Starting for first time soon...


Advice


So my group is going to start playing Starfinder for first time next month. We are currently reading up on the rules and such (We have played many systems oevr the decades). From some our limited knowledge so far, there doesn't seem to be the need to optimize as much as original Pathfinder seemed (closer to P2 in that regard). But we seem to be seeing some vast differences in some things. Are there any 'traps' that look or seem useful at glance, but really are underpowered or perform less than similar classes or feats? Specifically we were looking at Mystic and Technomancer. They seemed like good choices, but from what we have gathered on several message boards, they severely underperform compared to other classes that can do the same things much better, for less cost, and still able to do other things. Many suggest the operative can do things better then some of these dedicated classes. Has this been your experience? Or are these outdated references and errata and new abilities have since changed these dynamics... We are not trying to 'super munchkin', but don't want that awkward moment where someone puts a 'dabble' into a skill can do it just as good as the guy who thought he was dedicated, or the class doesn't do what was advertised in the short description...Thanks in advance


Kainite101 wrote:
So my group is going to start playing Starfinder for first time next month. We are currently reading up on the rules and such (We have played many systems oevr the decades). From some our limited knowledge so far, there doesn't seem to be the need to optimize as much as original Pathfinder seemed (closer to P2 in that regard). But we seem to be seeing some vast differences in some things. Are there any 'traps' that look or seem useful at glance, but really are underpowered or perform less than similar classes or feats? Specifically we were looking at Mystic and Technomancer. They seemed like good choices, but from what we have gathered on several message boards, they severely underperform compared to other classes that can do the same things much better, for less cost, and still able to do other things. Many suggest the operative can do things better then some of these dedicated classes. Has this been your experience? Or are these outdated references and errata and new abilities have since changed these dynamics... We are not trying to 'super munchkin', but don't want that awkward moment where someone puts a 'dabble' into a skill can do it just as good as the guy who thought he was dedicated, or the class doesn't do what was advertised in the short description...Thanks in advance

Operative is a bit OP, they tend to be the best at every skill, better than other classes specialized in a skill, and are still capable in combat. In terms of skill specialization, if you don't have max ranks in that skill you'll likely miss the default on-level skill checks. Obviously, that problem can be adjusted with GM fiat, but the default is the specialist is the one with a good chance of passing.

The big thing to remember about optimization is to make sure you have a useful action every round. The spellcaster classes and the envoy really appreciate having a gun to use as an alternate to spells when you're dealing with mooks. The character operations manual probably does the best at opening up the spellcasting classes with alternate features.

Second Seekers (Luwazi Elsebo)

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Pathfinder Starfinder Society Subscriber

In general, yes, Operatives are going to be the best at many (but not every) skills. A very dedicated specialist (i.e. one with bonuses from race, class, and possibly gear/feats/other options) is likely to be at or maybe just above an Operative's skill bonuses, but will have to spend more resources to get to the bonus that Operatives just land at normally. This is by design, and yes, it does cause friction :D

The other thing is: for combat damage, unless you're a melee combatant or an Operative (trick attack to the rescue!) you're more or less required to pick up Longarm Proficiency and Versatile Specialization to do relevant damage in combat. It's less apparent at low levels, but by, say, level 5ish, a small arm that does a 1d4+2 is gonna feel pretty negligible compared to an Operative's +3d8 trick attack, or ranged Soldier's 2d6+5. By the same token, if you're hoping to do ranged combat damage, a decent Dex (like at least a +2, more if you can swing it) is pretty helpful.
It's not a trap, per se, just something to aware of. There are many builds that stay combat relevant without longarms, but most of them rely on aspects other than doing damage - like a Feint build to make enemies Flat-Footed, or any number of buff/debuff oriented Envoys & Biohackers.


Any and every class is capable. That said, you can build pretty much any class to be trash. But it's also quite easy to build a class, especially a caster, to be a beast in combat too.

Technomancer and spellshot for example, granted that doesn't come on line until level 8. But you can spellshot and get weapon damage and an explosive blast.
Or take the brain hacker hack to use all the construct specific spells on basically anything. Like optimize technology and mending to full heal. Or optimize technology and fast healing to be nearly indestructible.

Mystics have different options, but there's an epiphany for a solar weapon so you can be a spell slinging solarian without much difficulty there.

Of course, I'll echo what's been said, the operative can be nuts but you could also build a trash one if you tried, or just play it poorly.

For your skill concerns, yeah, the operative dabbling can even be quite good. Not on par with a technomancer/mechanic at computers checks thankfully, but it's quite real lol.

Overall, my recommendation is just have fun with it and not sweat it. It'll depend on your parties play style too, but if you have an operative, other people can certainly still roll the skills he's great at, especially if your table is more strict on not just letting everyone roll everything every time anything is rolled, which I've certainly seen. Even when illogical, you're on the other side of a dungeon, but you guys rolled a check so I came to roll it to type of thing. Play the character, not the rules type of thing lol.

Shadow Lodge

My experience with starfinder is that the game balance is a bit different from many other rpgs.

You will be hit by the majority of attacks.

Damage output varies majorly from one build to another. At first level many pcs will be doing 1d4 on a hit with a pistol, while a melee guy might do 1d12+4, a technomancer 3d4+3 with magic missile, and a mystic 2d10 with mind thrust.

You will be dropped frequently, but can't die unless forced to fight too many encounters in a day.

There's not a lot of skills, so you will have lots of overlap between PCs, which is good because you need to have multiple people rolling to have any decent chance of making the DCs which default to extremely high.

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