Starfinder?


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I'm a session away from finishing up a 5e AP with my hometown friends. I was hoping to move the group to a Starfinder AP next. I've had an itch to run a sci-fi adventure for so long now. So I'm wondering what APs everyone has played and enjoyed. Or what your overall experience with the system is with homebrew adventures.

I don't think I'll be running Dead Suns mostly so I don't spoil anything for myself on A&A!


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It is probably my favorite system to run. Monsters/NPCs are easy to understand and create. I can be generous with loot, and thanks to the 10% sell rate and level based purchase limits, the PCs are never particularly overpowered. The setting is just an amazing mix of pop sci-fi and DND style fantasy.

The only warning I would have is that there are a lot of tables just full of weapons and items and such. It's probably easier the first time learning the system to ignore those and only look through them once you find an item. About the only necessary items are decent armor and weapons, plus personal upgrades when you can afford them.

Oh, also, while a full caster type character is certainly possible if you're looting/crafting/buying spell gems, you're still going to want to own a gun and be half decent at shooting it. Just something to keep in mind.


I've run a party through Dead Suns at home and I'm running two modified Patherfinder 1e APs as play-by-post games on another site. As a player, I've been involved with a smattering of PBP games and participated in the local Starfinder Society games (though that is on hold for obvious reasons).

So far, I've really enjoyed Starfinder as a system. I've really started to think of it as the logical endpoint of the DnD 3.5/Pathfinder 1e design philosophy. More crunchy than DnD 5e and PF2e but more streamlined than DnD 3.5 and Pathfinder 1e.

It's a great system for wild space opera games. The soft sci-fi kitchen sink setting and rules mean that most storylines can be made to fit pretty easily but I will say that certain hard sci-fi themes and ideas don't mesh quite as well without tweaking things.

My general tips are to not worry too much about wealth by level and instead use item level as the primary metric of balancing players and not to get too hung up on starship combat.


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I mostly run society games. They're probably the highlight of starfinder for me. The adventures are a bucket of fun either for some weirdness or delving into the sci fi tropes.

The system is, at this point, just barely enough for me to feel like I'm making my character. I like more moving parts, so the society games have been the draw for staying with the system.


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Pathfinder Lost Omens, Rulebook Subscriber

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.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
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.

This is all excellent advice. I'd maybe add:

8. If you're not a full BAB class, make sure you maximize some starship combat skill.

(Regarding #6, I'll note that the most recent round of errata lowered the costs of most grenades. But... this is still probably good advice.)


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Personally, I'm not greatly impressed with the mechanics or the existing fluff.

The game engine leans into many of the things I liked least about D&D 3/3.5, the math is very tight for decent character effectiveness (which is why you just read a big list of "traps" to avoid), and the starship combat system has enough problems that I'm currently at 8 pages of notes for FAQ/errata that needs addressing.

The setting just leaves me cold. Both the Pact Worlds and Veskarium feel overstuffed with different species on every single world, like Victorian scifi or Flash Gordon/Buck Rogers. There's plenty of room to expand out in the Vast and Near Space and make less overcrowded systems, but that's not really the game's published setting, its your own work. Also something lacking in the way tech & magic are integrated. The tech part comes through even if its more sci-fantasy than scifi (which is fine, works for Star Wars) but too much of the magic feels weak (pure tech weapons outperform most combat spells) or hidden behind the scenes. Most tech supposedly uses magic in its manufacture, but that's not something a PC will ever see unless the GM writes a scenario around it - corporate espionage to hex a manufacturing plant or rescue a kidnapped wagemage or something.

Honestly, I'd recommend trying a different game if you have a scifi itch to scratch. There's plenty of them out there in all degrees of complexity and covering subgenres from pulp to hard scifi to Horror In Space to baroque to exploring definitions of humanity - and that's without bringing in franchise IPs like teh Expanse, Star Wars, Trek, etc. DTRGP has "scifi" as a genre tab for good reason.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've really enjoyed it both as a GM and Player. The system is relatively straightforward to play and there are a good number of options when you come to choose abilities.

The setting is also really nice in a generalist way as there is pretty much every genre in sci fi covered by one of the planets or somewhere out in space.

I have also found the Starfinder Society scenarios are in general better than the Adventure Paths. There is a certain humour to them that the Adventure Paths don't seem to have which I think has made for some very memorable games.

Also the basic idea behind Starfinder Society makes sense in Starfinder. The idea that someone will give you a mission, and get you to where you need to be quickly fits the genre, whereas with Pathfinder Society the mission based approach doesn't mesh as well.


I randomly came across a group of Starfinder players who have all become good friends. This could taint my impression. However, I've now played in three very different Starfinder games depending on the GM.

The first (who I played with) was experienced but sadistic, trained on old school deadly D&D style. He ran Dead Suns. Low levels of SF run by a exacting gm can be constantly deadly. Strictly run disease conditions, mold storms, etc can TPK a unprepared party without a single enemy arriving. All our levels, $$, successes felt very hard won.

The second, but the one my group had been playing till 7th level or so by the time I joined, was run by a much slacker story-oriented GM. He had secretly intended the game (run I think only a month or two after core came out) to interface with a planet he had made for Rifts campaign when he was a teenager, so the world was DEEP. I came in as a native of this planet (as he had talked to me about it when doing things to the PCs before I was in game), where the PC's are stuck for a while. This game is much more about doing stunts for social media profiles, discovering this world and its attendant intrigues, Shadowrun-esque magic augmented corporate espionage, and general wacky adventure than sweating over rules. The GM of this game feels SF gives him just enough to make enemies dangerous enough, and characters feel powerful enough at the appropriate level, to make his world make sense. YMMV.

The third, that I discuss in a thread here, is a Star Trek like troupe style play thing where we are part of crew on a mission of exploration, and each player makes a 3rd, 5th, and 7th level character. I'm having a lot of fun with it. The system could be better, and the complaints here totally have merit. But to be honest I fell in with a good table who kill it whether it's 5e or SF or M&M... So I'm biased.

I also just want to put a shout out to Paizo for making such a visually well designed product. Just had my neighbor (GM#2) get the SOM and just flipping through the art/design is so satisfying. They have really gone all out on this particular aspect. If you have any kind of nostalgia for the OG WH40K Rogue Traders glorious imaginal simulations of the futures' arsenal, then you can't miss checking out the Armory.


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I am a bit on Hanomir on this, mainly because of the fluff.

Starfinder, as presented in the core books and also adventures, does not feel like a science fiction or science fantasy, but more like a backdrop for Diablo, especially thanks to item levels and the wealth by level.

All the adventures seem to assume a standard fantasy style of play with a bunch of heroes solving all problems. You never have the feeling that this is a high technological setting as nearly all technologies get ignored and people behave like in a medieval world with for example no organized law enforcement which does not take a kindly view on the actions of PCs and so on. This includes starships where the PCs are free to add WMDs to their ship and no one bats an eye.
Skills and the class system are also a problem. Normally in a modern setting skills would be a lot more important, yet Starfinder has the unfortunate balancing that the skill numbers are so tight that unless you play the correct class you can never be good at something (and in 90% of all cases, the correct class would be operative).

If you are not bothered by that and just want to shoot some stuff while going down the railroad then SF is for you. But if you want at least some science fiction/fantasy gaming then SF is rather poor. Yet there are no real alternatives out there. Shadowrun is much superior in fluff and worldbuilding where you actually feel you play in the near future instead in a flavoured fantasy setting, but the style is very different. And Dragonstar is too unknown.


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My experiences with SF have been distinctly tepid. It's basically PF with more guns, less magic, fewer options, and a paint job of "but it's in space!" covering up problems.

Space combat is boring. I've never gotten to be a gunner or pilot, those always go to soldiers or mystics who had no other way to participate. My turns have always been pick an action from a menu, roll a d20, tell someone else they get a small bonus or add a few shield points. The new SOM stuff might have helped but we stopped doing the space combat because it was bad and just don't care any more.

Liberty's Edge

:-)


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Dawn of Flame has been my a favourite so far (I’ve run all of them up to the Threefold Conspiracy).

One reason it worked really well for our group was that we had a new player who was a little overwhelmed by learning everything plus one player who hated starship combat. It was really easy to take starship combat out (I narrated one or two space battles and there were some sessions set on the ship that involved skill checks, but they didn’t need to learn the rules).

My PCs really bought into the story, you get to explore one of Starfinder’s unique settings (inside the sun!) and I found the plot loose enough so that when they went “off track” it was pretty easy to remotivate the next bit. As ever with APs, there were one or two moments where the book as written didn’t make sense to my group, so I tweaked the story slightly. Nothing big deal though.


I love the setting but for some reason everything seems so underwhelming. I never feel that our characters are very competent at anything. Now we're still low-level so this may change. I made the unfortunate choice of playing a soldier based on small arms, a kasatha gunslinger since I thought the idea of a space cowboy with four arms seemed cool, but I find myself mostly using longarms since they're just plain better. Our groups technomancer never seems to use any spells always dealing with computers or zapping people with his pistol in combat. The only character that seems remotely effective is the solarian but he seems like a one trick pony. Space combat takes way to long and it's almost impossible to destroy an enemy ship. I think they dialed back the power levels a bit to far to "balance" the system after learning from Pathfinder.

Acquisitives

Mortagon, I totally agree with your points, especially for new players I had the same feeling when I strated the game.
What helped me a lot was that every character familiarize with the rules (especially the space combat rules) and create some cheat sheets, helpers etc.
Starfinder is really a game where everybody should know the rules and ALL his options.


It is easy to build a mostly ineffective character at low levels in starfinder. It really helps to have someone familiar with the system point out the flaws you've run into (lack of spell slots at low level, small arm problems, have a couple people decent at space combat etc.)


Mortagon wrote:
I made the unfortunate choice of playing a soldier based on small arms

Yeah, that just doesn't work. I'm having a hard time making small arms work on anything other than an operative. A biohacker can be.. OK with them but still very little reason not to go longarms.

For spellcasters, if you have enough loot coming in you can buy spellgems and go full caster. Unlike previous editions with wands and scrolls spell gems use your real caster stats so they pack the same punch you do.

Starship combat gets.. better at higher levels. the damage starts to outpace the shield regen a bit. Not good but better.


BigNorseWolf wrote:
Mortagon wrote:
I made the unfortunate choice of playing a soldier based on small arms

Yeah, that just doesn't work. I'm having a hard time making small arms work on anything other than an operative. A biohacker can be.. OK with them but still very little reason not to go longarms.

For spellcasters, if you have enough loot coming in you can buy spellgems and go full caster. Unlike previous editions with wands and scrolls spell gems use your real caster stats so they pack the same punch you do.

Starship combat gets.. better at higher levels. the damage starts to outpace the shield regen a bit. Not good but better.

How about at 3rd level when you get weapon specialization offer an option to be a small arms weapon specialist.

Just reverse the wording. Character level with small arms and operative melee weapons and 1/2 character level with everything else.

This would add some punch to a character who wants to specialize in small arms or operative melee weapons.


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Hawk Kriegsman wrote:
BigNorseWolf wrote:
Mortagon wrote:
I made the unfortunate choice of playing a soldier based on small arms

Yeah, that just doesn't work. I'm having a hard time making small arms work on anything other than an operative. A biohacker can be.. OK with them but still very little reason not to go longarms.

For spellcasters, if you have enough loot coming in you can buy spellgems and go full caster. Unlike previous editions with wands and scrolls spell gems use your real caster stats so they pack the same punch you do.

Starship combat gets.. better at higher levels. the damage starts to outpace the shield regen a bit. Not good but better.

How about at 3rd level when you get weapon specialization offer an option to be a small arms weapon specialist.

Just reverse the wording. Character level with small arms and operative melee weapons and 1/2 character level with everything else.

This would add some punch to a character who wants to specialize in small arms or operative melee weapons.

Even then, damage dice slip and small arms with full spec are still inferior to longarms. You'd probably have to reduce the full attack penalty for it to be worth it.


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Garretmander wrote:
Even then, damage dice slip and small arms with full spec are still inferior to longarms. You'd probably have to reduce the full attack penalty for it to be worth it.

Its not that great of a spread (yes I am sure you can find jarring examples if you look hard enough).

As I look at it the most simple fix to narrow the damage difference would be to make weapon specialization equal to character level for all weapons that you are proficient with.

The specialness is in the PC not the weapon.

Combat Rifle (L10) 3d8 +10 = 23.5 on average

Elite Semi Auto Pistol (L10) = 3d6 +10 = 20.5 on average

Dueling Sword (Corpse Fleet) Officer (L10) 3d4 +10 = 17.5 on average

Mindspike, Microserrated (L10) = 3d8 +10 = 23.5 on average.

These are reasonably close enough that a PC can use the weapon they want without being left behind.


Hawk Kriegsman wrote:
Garretmander wrote:
Even then, damage dice slip and small arms with full spec are still inferior to longarms. You'd probably have to reduce the full attack penalty for it to be worth it.

Its not that great of a spread (yes I am sure you can find jarring examples if you look hard enough).

As I look at it the most simple fix to narrow the damage difference would be to make weapon specialization equal to character level for all weapons that you are proficient with.

The specialness is in the PC not the weapon.

Combat Rifle (L10) 3d8 +10 = 23.5 on average

Elite Semi Auto Pistol (L10) = 3d6 +10 = 20.5 on average

Dueling Sword (Corpse Fleet) Officer (L10) 3d4 +10 = 17.5 on average

Mindspike, Microserrated (L10) = 3d8 +10 = 23.5 on average.

These are reasonably close enough that a PC can use the weapon they want without being left behind.

Iirc, typically longarms get higher numbers of damage dice earlier depending on model, and at that lvl 14+ step where longarm damage dice starts increasing very quickly, small arm damage dice stay around the 5-6 range vs 10+ for longarms.


One way that pistols can be more advantageous than a longarm is versatility. You will do less damage pistol vs. longarm, but if you only have two hands that allows you to hold a grenade, different pistol that does a different damage type, melee weapon, spell gem, etc... with it.

Grenades aren't particularly powerful, but the ones that inflict conditions such as flashbangs can really make a difference when they work. If you invest in some feats like Cook Grenade and work as a team with a PC who can lower the targets Dexterity based saves they can be more effective. Also, unless I missed this from the first printing of the core rulebook, grenades can crit now.

Acquisitives

Thank you for the calculation Hawk. I'm thinking of doing something like this (full level also for small arms) in my next game to encourage my players to also use small arms.
There is definitely a missing balance/tradeoff between small and long arms...


Hawk Kriegsman wrote:
BigNorseWolf wrote:
Mortagon wrote:
I made the unfortunate choice of playing a soldier based on small arms

Yeah, that just doesn't work. I'm having a hard time making small arms work on anything other than an operative. A biohacker can be.. OK with them but still very little reason not to go longarms.

For spellcasters, if you have enough loot coming in you can buy spellgems and go full caster. Unlike previous editions with wands and scrolls spell gems use your real caster stats so they pack the same punch you do.

Starship combat gets.. better at higher levels. the damage starts to outpace the shield regen a bit. Not good but better.

How about at 3rd level when you get weapon specialization offer an option to be a small arms weapon specialist.

Just reverse the wording. Character level with small arms and operative melee weapons and 1/2 character level with everything else.

This would add some punch to a character who wants to specialize in small arms or operative melee weapons.

Our GM allows 3rd party options so I use the Legacy gunslinger options from Rogue genius games and gain 1 1/2 level on damage with small arms and have the gear boost granting bonus damage to projectile weapons. While this sounds like a lot the limited range and cost of decent small arms still makes longarms better. It's also very few projectile small arms and my character is based on quad-wielding guns and the fusillade feat requires four identical pistols so I'll be stuck with my tactical pistols for a while since gaining money in Starfinder is really hard. I do have a decent plasma rifle but it's not the style I wanted my character to have and we have two longarm based characters in the party already so it becomes kind of boring.


Actually, I've never seen this happen in a game before, but what if you had multiple party members who all could throw grenades and everyone threw them in the first round. That could be potentially devastating.

I had the opportunity to take a tour of the U.S marine base at 29 Palms and one of the soldiers there told me that in combat with Al Qaeda it was always a race to see who could apply more explosive ordinance on the other side first. Whoever, was able to do it first usually won the engagement. Of course he was telling me this while he was showing me their Mk. 19 automatic grenade launcher.


Scottybobotti wrote:

Actually, I've never seen this happen in a game before, but what if you had multiple party members who all could throw grenades and everyone threw them in the first round. That could be potentially devastating.

I had the opportunity to take a tour of the U.S marine base at 29 Palms and one of the soldiers there told me that in combat with Al Qaeda it was always a race to see who could apply more explosive ordinance on the other side first. Whoever, was able to do it first usually won the engagement. Of course he was telling me this while he was showing me their Mk. 19 automatic grenade launcher.

We actually did this in one of our first adventures. We managed to sneak into an enemy complex and surprise a room full of Vesk mercenaries. Three of our group tossed grenades into the room dealing tons of damage to all the Vesks. While it didn't kill them it made the rest of the combat much easier.


That's why grenades don't have specialization damage and cost a lot.


@Mortagon, I'm going to try that now if I can get a party together who all can use grenades.


Scottybobotti wrote:
Of course he was telling me this while he was showing me their Mk. 19 automatic grenade launcher.

What works IRL doesn't always translate very well to a game. Grenades are just too expensive for what they do and the game doesn't have a -close fighting thats not grappling- mode or a smaller than 5 foot cooridorrs mode where pistols would have an advantage.

Grenades just don't do a lot of damage per the cost. IRL you get a face full of shrapmetal you're probably not in a condition to shoot back. In starfinder 5 people with faces full of shrapmetal at half hp fire back just as well as someone without so much as a papercut. So you're better off focusing the damage to drop 1 of them ASAP and reduce your incoming damage to 4 mooks.


True, but it is cool to throw a bunch of grenades all in one round. You can also throw multiple flash bangs at a boss to increase the chance it gets blinded.


*makes notes for more house rules*


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malikben9 wrote:

I'm a session away from finishing up a 5e AP with my hometown friends. I was hoping to move the group to a Starfinder AP next. I've had an itch to run a sci-fi adventure for so long now. So I'm wondering what APs everyone has played and enjoyed. Or what your overall experience with the system is with homebrew adventures.

I don't think I'll be running Dead Suns mostly so I don't spoil anything for myself on A&A!

I haven't run any AP's as of yet, but it's amazing system generally, that's only getting more enjoyable and interesting as more supplements come out. I love the primary weird science fantasy setting because it not only generates countless story possibilities on it's own but also lends it's well to any other kinds of story you want to tell or create. It's crunchy and detailed enough, without bogging down play. It also is a perfect blend of everything you need for either a weird and wacky scifi campaign, or a serious good ol' fashioned scifi yarn. I can even work well, with the magic stripped away, with all of the tech options available. Honestly, the Starship Operations Manual has to be one of my favorite sci-fi oriented starship guides. It's offers amazing campaign arcs and adventure ideas as well as offering a TON of advice and rules sets for how to make starship encounters more than just combat oriented.

Shadow Lodge

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Playing starfinder makes me long for an actual good science fiction rpg.

Starfinder Developer

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malikben9 wrote:

I'm a session away from finishing up a 5e AP with my hometown friends. I was hoping to move the group to a Starfinder AP next. I've had an itch to run a sci-fi adventure for so long now. So I'm wondering what APs everyone has played and enjoyed. Or what your overall experience with the system is with homebrew adventures.

I don't think I'll be running Dead Suns mostly so I don't spoil anything for myself on A&A!

First off, welcome to the community, and I hope you try out the game and enjoy it.

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.

My own weekly Starfinder game uses a homebrew setting. I have a large group, and some of my players really embrace Starfinder as "Pathfinder in space." They just want to shoot goblins with their plasma rifle. Others are more into social RP, and I think they'd have fun in any game as long as their friends are there. The biggest obstacle for my players has been, as someone else noted here, the very long shopping lists. All the weapons and armor and other gear can be frankly overwhelming. About half my players don't like to loot bodies, track credits, or shop at all. There are a bunch of different solutions for that problem, but that's a bit off topic.

But that's a small issue in a game which I find otherwise pretty strong, and getting better all the time. The options in Character Operations Manual (which came out right around the time I became a developer on the game) were a huge boon to me and my players, and future releases like Galaxy Exploration Manual and Tech Revolution are gonna support more and more play styles, genres, and characters.

Your campaign may vary!


Pathfinder Starfinder Roleplaying Game Subscriber

We have been playing starfinder in fantasy grounds for maybe a couple years. We also play dnd on alternating weeks.
So, here are my thoughts:

1. I really enjoy starfinder. The different races and classes and themes give unique feeling characters and tons of role playing options, although there are a few weak spots / overpowered options. A solarian operative who can explode for 80+ damage and do 30 damage without breaking a sweat AND has hit points to spare just makes my mystic character feel bad when a spell finally makes it past a saving throw and does...3 damage. oh well.

2. starship combat flat-out sucks and feels like 1970s star trek era nonsense. paizo needs to get it together and rebuild ship combat from the ground up. we don't use it AT ALL in our campaigns.

3. despite what you may be hearing, there are very viable mystic builds that are super fun to play. yes you want mystic cure and mind thrust. however my character took long arms proficiency and another damage boost so that I can reliably assist in combat without burning all my spell slots. force disk is not bad either. the thing to emphasize is that this is a tech-based world. Don't hesitate to get cyber enhancements or necro grafts. get weapon fusions and fusion seals and get as many spell gems/ chips as you can afford. I think using tech to supplement the low number of spell slots was the original idea. Give some of these as quest rewards to let party learn about them. i am a paranormal investigator mystic, which works out really well for our current campaign.

4. i wish there were more party buffs for the mystic to use. wisp ally is good at low levels though.

5. flanking /advantage is not a thing which is dumb. highly recommend using some house rules in order to get people interested in a bit of strategic battle planning.

6. cover is a thing so make sure you provide cover in every encounter

7. dealing with a single hidden sniper is super annoying due to all the rules about difficult terrain, climbing, etc. try not to TPK your crew if you get in this situation.

8. ammo usage can be insane on some guns / character builds, but the conserve fusion can counteract this

9. low level pistols suck and should be avoided. however having a low weight decent pistol (like costs more than 4K) that uses a different ammo type than your main weapon isn't terrible for a long dungeon crawl if you run out of ammo. however, some character builds can recharge batteries for energy weapons so make sure to do that on long rests. Be very careful about bringing non-energy weapons (projectile for example) on a long journey because you cannot easily get more ammo in a jungle or asteroid.

10. ALWAYS TOSS THE ROOM AND SEARCH THE BODIES.


jseagles wrote:
2. starship combat flat-out sucks and feels like 1970s star trek era nonsense. paizo needs to get it together and rebuild ship combat from the ground up. we don't use it AT ALL in our campaigns.

What don't you like about it? Maybe we can come up with some ideas to make it more enjoyable for your group.


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Pathfinder Lost Omens, Rulebook Subscriber

Starship combat needs spice, even more so than regular combat.

Consider adding one or more of the following:

1. A ticking clock. Maybe a bay door is closing, or a security system is disabled but will come back up soon, or a portal is about to open, or the target is trying to enter the drift. Maybe reinforcements are on their way.

2. Terrain. The space hexes can be handwaved to be arbitrarily different sizes. If you only have small ships engaged, you can add larger ones as stationary terrain drawn on the map. Or asteroids. Or spacial rifts.

3. Danger zones. Perhaps a stationary turret or missile launcher is lending aid to one side of the battle, and ending within range of it will let it get heavy shots off on you. Maybe a mystical object sends EM pulses every other round that causes problems on the ship.

4. Fodder. Sometimes a battlefield can be littered with lower tier enemies that you just explode out of hand. It can be satisfying and give some spice to what would otherwise have been a slugfest.

5. On-board trouble. Maybe the AI you're transporting has hacked its way into you systems and requires a computers guy to handle during the fight or it reverses your controls. Maybe you need to make checks to avoid stepping on tribbles.

6. An objective. Escorting a civilian ship that's being targeted by pirates puts pressure on the party to prioritize different things. Maybe the party even splits up to control both ships. Maybe you just need to drop a missile into a thermal exhaust port somewhere and shooting down the bad guys isn't the main goal.

Second Seekers (Jadnura)

Pathfinder Starfinder Society Subscriber
WatersLethe wrote:

1. A ticking clock. Maybe a bay door is closing, or a security system is disabled but will come back up soon, or a portal is about to open, or the target is trying to enter the drift. Maybe reinforcements are on their way.

2. Terrain. The space hexes can be handwaved to be arbitrarily different sizes. If you only have small ships engaged, you can add larger ones as stationary terrain drawn on the map. Or asteroids. Or spacial rifts.

Note to self: design starship encounter inside a Dyson sphere or other mega-construction that PCs need to fly out of before it asplodes :D

Acquisitives

I like what WatersLethe pointed out.
I think especially point 2 (3) & 4 are important…
No let me reiterate it, all of them are pure gold!

It's like in normal combat: give the players an objective, make the environment interesting and give them something to feel AWESOME!

We had also problems with space combat (roll... roll. roll.. roll), but my players and I had a blast in AotS when they get in command of a capital ship and simply blast the pesky Swarm Altipheron & Swarm Fleetfury out of the sky with the spinal mega-laser. :D


jseagles wrote:


5. flanking /advantage is not a thing which is dumb. highly recommend using some house rules in order to get people interested in a bit of strategic battle planning.

Uh, Flanking IS a thing. Since the number and type of attack bonuses are flattened and limited, +2 is often the difference between a full attack saving the day and a total whiff.

I find Starfinder melee combat to have some surprising and satisfying heft to it, tactically.


Dracomicron wrote:
jseagles wrote:


5. flanking /advantage is not a thing which is dumb. highly recommend using some house rules in order to get people interested in a bit of strategic battle planning.

Uh, Flanking IS a thing. Since the number and type of attack bonuses are flattened and limited, +2 is often the difference between a full attack saving the day and a total whiff.

I find Starfinder melee combat to have some surprising and satisfying heft to it, tactically.

Not to mention setting up coordinated shot


Garretmander wrote:
Not to mention setting up coordinated shot

Indeed. Dr. Zorkfeld, my adventure path Witchwyrd Envoy, has a team of optimized melee and ranged psychopaths, and he spends most turns getting into position to flank/coordinated shot with his menacing opportunistic advanced lance (with reach), applying Get 'Em and/or Clever Attack as needed.

Every battle is an exercise in using tactical positioning to make supposedly difficult AP fights easy.


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@Dracomicron, I agree with you. There are so many things you can do in combat that make it very tactical. Yes, you can just pick one target and everyone go to town on it, but since the math is so tight all the little +1, +2 bonuses make a difference if you want to do something different. You can influence the battle in many ways with buffs, grenades, poisons, flanking, positioning, etc...

Something I just realized I want to try with my operative, that now has triple attack, is to fill his needler pistol with 3 doses of poison and fire them all in one round.


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My experience with starship combat is just repeating the same action literally every turn and being very bored. Only pilots and gunners had any agency.

Outside of starship combat though, I've rather enjoyed my time with starfinder.


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The pilot has all the agency the gunners have most of the effect.


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We are thinking of doing Threefold Conspiracy but weren't sure about the rules, so we just did a speedy combat-and-skill-checks-only version of Dead Suns 1 and Aeon Throne 1 with various levels of characters.

My player is excited by designing ships, but both of us were displeased by all four of the starship combats: I personally would happily never run another one. The pilot is the only character making any meaningful decisions--the gunner generally just has to roll to hit with the facing weapon. And the decisions the pilot is making are bizarre--they don't feel like starship combat to me so much as some kind of puzzle. If you want to do this well it's a lot of tedious calculation.

This may change at higher levels, I don't know. My player hopes it will. If it doesn't, I'm throwing out starship combat. (All the AP examples so far have been extremely forced, anyway.)

I will also note that the last fight in Aeon 1 would naturally have been an air combat rather than a space combat, but apparently you can't do that. Having some cloud banks, maybe a ground emplacement firing on the ships, some mountains, etc. could jazz things up, and this was a great opportunity missed.


Putting aside starship combat, my overall feelings about the system are pretty meh. It works okay but I don't love it.

We had a better time once we understood that the NPCs hitting so much better than the PCs was a deliberate design decision, and what the reason for it is. It's still offputting to me though. I also really dislike that you can't look at an NPC and draw any conclusions from what they are wearing. The Azlanti soldiers in their full-body armor were incredibly easy to hit. My player started making Stormtrooper jokes.

Combat is much less dynamic than in Pathfinder, in our hands. I really miss the 5' step and characters with more substantial attacks of opportunity (no one seems to have more than one, and it's easy to lose that one because it is the same action type as something else you need to do). Combat manuvers, if we are playing them correctly, appear nearly useless because the target number is so much higher than a standard attack--better to hit and do damage than miss with a manuver.

My player has 4 PCs and in neither of the two parties we've tried have they seemed well balanced. It's apparently really easy to make a useless PC. In both parties it was the melee guy who overshadowed the others badly, though I guess that won't always be how it goes--it does depend some on the scale of the terrain.

I am hoping it will be more fun at higher levels. We'll be trying that (playtest style) tomorrow and Saturday.

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.


Quote:

Combat is much less dynamic than in Pathfinder, in our hands. I really miss the 5' step and characters with more substantial attacks of opportunity (no one seems to have more than one, and it's easy to lose that one because it is the same action type as something else you need to do). Combat manuvers, if we are playing them correctly, appear nearly useless because the target number is so much higher than a standard attack--better to hit and do damage than miss with a manuver.

My player has 4 PCs and in neither of the two parties we've tried have they seemed well balanced. It's apparently really easy to make a useless PC. In both parties it was the melee guy who overshadowed the others badly, though I guess that won't always be how it goes--it does depend some on the scale of the terrain.

It's easy enough to houserule back in the free five foot step, Though, it makes melee even more powerful if they can just follow and full attack. The shear number of AoOs well built PCs could get in pathfinder were already problematic in pathfinder, with starfinder's easy access to large and reach weapons, and the vanguard's potentially very long reach, something like combat reflexes would be ridiculously powerful.

Combat maneuvers untrained are difficult to pull of. A martial character who builds for one or two can pull them off fairly easily. If there is a second martial character, they can actually be quite powerful, forced movement provokes AoO in starfinder, including from the person performing the maneuver.

Accidentally building something vastly overshadowed by someone else is a little too easy to do. Though, especially at early levels, melee tends to be the biggest damage output no matter what. Later on, longarms and heavy weapons can start playing catch up, but melee = more damage, and more hits taken.

Just a few of my thoughts, hopefully your higher level playtest goes better than low level.

Quote:
What is the law level of Absalom Station? It seems to vary from scene to scene in a bewildering way.

It varies from neighborhood to neighborhood. Sometimes quite drastically.


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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.

Acquisitives

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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.

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