"Tech supplement" or Player Core 2?


Playtest General Discussion


So we know that Mechanic and Technomancer aren't coming in the system's initial release, and will begin playtesting... Eventually. Last I heard, the Starfriends are dedicated to making sure that time isn't too far past the release of the initial core books so that some version of them can be played from day 1. This may or may not coincide with the starship playtest, we'll see. In discussions recently, I see more and more people explicitly saying that the eventual full release of Mechanic and Technomancer will be in some sort of splatbook themed around technology.

Has anyone at Paizo actually said that? If so, where? Because while it's a safe assumption just based on the thematic link, to me it seems unlikely. I figure those two (being former 1e core classes), as well as starships, the first batch of archetypes for the system, and just anything miscellaneous not covered at launch, will be in an APG/PC2-esque core book rather than some dedicated tech supplement. Again, if we have word otherwise I'd love a source.


It confused me greatly when I heard Technomancer and Mechanic were new playtest material. I thought since they were 1E classes they would be put into the Starfinder 2E Core. My DM was very sad when Technomancer di not return until I informed him of the second Playtest. Starships and Starship combat seems weird why it is not in the playtest my other DM who adores Starfinder feels it is extremely weird to not have Starfinder starship combat since he expected us to test it out.


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I would suspect it is a tech supplement that adds in a lot of tech stuff mechanic/technomancer and probably features/feats/options for all classes.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

IMO, the "tech supplement" playtest (if it happens) will cover tech-focused classes (SF1 mechanic and technomancer, possibly also biohacker); possibly provide some more armor, weapons, upgrades, and augmentations; and vehicles (to include starships and possibly power armor or mechs).

I completely understand the first playtest being focused on six "core" classes before getting into other areas. Also, vehicles probably need more reworking to fit in the PF2/SF2 system.


Biobacker... Don't get my hopes up man!


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AFAIK there hasn't been any confirmation about the nature of the book that Mechanic and Technomancer are in. People are just speculating based on the fact that the two tech classes are being relegated to a second book instead of being in Player Core.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm speculating here, but I wouldn't be surprised if the inclusion of injection weapons in the first playtest will give an idea about how well they work as a baseline for the updated biohacker.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm also speculating, but I wouldn't be too surprised if the technomancer gets rolled in as a specific witchwarper paradox.


While making sure the Starfinder book is feature complete is a necessity, I don't think there's really the need to fit as many classes as possible into the core book since sufficiently motivated people can import all of the PF2 classes if they want.

So if the only classes in Starfinder 2e core rules are the ones in the playtest, we're still launching with something like 40 classes.

If they wanted to squeeze something extra in there, more ancestries would probably work better. "There's a new class" is a pretty good selling point for a supplement anyway.

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