Wishes and concerns for Starfinder Second Edition


Playtest General Discussion

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Could the 2e edition make it that translation is now a common thing thanks to magic :P ?

Hey if there were weird glitches in the 1st edition, now's the time to fix them ;)


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I suppose a world where the gods are real and can grant you spells for following them is never going to feel "low-magic" to me.

Scarab Sages

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

A couple of things I hope for is that Precog becomes an archetype instead of a Witchwarper sub class. Think it would be cool for a PF2e character being able to take it. So I guess I look forward to SF2e archetypes. I also would like to see more relic aspects since I really enjoy the relic system. Would be cool to see relic aspects more sci fi themed even if it is only a couple. And revamped ship combat and a new mech system would be interesting.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
keftiu wrote:
I suppose a world where the gods are real and can grant you spells for following them is never going to feel "low-magic" to me.

Would you consider the Game of Thrones TV show to be low magic? I do, and it has gods granting magic to their followers (Melisandre is an example).


Fumarole wrote:
keftiu wrote:
I suppose a world where the gods are real and can grant you spells for following them is never going to feel "low-magic" to me.
Would you consider the Game of Thrones TV show to be low magic? I do, and it has gods granting magic to their followers (Melisandre is an example).

Tbf, GoT has like a handful people that can do anything resembling magic and a small bunch of magical/fantasy creatures. And a huge ice zombie army late in the game, but still. It's borderline or actually nonexistent in most places and for most of the show. I think when keftiu talks about things not feeling low-magic, she is more referring to such things being relatively normal in a setting, rather than them only existing in a few instances.


After the topic of "Why isn't Automatic Bonus Progression the default" has come up once again on the PF2 reddit, I really hope (again) that SF2 doesn't make that same mistake. And critically - unlike the variant rule - casters should get an equal share, so it isn't just mostly the martials riding the gravy train.

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Edit:

Kuroshimodo wrote:
I hope for is that Precog becomes an archetype instead of a Witchwarper sub class. Think it would be cool for a PF2e character being able to take it.

If you still want the flavor, the Witchwarper archetype will be there. I doubt there would be too much of a difference between that and a dedicated archetype. Really, normal archetypes are much better suited for ability portfolios that are much more broadly applicable, not something this close to a single class.

In contrast, folding that into a class allows you to go really deep into the niche, which an archetype doesn't. It seems like the right decision to me.

A PF2 character can already get Time Mage or Chronoskimmer for roughly the same flavor as far as I can tell.


Karmagator wrote:
After the topic of "Why isn't Automatic Bonus Progression the default" has come up once again on the PF2 reddit, I really hope (again) that SF2 doesn't make that same mistake. And critically - unlike the variant rule - casters should get an equal share, so it isn't just mostly the martials riding the gravy train.

How would you suggest that casters get an equal share on this one? They're not usually taking simple math bumps for their loot.

Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.


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Kuroshimodo wrote:
A couple of things I hope for is that Precog becomes an archetype instead of a Witchwarper sub class. Think it would be cool for a PF2e character being able to take it.

PF2e already has an effective precog archetype in Chronoskimmer.


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Sanityfaerie wrote:
Karmagator wrote:
After the topic of "Why isn't Automatic Bonus Progression the default" has come up once again on the PF2 reddit, I really hope (again) that SF2 doesn't make that same mistake. And critically - unlike the variant rule - casters should get an equal share, so it isn't just mostly the martials riding the gravy train.

How would you suggest that casters get an equal share on this one? They're not usually taking simple math bumps for their loot.

Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.

Yeah. A science fiction or science fantasy setting should be leaning more into upgrading and having cool equipment. I would argue more so than a purely fantasy setting.


Sanityfaerie wrote:
Karmagator wrote:
After the topic of "Why isn't Automatic Bonus Progression the default" has come up once again on the PF2 reddit, I really hope (again) that SF2 doesn't make that same mistake. And critically - unlike the variant rule - casters should get an equal share, so it isn't just mostly the martials riding the gravy train.
How would you suggest that casters get an equal share on this one? They're not usually taking simple math bumps for their loot.

I don't have a good answer for that, unfortunately. The best I can come up with is getting them a boost that isn't tied to raw numbers, like the SF2 equivalent of staves or wands. That is their normal way to grow after all.

SF2 ABP wouldn't be as simple as PF2's in any case. Weapons alone increase in range, ammo use, ammo capacity and even traits. You can't make a single table for that, it'd have to be something like the current weapon table and you get the one for your level. Adding in that casters get a level 3 wand (so a 1st-level spell) at level 3 for example wouldn't really increase the complexity.

Sanityfaerie wrote:
Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.

As of right now, upgrading your stuff isn't even the norm, it's an upcoming optional (?) rule. The norm is still the SF1 "throw away your old stuff and grab a new thingy every few levels".

And I mean, with ABP you wouldn't lose any of the (far superior) upgrade version. Just include it in the ABP flavor and suggest people RP it out. Give the GM advice on how to set it up - finding better parts in the loot, visiting your trusted weapons doc, just plain old "buying" it and so on. If you do that well enough, then it will barely matter that you actually just get the things.

I don't think that solution is any worse than going into a shop and paying or just finding it in the loot.


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Karmagator wrote:
Sanityfaerie wrote:
Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.

As of right now, upgrading your stuff isn't even the norm, it's an upcoming optional (?) rule. The norm is still the SF1 "throw away your old stuff and grab a new thingy every few levels".

And I mean, with ABP you wouldn't lose any of the (far superior) upgrade version. Just include it in the ABP flavor and suggest people RP it out. Give the GM advice on how to set it up - finding better parts in the loot, visiting your trusted weapons doc, just plain old "buying" it and so on. If you do that well enough, then it will barely matter that you actually just get the things.

I don't think that solution is any worse than going into a shop and paying or just finding it in the loot.

Hmm. I'd initially meant the "replace and move on" version of "upgrade", but it's true that "automatically upgrade your stuff via care and attention" is a more sci-fi version of ABP than "I'm just that good". It also saves you from having to produce alternate ABP tables. You just explain that the various advancements are as a result of personal upgrades, personally applied enchantments, knowing exactly how to get the most out of the gun, or whatever. Possibly include a rule where if you want to start upgrading a new weapon/armor, you buy the cheap version and then it takes a few days or something.

I mean, you still lose out on things like the specific manufacturer bonuses (which are normally balanced with percentage increases to the pricetag) but at least it's something.


Sanityfaerie wrote:
I mean, you still lose out on things like the specific manufacturer bonuses (which are normally balanced with percentage increases to the pricetag) but at least it's something.

You could also make those a flat cost with various tiers or something. I think just automating the basic bonuses will be more than enough, we don't need to get everything for free.


Fumarole wrote:
Would you consider the Game of Thrones TV show to be low magic? I do, and it has gods granting magic to their followers (Melisandre is an example).

Does it?

We know Melisandre can cast spells. So can Bran. We don't know if her god is real, or if she can just cast spells.

We don't know if bran just cast tempral clairvoyance, gets powers from the gods of the north, or if bran IS the gods of the north.


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Sanityfaerie wrote:
Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.

I'm really not a fan of the "replace your guns" experience in Starfinder 1. I'd rather see your weapons' base stats just increase with level (or level give appropriate bonuses to attacks). A 10th level operative should be able to grab a pistol from a random mook and wreak absolute havoc with it.

That's not to say there's not a place for gear to be a money sink, however. Perhaps the Operative's favorite gun has a bullet-phasing attachment, allowing them to negate cover. Or the soldier's assault rifle may have an under-barrel grenade launcher, letting them shoot a grenade at significant range for a single action. Spending your money on Cool Stuff is more fun than just spending it on Bigger Numbers.


Both case are already covered by runes and talisman slots in PF2.

I don't thing there's any reason to not repeat the successful caso os upgradable and modularity of rune system and talisman slot system.

OK in practice the fundamental runes could be integrated in normal weapon upgrade progression without need some universal upgrade (yet the modularity of move the bonus from an different weapon/armor to another different kind of weapon or armor is one of the best things of the rune system. You can find an +1 rapier and transfer its bonus to your bow without any problem, additional complexity or high cost. So I still prefer some universal target system compatible with any weapon for example) but nothing prevents the designers to implement the slots for modules with the wide range of effects that we get with different property runes and talismans/spellhearts.

In general I think that current runes system is good as it is. It only need a reskin to meet better the hightech scenario of SF2.


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YuriP wrote:

Both case are already covered by runes and talisman slots in PF2.

I don't thing there's any reason to not repeat the successful caso os upgradable and modularity of rune system and talisman slot system.

Personally I do not like the way fundamental runes work in Pathfinder, and I would like it even less in Starfinder. I do not want high-level characters to be dangerous because they wield a +2 greater striking weapon. I want them to be dangerous because they are high-level characters, and high-level characters should be dangerous in and of themselves. A high-level operative should be able to murder you with a teaspoon taken from your kitchen cupboard. John Wick is dangerous because he's dangerous, not because he wields the Gun of the Ancients. And while Bond is traditionally equipped with a variety of gizmos from the Q Branch, his Walther PPK is a standard issue pistol.

Take this classic scene where Chow Yun Fat's character sets up for an assassination by planting a number of guns along his escape route (even if it doesn't work out so well for him in the end). That type of thing doesn't work if each gun is worth more than a frickin' ship. Or the typical scene where the rough dude is told to remove all his weapons, and it takes like five minutes because of all the knives.

Pathfinder needs a whole bunch of workarounds to cover something as basic as dual-wielding, simply because of its reliance on powered-up weaponry over lethality being inherent in the wielder. I dearly wish for Starfinder to go down a different path.


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As an addendum to my tirade above: I like the way Pathfinder finds ways to make each weapon balanced (more or less) through the use of traits balanced against damage and proficiency classification. It creates a strong sense of using the right tool for the right job, which I like. Use a flail to trip a foe, or an axe to deal with multiple opponents, or a polearm to counter an enemy with reach.

I do not like how it then forces people to mostly only carry one weapon for serious work, because the need to upgrade the weapon with runes is too expensive to maintain on more than one weapon, and maybe a backup ranged weapon (or melee if you're primarily ranged) a couple of levels later once everyone who wants them have level-appropriate runes on their main weapons. It also reduces the options available in a fight: "Well, since my main weapon's a battle axe and I'll be holding a shield in my other hand, I sure ain't going to be trying to trip or shove anyone any time soon."


It doesn't look like you'll need to worry about runes in SF2e given the field test seeming to bake it into the weapons.


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Milo v3 wrote:
It doesn't look like you'll need to worry about runes in SF2e given the field test seeming to bake it into the weapons.

But that's still the same thing. High-level people have to use expensive high-level weapons in order to do high-level damage. I don't care whether that's because they go buy a new higher-level weapon or if they slap a rune on it, it's still not what I want. I do not want leveled weapons. If John Wick shoots you with a pistol, he's going to do a butt-load of damage not because he's using an "Elite semi-auto pistol" but because he's John effin' Wick.

An operative should be able to conceal a dozen or two blades on their person and be equally lethal with any of them. That is completely impossible in both Starfinder 1 and Pathfinder 2 without nerfing yourself to doing 1st-level damage, because there's no way you can afford a dozen or two Ultra-thin daggers.


I agree with your point of view that the fundamental rules could be substituted by something like a partial ABP only for fundamental rune because if we think about it the +1 weapon system only existis as a way to burn your coins. If the fundamental bonuses (potency and striking runes) was in the char chassis the entire thing about weapons could feel more about choose for what a weapon do not how strong it is.

But due the compatibility with PF2 probably this thing will be better as an alternative rule like currently it is with ABP.


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Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am looking forward to SF2. I love the simplicity of 3 action economy and balancing tasks based on a number of actions it takes. The proficiency system concept of PF2 is good, the way it is balanced leaves a lot to be designed (that is about the math of the game).

The soldier design looks fantastic, I would like more freedom from being the 'AoE' guy but the 'fighter' type class getting a support action built in rather than just bigger numbers appeals to me. All classes should be built with group support baseline in mind. No one should be 'I do the best damage/most accurate as a core design balance mechanic' It makes classes with worse success chances feel poor.

I don't want it balanced the same way PF2e is. It seems everything in PF2e is balanced around the maximum bonus a character could have at level and this forces a min max play style (at least psychologically). I would much prefer something that is balanced around max proficiency minus 1 proficiency rank (or even 2) at later levels being a thing with higher proficiency ranks representing more options on success or access to better skill feats. PF2e suffers in the 'you need to get 3 skills to legendary to keep up with the game's math expectations.' This works for combat and spell saves too, I would rather the min max thing be if you want to play harder just add elite template to things.

SHIP COMBAT & HAZARDS
I want them to rework starship combat. I get the original design but it feels... unsatisfying unless you are in the gunner chair or piloting. Its also kind of awkward with the person that loses initiative moving first then all the other tactical stuff happens. I get what its trying to simulate but the rest of the game doesn't work that way. High initiative = goes first = resolve first. Sequential just works better with the rest of the games logic.

Space hazards are equally important to make the ship experience worth while. Its hard because they will need a lot of narrative support in design to make the mechanics feel satisfying. I really want Starfinder narrative to be the focus of balance not mechanics being the focus of narrative if that makes sense. PF2e feels very much like the math is the focus and the narrative takes a backseat in design sometimes.

I want magic to be a standard assumption of starship combat the same as engineering etc. Imagine Mystics having psychic assaults on enemy captains and pilots, technomancers having ways of cloaking or blurring the ship. I would like ship roles to be semi independant of class roles. An arcane array on a ship that allows you a certain number of magical utilities would be good.

MAGIC vs TECHNOMANCY
I really want better integration between magic and tech but I want Technomancy to feel different to magic. I don't want Mystics to use technology to do their magic, if anything I want
For technomancers I actually feel like Magus is a better fix. Technomancers using magic to improve their tech equipment or to interact with computers to solve problems. In this way they might also fill the same niche as mechanic (flavour). Even Technomancers powering or amping spells based on draining battery packs would be a nice tie in. I don't want magic to feel like just a tech substitute (or vice versa). I want to separate out battle magic from utility magic in terms of slots. I am happy with spell slots being mostly utility if a focus spells equivalent means good battle magic. I don't mind of casters use guns, I kind of expect the technomancer to use guns and interact with both friendly and enemy technology.

I like mystics have more of a psychic, philosophy or mysteries of deep space entities flavour. I would rather mystics not utilise technology but more spiritual/mental/psychic intangible ethereal. The mobile phone ring tone example fits more as a technomancy flavour than a mystic one.

I would like to trim the spell bloat (SF1 was already good at this). Less spells with more flexibility at casting using a different number of actions or spell rank. PF2 has too much bloat and way too many highly situational spells. Flexible spells where a spell has a number of thematic connected uses (forceful hand was a good example of this) or interact with the action system (heal) is what I am after.

SPECIES AND THEMES
Assigning traits to Species which allowed them to access all species feats with that trait would be a good way to reduce bloat and reprinting. Even if traits are limited to sub species (heritage/lineage) would be a move forward and save on book space. All creatures with the [Psychic] trait getting access to the Limited Telepathy species feat (among others) would be good. PF2 suffers from this problem as there are many feats that grant the same mechanical affect with different names reprinted in multiple ancestry entries. I know Nephalim in remaster is addressing some of this bloat but it could easily be extended.

I like Themes/backgrounds a lot but the current SF1 list (and PF2 list) has a lot of bloat and could be boiled back to more universally useful and applicable themes that just need a slight flavour difference rather than mechanical and a lot of book space waste.

The most interesting backgrounds (mechanically) are ones which aren't just a way of packaging a choice of 2 boosts, 2 skills, a skill feat and a lore. Background bloat is a major issue for me in PF2e particularly the number of backgrounds which are mechanically the same. I want Themes to provide something unique to that Theme which is not just a skill or feat that anyone can pick up. I also want Backgrounds to be more mechanically distinct and interesting but that boat has sailed.

Replacing General Feats with Theme feats is an idea I have but is only workable if we cut back on the number of Themes so it could be pick a Theme or General feat. In short less Themes (and backgrounds) and more support/depth for a smaller list.

I actually don't like most of the PF2e General feats, they feel unsatisfying and generally aren't well balanced with each other (I imagine Toughness, Improved Initiative etc are taken a lot more than Ride).

STAMINA and RESOLVE vs HP
I really like the stamina/resolve system a lot more than I thought I would. I prefer it over PF2e's Medicine and out of combat healing. I really like resolve as a resource that limits how many breaks (and heal ups) you can have over a day. I love that it isn't flavoured like medicine and I really really want them to keep the resolve limiting recovery mechanic. I really want to keep the flavour of it as 'taking a breather.' I really like the idea of the choice between using resolve to recover stamina, power certain class abilities and hopefully maybe recovering spell slots (since we are going to be stuck with spell slots). This makes interesting choices. Out of combat medicine checks are not interesting but its too much built into PF2 and almost too hard to effectively take out of PF2 the way it is. I would much rather SF2 used medicine to treat conditions only with medpacks, spells for HP and resolve for stamina.

SKILLS & RECALL KNOWLEDGE
I want SF2 to keep the same skill list it has now. I vastly prefer physical science, biological science and culture etc as recall knowledge. I also want recall knowledge as less of a thing in a world with computers, the infosphere and presumeably wikis. Its great to still have it but it seems to much a core assumption of PF2e playstyle and balance. Recall Knowledge is not an interesting mechanic, is replaced in need by system knowledge so feels mechanically flat. I like recall knowledge when it is narrative information like learning about a unique local legend (although this is better with gather information) and less mechanical like 'which save do a target for this monster.'

SF1 skill list is already pretty much perfect. Leave perception and sense motive as two different things, it annoys me that danger sense is the same check as knowing whether someone is happy, reading people and noticing whether there is movement in the trees are 2 very different skills.

Overall I am extremely excited for SF2. I don't want it held back by PF2e, particularly not worrying about only filling niches not filled in PF2e. I want SF2 classes to be different, I want SF2 balance to be different, like PF2's rules simplicity and want SF2 to utilise the same rules for 'how to play the game' but otherwise be totally separate for classes, balance, equipment, themes etc.


Staffan Johansson wrote:
That is completely impossible in both Starfinder 1 and Pathfinder 2 without nerfing yourself to doing 1st-level damage, because there's no way you can afford a dozen or two Ultra-thin daggers.

erm.. no. In starfinder you're stabbinating someone with 6d8 sneak attack damage anyway. 1d4 vs 2d4 on top is barely noticeable. I highly advice operatives to grab a grab bag of different damage types (fire cold sonic acid electricity) and not even bothering with a new gun till level 8 ish.


Staffan Johansson wrote:
If John Wick shoots you with a pistol, he's going to do a butt-load of damage not because he's using an "Elite semi-auto pistol" but because he's John effin' Wick.

You say this like there aren't scenes in every one of those movies were John specifically kits himself out with very, very very high performance firearms. The whole 'gun sommelier' scene is iconic for the series.

A heavily customized and upgraded gun will be more impressive than a standard glock... this is represented by the higher damage dice and Tracking quality.

At the same time, the fanciest gun in the world can only do so much. It takes training and skill to use it effectively... this is represented by proficiency, ability scores, and weapon specialization.


Pathfinder Lost Omens, Rulebook Subscriber

In PF2, I slightly prefer runes to ABP because it's fun to give out or receive a highly impactful magical weapon as part of the in-world narrative/mythology.

In SF1, I *hated* sifting through the weapon lists because you could feel yourself getting weaker versus enemies and be sure that a gear upgrade would be the cure, only to find that an upgrade would require you to change to a weapon with damage/traits/effects you don't prefer. Also, I don't believe the narrative/mythology of sci-fi story weaponry is that you should be finding new better-er weapons all the time. Although SF2 handles the first issue, I still think SF2 should switch to ABP as the default assumption because of the second issue.

Shadow Lodge

The weapon they're attached to aside, I think the Fusion(seals) system is much better than the (fundamental) runes system.

Also, Operative is a poor class to benchmark damage with. Unlike other fighting classes, most of their damage comes from trick attack instead of the weapon itself. So it doesn't much care what the weapon's stats are.


Master Han Del of the Web wrote:
Staffan Johansson wrote:
If John Wick shoots you with a pistol, he's going to do a butt-load of damage not because he's using an "Elite semi-auto pistol" but because he's John effin' Wick.

You say this like there aren't scenes in every one of those movies were John specifically kits himself out with very, very very high performance firearms. The whole 'gun sommelier' scene is iconic for the series.

A heavily customized and upgraded gun will be more impressive than a standard glock... this is represented by the higher damage dice and Tracking quality.

At the same time, the fanciest gun in the world can only do so much. It takes training and skill to use it effectively... this is represented by proficiency, ability scores, and weapon specialization.

In many if not most cases, he also runs dry early in the fight and picks up the enemies' "normal" guns with zero drop in effectiveness. And ofc the infamous pencil thing. Not to mention that the difference between a stock gun and a fancy customized one isn't even remotely comparable to the difference between a weapon with or without runes.

At the end of the day, I find this kind of progression to be boring and immersion-breaking. Items are cool because they allow me to do interesting things my character couldn't otherwise, not because they allow me to get whatever arbitrary number I have to have at that level. Not to mention that it kills any kind of varied loadout in the crib, so anyone who wants to do otherwise has to jump through tons of weird hoops to get anything done.

thistledown wrote:
The weapon they're attached to aside, I think the Fusion(seals) system is much better than the (fundamental) runes system.

Aren't weapon fusions essentially just the property rune part of the system, at least in principle? I really like what they have done with damage runes at least, otherwise I don't really have any experience with it.

Second Seekers (Jadnura)

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I had cause to look up the Radiation rules recently, which reminded me to post: dang I hope the radiation rules are cleaner in SF2e. It's like all of the 3rd Edition jokes about "Oh, you're trying to Grapple? Hang on, let me get the flowchart out..."
I took a look to see if there's any existing radiation stuff in PF2e, but AoN didn't show anything conclusive. It's called out in the Afflictions rules, but isn't expanded upon. There are a couple monsters that have simplified looking radiation effects that just make you Sickened, and apparently it's a trait with no description, from one of the APs, but nothing further.
Anyways - just adding it to the thread, as this seems to be where we're logging "hey, you know what didn't quite work smoothly in SF1?" stuff.


Kishmo wrote:
I took a look to see if there's any existing radiation stuff in PF2e, but AoN didn't show anything conclusive.

There's Blightburn Sickness from one of the APs that's radiation-related, but it's specific to a particular underground region.


Master Han Del of the Web wrote:
You say this like there aren't scenes in every one of those movies were John specifically kits himself out with very, very very high performance firearms. The whole 'gun sommelier' scene is iconic for the series.

But that's what I'm talking about. In JW2, he buys a set of several weapons. Sure, they are high quality – as a matter of reliability, and having textured grips in case of the user's hands getting... wet. But they are different weapons, for different purposes. It's not just a matter of getting the Most Gun. In PF2 you get one, or maybe two, weapons and make them as good as possible and specialize in whatever synergizes with their traits. That's the opposite of what Wick is doing – he's getting a wide variety of weapons to prepare for different situations.


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Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Staffan Johansson wrote:
Master Han Del of the Web wrote:
You say this like there aren't scenes in every one of those movies were John specifically kits himself out with very, very very high performance firearms. The whole 'gun sommelier' scene is iconic for the series.
But that's what I'm talking about. In JW2, he buys a set of several weapons. Sure, they are high quality – as a matter of reliability, and having textured grips in case of the user's hands getting... wet. But they are different weapons, for different purposes. It's not just a matter of getting the Most Gun. In PF2 you get one, or maybe two, weapons and make them as good as possible and specialize in whatever synergizes with their traits. That's the opposite of what Wick is doing – he's getting a wide variety of weapons to prepare for different situations.

This sounds like an option for some play styles and maybe there could be a way of supporting it through feats or archetypes. There are many many more shows where the main character has their 'ol' reliable' or their favourite big gun that they have named.

Its easier to balance 1 or 2 weapons for investment purposes then the option of changing weapons 10 times in battle. I am not saying that shouldn't be supported and if you are fighting on level enemies you should be able to pick up their guns and use them, they should be equal in power to yours. Even killing the higher level enemy for his weapon should be a viable tactic.

I also think what you are missing with the JW example is he is critting due to his high accuracy which is bringing those guns up to par. He is attacking mooks as super hero level of power character (he is effectively as strong solo as a 4 person party is supposed to be in Paizo games).

I hope they support battlefield upgrades by ensuring enemies are armed with appropriate weapons for their level and these weapons are lootable. This is a great fantasy. I also hope guns and gear is relatively cheap and is based on access not credits to get better guns. I really don't like making 'equipment the game expects you to have for math reasons based on a wealth equation.' That is the illusion of choice. SF already partially mitigates this with 1/10 resale value and UPBs. I didn't like it at first but now I think it is way better than PF2e's illusion of gold spend choice and then all the work arounds to move runes from 1 weapon to another. Its not rewarding and doesn't add to story or game play.


Cyder wrote:
This sounds like an option for some play styles and maybe there could be a way of supporting it through feats or archetypes. There are many many more shows where the main character has their 'ol' reliable' or their favourite big gun that they have named.

Really? Most sci-fi or modern shows I can think of have the characters use fairly unremarkable standard-issue weaponry. Starfleet has standard-issue phasers – sure, they come in different sizes, but Picard's phaser is the same as Data's. Same with PPGs on Babylon 5. Stargate has most of the team use P90 SMGs, with only Teal'c using a different weapon – and his staff weapon isn't any different than that of any other Jaffa's. Jayne on Firefly has Vera, but that's mostly a matter of pride (and he almost never uses it because apparently the prop was non-functional), and none of the other crew members has any special weaponry. In Star Wars, Luke, Han, and Leia fight perfectly well using commandeered Stormtrooper rifles – and while there's some individuality going on with lightsabers, that's more a matter of adapting the tool to the user than one being "better" than others. And most weapons in Guardians of the Galaxy seem pretty standard as well, and those who aren't are basically part of that character's power set instead of "equipment."

I think it's far more common in modern/sci-fi media for heavily martial characters to have an arsenal of various weapons to show their dedication to the art of killing than it is to have One Special Gun.


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Staffan Johansson wrote:
Cyder wrote:
This sounds like an option for some play styles and maybe there could be a way of supporting it through feats or archetypes. There are many many more shows where the main character has their 'ol' reliable' or their favourite big gun that they have named.

Really? Most sci-fi or modern shows I can think of have the characters use fairly unremarkable standard-issue weaponry. Starfleet has standard-issue phasers – sure, they come in different sizes, but Picard's phaser is the same as Data's. Same with PPGs on Babylon 5. Stargate has most of the team use P90 SMGs, with only Teal'c using a different weapon – and his staff weapon isn't any different than that of any other Jaffa's. Jayne on Firefly has Vera, but that's mostly a matter of pride (and he almost never uses it because apparently the prop was non-functional), and none of the other crew members has any special weaponry. In Star Wars, Luke, Han, and Leia fight perfectly well using commandeered Stormtrooper rifles – and while there's some individuality going on with lightsabers, that's more a matter of adapting the tool to the user than one being "better" than others. And most weapons in Guardians of the Galaxy seem pretty standard as well, and those who aren't are basically part of that character's power set instead of "equipment."

I think it's far more common in modern/sci-fi media for heavily martial characters to have an arsenal of various weapons to show their dedication to the art of killing than it is to have One Special Gun.

Stargate, Babylon 5, and Star Trek are all centered around fairly standardized military or military adjacent forces.

Firefly has Vera but also Mal's signature pistol, and Zoe's signature mare's leg.
Both Han and Chewie have signature weapons, Han's blaster and Chewie's bowcaster.

Outside of your examples, Farscape has D'Argo's Qualta Blade, Stargate Atlantis has Ronon's particle magnum, the crysknives from Dune...

They might not have names and might even come from a standardized run of weapons but you cannot argue that they do not give the impression of being purposefully selected and that they do not form part of a character's identity.


Look, if you want an arsenal, there are a couple of ways to have one that have existed well before Starfinder 2e was announced and were notably refined by Starfinder 1e.

-Take the Hit: Commit to not maxing out your one primary weapon and spread the wealth around a couple of slightly lower leveled options. Do the equivalent of buying a compact car, a pick-up truck, and a motorcycle instead of getting a single Lamborghini. This is really not as much of a hit as you might feel at first and you're trading power for versatility. That's been a balance paradigm across multiple games for ages now. In PF 2e you can buy something like 30 +1 weapons for the price of a +2 weapon.

-Ask your GM: This is frankly my preferred choice. They have options to provide this, either by making sure the enemies they throw at you have a range of interesting equipment or by giving opportunities for greater payouts from various objectives. Starfinder 1e and Pathfinder 2e both have solid item level systems that mean as long as you restrict your players to buying within a couple of item levels of their character level, new gear often represents lateral growth as opposed to vertical growth. There's every indication Starfinder 2e will as well.

Shadow Lodge

Karmagator wrote:
Aren't weapon fusions essentially just the property rune part of the system, at least in principle? I really like what they have done with damage runes at least, otherwise I don't really have any experience with it.

Every fusion has a level, with the most at 1 or 2 and tapering off until you get to about 10. Higher level fusions are stronger, sure, but there's level 1 fusions that remain great. There are no fundamental runes, though I wouldn't mind them. Any weapon can take any combination of fusions whose levels total to up to the weapon's level. If you get a fusion 'Seal', it can be quickly installed / transferred, otherwise fusions are pretty permanent to the weapon.

There is a major flaw in the Fusion system though, I'll admit. Half of them just give your weapon new Crit effects. And weapons still only crit on a 20, so spending levels worth of fusions on a new crit effect was a high cost for a rare payoff.


Master Han Del of the Web wrote:
Look, if you want an arsenal, there are a couple of ways to have one that have existed well before Starfinder 2e was announced and were notably refined by Starfinder 1e.

I want arsenals, but primarily I do not want PCs being equipment-dependent. I want to be able to capture PCs and throw them unarmed into prisons, without having to put all the PCs gear into a convenient armory somewhere. I want to be able to blast their weapons to smithereens and have them instead pick up the gun of a mook they just KOed and be just as efficient with that.

In the words of a wise man: What is steel, compared to the hand that wields it?


thistledown wrote:
Karmagator wrote:
Aren't weapon fusions essentially just the property rune part of the system, at least in principle? I really like what they have done with damage runes at least, otherwise I don't really have any experience with it.

Every fusion has a level, with the most at 1 or 2 and tapering off until you get to about 10. Higher level fusions are stronger, sure, but there's level 1 fusions that remain great. There are no fundamental runes, though I wouldn't mind them. Any weapon can take any combination of fusions whose levels total to up to the weapon's level. If you get a fusion 'Seal', it can be quickly installed / transferred, otherwise fusions are pretty permanent to the weapon.

There is a major flaw in the Fusion system though, I'll admit. Half of them just give your weapon new Crit effects. And weapons still only crit on a 20, so spending levels worth of fusions on a new crit effect was a high cost for a rare payoff.

Ah ok. I wouldn't be surprised if that crit effect thing stays around, given that tons of runes also have that, though often more as a side benefit. But at least we often get to crit on a 15-17 overe here ^^

Staffan Johansson wrote:
Master Han Del of the Web wrote:
Look, if you want an arsenal, there are a couple of ways to have one that have existed well before Starfinder 2e was announced and were notably refined by Starfinder 1e.

I want arsenals, but primarily I do not want PCs being equipment-dependent. I want to be able to capture PCs and throw them unarmed into prisons, without having to put all the PCs gear into a convenient armory somewhere. I want to be able to blast their weapons to smithereens and have them instead pick up the gun of a mook they just KOed and be just as efficient with that.

In the words of a wise man: What is steel, compared to the hand that wields it?

I'm not going so far in the other direction, I just want the character to be the main deciding factor in what they can do, rather than items. Building around certain specific items should be an option, not a basic requirement for every character. That also opens up the way for items to actually do anything good and interesting, which almost none of the PF2 specific magic items do.

Master Han Del of the Web wrote:
Look, if you want an arsenal, there are a couple of ways to have one that have existed well before Starfinder 2e was announced and were notably refined by Starfinder 1e. [...]

"Take the Hit" isn't a solution, that's a problem. Because you shouldn't have to purposefully sabotage your group's chances for several levels - which this is absolutely doing - just to get a slightly more complex setup going.

And the other one is ABP, i.e. what I want. But I would much prefer it if the rules were written with it in mind, so that everything actually works well and people with more conservative GMs also get to participate. I can get that whenever I want (or would do if I wasn't the GM), but most people wouldn't.


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Staffan Johansson wrote:


In the words of a wise man: What is steel, compared to the hand that wields it?

"pretty damned hard and sharp is what it is so stop touching that or you're gonna cut yourself!"


On top of every character bringing in things for group play, I hope each class can also hold their own if they get separated from the group.

Maybe less reliance on level to proficiency?


Staffan Johansson wrote:
Sanityfaerie wrote:
Also, I feel like this would be a mistake for Starfinder in particular. Being able to upgrade weapons and armor as you go ought to be part of the sci-fi adventurer experience.

I'm really not a fan of the "replace your guns" experience in Starfinder 1. I'd rather see your weapons' base stats just increase with level (or level give appropriate bonuses to attacks). A 10th level operative should be able to grab a pistol from a random mook and wreak absolute havoc with it.

That's not to say there's not a place for gear to be a money sink, however. Perhaps the Operative's favorite gun has a bullet-phasing attachment, allowing them to negate cover. Or the soldier's assault rifle may have an under-barrel grenade launcher, letting them shoot a grenade at significant range for a single action. Spending your money on Cool Stuff is more fun than just spending it on Bigger Numbers.

But the money sink problem is just as much an artificial problem as anything else. Why make a game in which you need a lot of money to achieve the goals when you could just as well make a game in which money and overpowered weapons were beside the point because it's all about having the necessary combination of skills and abilities in your group? Sure, there are superweapons that can erase whole cities. We (some countries) have those now. In space fantasy, whole planets even. But nobody's using them because they would not get them whatever goal they're trying to achieve. What they need is a crack team to rescue the prince/capture the supercriminal/assassinate the arch Space Nazi/find the cure for the Space Plague, or whatever the scenario demands. There's just no need to make it so it's necessary or even all that helpful to have overpowering weapons.


Does anyone know if they will be making a new Armory that is compatible with Starfinder 2e or if there is some way that the old Armory could somehow be compatible with Starfinder 2e?


Sounds like a pipe dream. The new combat system's different, and people aren't going to have Stamina Points, most likely because that breaks the whole PF2 compatibility thing. The weapons are going to have to be rethought with the new combat system in mind.


AvinDeMar wrote:
Does anyone know if they will be making a new Armory that is compatible with Starfinder 2e or if there is some way that the old Armory could somehow be compatible with Starfinder 2e?

There will be a number of items in the core book, that's all we know. But an expanded item book is a no-brainer, so we can be pretty sure there will be one.

A conversion of 1e material like this would almost certainly be more work than just writing a new book, so I doubt it.


I hope there is a reason for melee in Starfidner 2E...


Karmagator wrote:
AvinDeMar wrote:
Does anyone know if they will be making a new Armory that is compatible with Starfinder 2e or if there is some way that the old Armory could somehow be compatible with Starfinder 2e?

There will be a number of items in the core book, that's all we know. But an expanded item book is a no-brainer, so we can be pretty sure there will be one.

A conversion of 1e material like this would almost certainly be more work than just writing a new book, so I doubt it.

Ok, I haven't actually played 1e of SF or PF, just been doing my research and getting ready for 2e playtest to start playing it. I hadn't read yet about the stam points being in 1e and not 2e. If there are other significant mechanic adjustments like that as well then that would definitely mean the 1e armory would be a nightmare at best to make compatible with the new 2e. Dang.

I guess I will have to wait for the armory to get all that cool expanded stuff. I hope that the 2e core rulebook will start with some of the major additions that the armory had like power armor!


Leon Aquilla wrote:
Unless they're planning to bring out a massive 640-page tome like Pathfinder 2e's original corebook was, there is going to be a lot of fun toys that are going to disappear, and given that SF's publishing schedule is about half the size of Pathfinder's, no idea when they'll be coming back.

Want to echo this one too. I have a lot of players who were interested in Starfinder but wanted to wait for the system to mature more and then it was two years between the CRB and the charop manual.

Likewise I have some friends who are still waiting for things they want to show up in PF2, and I can't imagine SF2 getting as aggressive of an update schedule.

For all the classes and options that don't make it into the CRB I won't relish having to tell people who really like those to... check back in three years, maybe.


AvinDeMar wrote:
Karmagator wrote:
AvinDeMar wrote:
Does anyone know if they will be making a new Armory that is compatible with Starfinder 2e or if there is some way that the old Armory could somehow be compatible with Starfinder 2e?

There will be a number of items in the core book, that's all we know. But an expanded item book is a no-brainer, so we can be pretty sure there will be one.

A conversion of 1e material like this would almost certainly be more work than just writing a new book, so I doubt it.

Ok, I haven't actually played 1e of SF or PF, just been doing my research and getting ready for 2e playtest to start playing it. I hadn't read yet about the stam points being in 1e and not 2e. If there are other significant mechanic adjustments like that as well then that would definitely mean the 1e armory would be a nightmare at best to make compatible with the new 2e. Dang.

I guess I will have to wait for the armory to get all that cool expanded stuff. I hope that the 2e core rulebook will start with some of the major additions that the armory had like power armor!

If it helps, power armor was in the core rulebook. There wasn't much, but it was there.


ElementalofCuteness wrote:
I hope there is a reason for melee in Starfidner 2E...

There will be. Lots of them:

1) my gun is jammed
2) I'm out of ammo
3) I need to take that MF down and we're in a crowd of people I'm not supposed to shoot.
4) I'm out of ammo AND spells
5) You'll never take me alive, copper!


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Squiggit wrote:
Leon Aquilla wrote:
Unless they're planning to bring out a massive 640-page tome like Pathfinder 2e's original corebook was, there is going to be a lot of fun toys that are going to disappear, and given that SF's publishing schedule is about half the size of Pathfinder's, no idea when they'll be coming back.

Want to echo this one too. I have a lot of players who were interested in Starfinder but wanted to wait for the system to mature more and then it was two years between the CRB and the charop manual.

Likewise I have some friends who are still waiting for things they want to show up in PF2, and I can't imagine SF2 getting as aggressive of an update schedule.

For all the classes and options that don't make it into the CRB I won't relish having to tell people who really like those to... check back in three years, maybe.

This honestly may be what leaves us on SF1 for the foreseeable future. Only one player in my group is even playing an original SF1 core rulebook class; we use a tremendous number of the rules, equipment and ability additions, and quirks from the expanded book universe. It's going to be a big step backwards in content before it catches up. I'm not sure that's the end of the world, because SF1 still exists and perhaps won't get too stale in the time it takes those next 1-2 rulebooks to come out, but it does really put a damper on the excitement level for the launch of an edition.

Wayfinders

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That is true of any new edition of any TTRPG that has more than one book.


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I'd say my biggest wish for SF2 is that the combat system and the scenario designs should support combats commonly ending in surrender, capture of enemies, or retreat instead of only ever fight to the death.

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