
Gaulin |
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A little late in the year to make this thread, but I always enjoy reading the speculations and hopes of everyone for this awesome game in the coming year. My request for this thread is to not speculate about starfinder 2e and instead focus on this great game we have and the content possibly coming out this year for it.
My own hopes
More pocket editions! I recently started buying these and they are wonderful. At least any rulebooks with classes included would be my top picks for pocket versions.
This comes up a lot and I know the arguments against it, but please another AP that goes to level 20.
Honestly I can't think of more classes to add to the game. I'm sure the smarties at Paizo can think of something, but I got nothing! I would like more class options though, at least for newer classes (witchwarper, biohacker, nanocyte, precog and especially evolutionist). Core classes have a ton of options and I would be okay with them getting a little less if it meant new classes get more.
More errata and FAQs done is always welcome, not going to mention anything specific, not too hard to find questions that don't have answers yet.

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What we know so far for 2023
1: Parts 2 and 3 of Drift Hackers, in February and April
2: rift Crisis Case Files, in March
3: Ports of Call, in May
4: Starfinder Scoured Stars Adventure Path, in July
After that were in unknown territory again, but there have been hints of a possible mech AP.
We just got Interstellar Species, so thinking a book heavy on character options and equipment other than species could be good to get.
We're about to get drift lanes, so a setting book on any of the new or underdeveloped systems now connected by the drift lanes.

Gaulin |
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I don't have a source, but when some people have said something along the lines of 'i hope we get a rulebook with a lot of character options and crunch', a dev or two responded with something akin to 'just you wait, got some good stuff coming!'. Whether that means we have a crunchy book coming later in the year/near future or something else, I dunno.

Milo v3 |

I don't have a source, but when some people have said something along the lines of 'i hope we get a rulebook with a lot of character options and crunch', a dev or two responded with something akin to 'just you wait, got some good stuff coming!'. Whether that means we have a crunchy book coming later in the year/near future or something else, I dunno.
That's good to hear.

Sharkbite |
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First off, I hope that we do not have to deal with a Starfinder 2E.
I don't think any major mechanical changes are needed, and with certain other games, I've watched as later editions actually significantly decrease enjoyment. I'm happy with Starfinder mechanics where they are, and I want to see them continue building, instead of restarting or streamlining.
I would like to see Season 6 be longer. Calendar-wise, I do not care if it takes multiple years. It doesn't have to be more content coming faster. Current pace is fine. I just feel like rolling Season 6 longer will allow us to have a larger, more meaningful Metaplot, like Scoured Stars. It also allows the Season to be more self-contained, so that players don't have to bounce between multiple seasons in a time-travel routine in order to earn appropriate XP. A 20 episode season is capable of running a character from 1-7, which allows the players to play 1-4, 3-6, 5-8, and 7-10 content without having to dip into other outside sources. For me, that would be more ideal.
I would like to see more of a return to the Chronicles of old. More recent Chronicles just recapping the story and not including Boons listed feels like a step backwards. I do enjoy the multi-scenario boons that require play of an entire arc, but I also think that I greatly enjoyed some of the small, silly boons that came earlier on, where earlier actions came up in later scenarios. Failing to include the small boons makes the stories feel less connected when we run several with the same character.
Beyond that, maybe some sort of increased reward for GMs running APs clear through. It is very disappointing the number of APs that I've started where the GM leaves around book 2-3. It really is disappointing as a player to have dozens of half-finished APs on characters that get abandoned forever. At times, it feels as though I'll just never get to finish ones like Threefold Conspiracy, because it will always fizzle halfway through.
MAYBE the solution is to swap more to the 3 book APs, but honestly I do love the longer ones where we can get truly into a character longterm. It's just so hard to play them all the way through without a group falling apart.

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My mechanical hopes for starfinder are bit of too major change requiring to happen(make combat flow better, skill math less steep, make it valid to upgrade items or make purchases without relying on loot economy) but I guess I can still hope that next major class we get has more flavor to their mechanics :'D
Like I think evolutionist stretched the limit of starfinder's way of handling things. Lot of evolutionist abilities read as "here are examples of super cool flavor you can flavor these basic abilities with", the flavor of mechanics itself reaches nowhere as interesting as what they could be...
Setting wise I'm just hyped to see galaxy map and interested in whether drift courier network gets made canon(it really should be because sending messages in this setting is really really silly x'D) Would be nice to get more interstellar species books and finally the planar book at some point though

Gaulin |

Like I think evolutionist stretched the limit of starfinder's way of handling things. Lot of evolutionist abilities read as "here are examples of super cool flavor you can flavor these basic abilities with", the flavor of mechanics itself reaches nowhere as interesting as what they could be...
Not to derail the thread too much but I've heard similar from others and (I mean this with no disrespect or I'll intent, just genuine curiosity) I wonder what you might consider mechanics that are much more interesting? Seems like a lot of people say the class should do ______ better but few examples of how it should be better. If you don't have any ideas that's fine, just if you did I'd love to hear them.

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CorvusMask wrote:Like I think evolutionist stretched the limit of starfinder's way of handling things. Lot of evolutionist abilities read as "here are examples of super cool flavor you can flavor these basic abilities with", the flavor of mechanics itself reaches nowhere as interesting as what they could be...Not to derail the thread too much but I've heard similar from others and (I mean this with no disrespect or I'll intent, just genuine curiosity) I wonder what you might consider mechanics that are much more interesting? Seems like a lot of people say the class should do ______ better but few examples of how it should be better. If you don't have any ideas that's fine, just if you did I'd love to hear them.
Its admittedly kinda hard to come up with great example. Like, I would say biohacker has bit of opposite dilemma on some level (the class doesn't really provide you any good flavor ideas for how your abilities work. So it "just works" on construct when you pick ability that says you can now inject constructs with chemicals, nothing that ability says you inject constructs with nanites instead. but concept of injecting debuffs to enemies is more interesting mechanically)
With evolutionist, let's take the adaptive strike: class goes to say about how it could be any kind of cool appendage or spit weapon or such, but mechanically it starts out as equivalent of a club. And this never really changes no matter what class features you pick, biggest mechanical change you can get to it from adaptations is using 2 mp to make it act as blast or line weapons, which still means adaptive strike has nothing unique to it that you can't accomplish with money and gun.
Adaptive strike is essentially less solarian weapon/entropic strike with less class features to customize it further and less specific flavor(since instead of weird entropic/sun powers its about anything you can flavor it with)
Like to give example of what they could have done with adaptive strike to make it more interesting... Well one of flavor suggestions is that it could basically be tentacle. But you can't make customize it to be effective at grappling and constricting. Like if idea is that its weird augmented "natural" ability of you, then it would be nice to have more abilities that play to that visceral nature.

BigNorseWolf |
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Not to derail the thread too much but I've heard similar from others and (I mean this with no disrespect or I'll intent, just genuine curiosity) I wonder what you might consider mechanics that are much more interesting?
A pool of reactions you could pull from , or swift/move actions to gain different abilities. Something that lets you change to meet your circumstances. As it is they're incredibly static.
Ok, you gain a skill rank and can instantly master something.
Thematically, suddenly mastering the obo because you leveled up and are about to play in "the ophidian orchestra" is pretty cool. Mechanically EVERY character can do that every level. A level 4 soldier can BOOP put 4 points into wind instrument the exact same way. The flavor makes sense but the mechanics are a nothing burger. It should work more like the androids infoshere integration.. or possibly faster at higher levels. Or like the operatives jack of all trades, but each time you roll the bonus gets bigger.

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There's a thread in the Pathfinder2e forums all about tails and Tail feats
It looks like Pathfinder has at least seven different tail feats. I do not see any in Starfinder. Starfinder has more tails, tentacles, odd limbs, and appendages than any other TTRPG I can think of. Could feats of this type make Adaptive strike more interesting or make having strange limbs more interesting in general?

BigNorseWolf |
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There's a thread in the Pathfinder2e forums all about tails and Tail feats
It looks like Pathfinder has at least seven different tail feats. I do not see any in Starfinder. Starfinder has more tails, tentacles, odd limbs, and appendages than any other TTRPG I can think of. Could feats of this type make Adaptive strike more interesting or make having strange limbs more interesting in general?
To be fair, PF2 also takes a lot of basic abilities on something and trickles them back in as a special ability. A level 1 ysoki in starfinder has swift action cheekpouch that can hold 19 grenades and won't mess up you speaking. Thats 4 feats in pf2.

Gaulin |

snip
I see your point. Personally I'm a huge fan of how the flavor and mechanics are fairly separate, but it would be nice to be able to customize it further. It's a could be a pretty easy fix as an adaptation, as long as one would be okay waiting until they level. A simple pool of weapon special properties to choose from, and changing them by spending MP like so many other abilities. It wouldn't surprise me if something like what you suggested was in the cards (being able to choose things like grapple) but maybe was out of the power budget of the class. Could for sure be wrong on that lol but I get that feeling.

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Honestly, I'm pretty psyched for what's planned and don't need anything outside of that. I'll start subscribing to the hardcover APs, and we'll be on the far end of our ATTACK AP when the year closes, so... yeah. I'd like to see the mecha AP be 7-20 (or at least go to 20) but other than that... I've got plenty to work with.

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I'd like to see a consistent AP schedule again.
After Drift Hackers, I think Paizo's plan was to go to hardcover APs for Starfinder. That will take care of any monthly skips in getting the individual part of an AP. Another big advantage, the Dead suns hardcover is 87$ less than getting it separately.

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Elegos wrote:I'd like to see a consistent AP schedule again.After Drift Hackers, I think Paizo's plan was to go to hardcover APs for Starfinder. That will take care of any monthly skips in getting the individual part of an AP. Another big advantage, the Dead suns hardcover is 87$ less than getting it separately.
Hadn't done the math, but that's a big savings. Plus, it probably looks better on a bookshelf.

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More class options. More across-the-board cultural notes (and for less-explored species like damai and ixtangis and the inhabitants of Arkanen—to name-drop a few at random—in particular). More planetcrawls.
The Damai probably have gotten more pages than most of the races introduced in the core book...

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Driftbourne wrote:Hadn't done the math, but that's a big savings. Plus, it probably looks better on a bookshelf.Elegos wrote:I'd like to see a consistent AP schedule again.After Drift Hackers, I think Paizo's plan was to go to hardcover APs for Starfinder. That will take care of any monthly skips in getting the individual part of an AP. Another big advantage, the Dead suns hardcover is 87$ less than getting it separately.
I hadn't thought about the saving for only shipping one time VS six.

Gaulin |

For sure would love some holes patched for new classes, fusions for unarmed and nanocyte weapons, operative adaptive strike and ranged evolution drain, stuff like that.
Another thing I would love is a new player character folio. I like the old one but there's a lot of room for improvement and new class option would be nice to track

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With the ORC license being developed, I'd like to see orcs in Starfinder get more options for their background than just being 2nd class citizens or lower under Drow control or influence on Apostae.
Maybe having a lost colony of Orcs in the vast who haven't lost their green colored skin and developed their own high tech culture before reconnecting with the pact worlds. Or even better, an entire solar system with Orcs having unique adaptions to each planet.

Gaulin |

If we do ever get a COM 2 (probably not but I can dream) what species would people like covered? In COM the species got alternate ability score options and species traits that made them much more attractive as options. I think orcs would be a really good choice. Maybe 5 'legacy' species and 5 new ones?

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I really like the format of the Interstellar species. Take out the NPC section in future versions of it and add more character options, and you have a cross between Interstellar species and the COM.
If ports of call turns out good I'm wondering if in the future setting books that are a combination of planet overview books combined with some landing site details could be a good mix.

Cyder |
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I just want a SF2e. The 3 action system and mathematical tightness of PF2e has ruined me. SF feels like going back to AD&D 2nd Ed. It's clunky by comparison.
Plus there would be a chance to improve starship combat, have modular species feats so that rather than need every tailed species to have feats for using their tail or weapons information it it could be a trait that allows any species with a tail to gain it. Same with natural weapon feats. It would then be far easier to create new species and create support for many species with a feat that could be taken by many of them.
SF is an amazing setting but the rules are now clunky, balance is still out of whack and starship combat that should be exciting feels complex and a chore.

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After what seeing PF2 did to ratfolk i don't want them anywhere near ysoki. A functioning cheek pouch is harder than tossing fireballs?
Tbf, I don't think any hypotethical starfinder 2e would have ancestry feats.
Mostly because doing that for 100+ species is hard and I don't think they want to give up on starfinder having tons of playable species and I'd hope they don't go with "generic ancestry traits that any species with four arms/tails/etc features can take" direction

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I just want a SF2e. The 3 action system and mathematical tightness of PF2e has ruined me. SF feels like going back to AD&D 2nd Ed. It's clunky by comparison.
On the flip side, some of us find the 3-action system over-rated and the math of 2e excessively tight.
Though I won't argue that starship combat, especially at low levels needs a complete re-write.

JiCi |
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Oh, here's a big one: an official [digital] generator for NPCs, aliens and worlds, all using the various grafts.
Plug this in the Archives and you have a tool ready to use to craft encounters in minutes.
SPEAKING OF GRAFTS, of all the numerous alien subtypes, I have yet to see a Colossus creature graft. No joke, I've double-checked... and there's no rule about making our own colossi.

Opsylum |
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BRUTARIS AP!!! (or module is fine too...)
Also going to echo other requests for Starfinder 2e. Would be really, really nice for Starfinder and Pathfinder stuff to be cross-compatible. Would be an instant mega upgrade for both systems, and that’s even aside from what 2e's exquisite action economy could bring to Starfinder games. You could practically run a Pathfinder adventure with Starfinder characters, or vice versa. I'd be over the moon. Would also give Pathfinder-exclusive customers a reason to buy Starfinder books too. Lot of marketing potential there.

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When there's a Starfider 2e, I hope it's not just a copy of the current Pathfinder 2e rules and includes improvements learned from play. But still, have it close enough for cross-compatible. And if there is to ever be a cross-compatible the strengths of Starfinder should be considered too.
For Starfinder 2e Starship combat, I wonder if it should just have its own book.

BigNorseWolf |
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Cyder wrote:I just want a SF2e. The 3 action system and mathematical tightness of PF2e has ruined me. SF feels like going back to AD&D 2nd Ed. It's clunky by comparison.On the flip side, some of us find the 3-action system over-rated and the math of 2e excessively tight.
It is very hard to feel heroic or competent in pathfinder2 where your skills fun fron coinflip-2 to coinflip +2 . I think starfinder found the right balance between pf 1's "i have a +45 diplomacy" and pathfinder 2s "I'm all in on this skill, i have a sixty FIVE percent chance of success!"

Opsylum |
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Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first post
I'm so sorry, Gaulin. I idly skimmed this thread and missed that request. If a mod sees this, please delete my previous post.

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Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first post
Yep, figured out when first poster ignores it, its not gonna stop :'D
(I'm curious though about why people don't like action economy that allows "move, attack, move" without feats xD)

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I'm in no rush for a Starfinder 2e but seems lots of people into Pathfinder 2e are. Pathfinder 1e had over 100 setting books and around 20 rule books, and Stafinders setting has more room to play with the Pathfinder.
With the OGL disaster and Spell Jammer 5e getting mixed reviews. I'd like to see some exploration of the first world in Starfinder and the use of first-world drives. The first world in Starinder has no space, so parts of first-world drive ships could be open-decked like in spell jammer.

Cyder |
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Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first post
Its kind of hard to exclude SF2e talk given that is what many people want and for some of us is a blocker to buying more SF since going backwards from a smoother ruleset in PF2 to a clunky ruleset is just too painful.
Maybe it could have been better tell us your Starfinder hopes, if it is for a SF2e please also include other lore or setting things you would like to see.
If we exclude SF2e then it would be a SF Planar book that talks about how the various planes are updated and how they interact, especially for things like the drift. Maybe an organisations book where we get a lot more information on the various corps, Hellknights etc kind of like what they did for Pact Worlds but with stuff for each of the major organisations.
I would like more APs around corporate intrigue, let me be a corporate agent involved in a shadowy world of mega corps and espionage.
I still want a Deity book for SF with lots of info on the various deities and how they operate.
I am also aware that each book they bring out has to have rules that will just add to the mess that SF is right now of niche rules, exceptions, complex interactions and massive balance issues.

Gaulin |
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Gaulin wrote:Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first postIts kind of hard to exclude SF2e talk given that is what many people want and for some of us is a blocker to buying more SF since going backwards from a smoother ruleset in PF2 to a clunky ruleset is just too painful.
The main problem with all the starfinder 2e talk is that it hurts the brand. There are a lot of new players that see the 2e talk everywhere and don't want to get into the awesome setting that does exist, and instead waits for a new one. And if people stop buying books a 2e might never even exist. And we have unannounced books in development for sf1e, that's been teased, it will happen. Which means we should, in my opinion, be excited for those books instead of some hypothetical product we don't know if or when is coming out. Not to mention starfinder just got a bunch of new devs (or at least shuffled people into new positions) that are working on sf1e, and I imagine it can be discouraging to see so many '2e when' posts.
Honestly it's half the reason I made this thread. I love this game as it is, I want people to be excited for this awesome game we have now. I'm trying to drum up a little excitement for it.

Cyder |

Cyder wrote:Gaulin wrote:Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first postIts kind of hard to exclude SF2e talk given that is what many people want and for some of us is a blocker to buying more SF since going backwards from a smoother ruleset in PF2 to a clunky ruleset is just too painful.
The main problem with all the starfinder 2e talk is that it hurts the brand. There are a lot of new players that see the 2e talk everywhere and don't want to get into the awesome setting that does exist, and instead waits for a new one. And if people stop buying books a 2e might never even exist. And we have unannounced books in development for sf1e, that's been teased, it will happen. Which means we should, in my opinion, be excited for those books instead of some hypothetical product we don't know if or when is coming out. Not to mention starfinder just got a bunch of new devs (or at least shuffled people into new positions) that are working on sf1e, and I imagine it can be discouraging to see so many '2e when' posts.
Honestly it's half the reason I made this thread. I love this game as it is, I want people to be excited for this awesome game we have now. I'm trying to drum up a little excitement for it.
I get this but without actively telling Paizo what we want we won't get an SF2e either which will stop those players they already have from investing in SF and provide a warped view that we don't want an SF2e. Its a case of existing player base versus new player base.
I don't have the sales numbers to know if PF1e lost sales when PF2e was announced or whether they picked up as the existing player base scrambled to get books they had put off buying since they may longer be available.
Announcing a new edition is generally a great way of getting new players an getting older players that have dropped off to come back.

Metaphysician |
Metaphysician wrote:Hopefully some book includes a full list of NPC species subtypes so that Herolab can actually let me make NPC Nuar. :pinterstellar species has nuar.
Including an actual formal creature subtype? The issue is that Hero Lab only lets you create NPCs of a specific species, if there exists a formal special subtype tag in a relevant supplement. Without that, you can make a *PC* just fine, but it won't let you make an NPC of that species. Which is annoying, I don't want to use the pre-built Nuar NPCs, but I'd really like to be able to stick their actual stats and modifiers on them without needing to Custom Species them every single time.