
WatersLethe |
7 people marked this as a favorite. |

In the interest of keeping our expectations grounded, here is a short list of a few ways that the playtest could turn out:
1. The team has decided to really double down on the techno in Technomancer, and they have made it a bard class archetype that is really into electronic dance music.
2. The Mechanic was reimagined to fill a more grounded character fantasy, and now must pay a tithe to the Snap-on truck to use their abilities
3. The Technological Equipment section is just a picture of Carl Sagan and the word "Imagination" repeated over and over.
4. Through internal testing it was found that the tech in Technomancer was sufficiently advanced enough to roll back around to it being a magicmancer, or a wizardwizard, or a wizard^2, so they had to go back to an earlier version where it was just a wizard with a phaser to maintain the fantasy.
5. Too much of the Mechanic's abilities were baked into robotic assistants, so, for balance, whenever you build a mechanic you make an NPC that hangs out in town and sends out a robot PC of a different class to do the adventuring.
6. Hacking had to be removed from the playtest because people continually passed out from strapping their hacker goggles on too tightly. They're working on a way to get around this issue.
7. The UPB vs UBP mixup was so common that the team decided to officially rename them "UPB/UBPs" so everyone is right.
8. To keep Aballon from being too cool given the new tech rules, it was moved 37 million miles closer to the sun.

HolyFlamingo! |

Two things I'm hoping for:
1. The mechanic should feel extremely competent in their chosen area of expertise (instead of being constantly one-upped in the skill department by everyone else).
2. The technomancer, by being able to monkey with gameplay assumptions nobody else is allowed to touch, should feel just a little bit like cheating.

Justnobodyfqwl |
1 person marked this as a favorite. |
I'm really hoping that both classes keep up SF2E's fun and novel ways of interacting with tech.
One of my favorite ancestry feats in the game is the Prismeni feat that turns Electric Arc into a UTILITY cantrip. With clear rules but very little jargon, it explains how you can do cool non-combat stuff with machines- recharge weapons, drain batteries, or jury-rigging power sources for the laptop your party stole off the evil hacker.
That's exactly the kind of stuff I want. Reliable, at-will abilities that change how I interact with the world and let me come up with clever solutions for challenges

Justnobodyfqwl |
My Wishlist:
Although unlikely considering the timing of playtests, I hope the mechanic interacts heavily with starship system
Either class could have a way to turn giving an item of yours glitching as a cost or downside of a potent ability
A feat where you can turn glitching items into handheld explosives as an action, or you take 10 to overclock any tech item-> into feat where you can start to do that on any light bulk tech as an action
Either class has daily amount of tech items they can make on the fly or craft
Technomancer has a vidgamer subclass for weapon proficiencies. Maybe subclasses are “favorite tech”- vidgame cartridge (weapons) vs data pad (computers) vs storage device (recall knowledge) vs spell chip (spellcasting improvements)
The mechanic has an ability where they can spontaneously create or summon vehicles. If not to RIDE, but to drop on enemies from the sky.
I really enjoy the idea of the Mechanic interacting with terrain and hazards through their turrets and mines. I want to flush enemies out of cover with time release grenades!
I also hope they interact with the system's verticality. A mechanic being able to make floating platforms, jump pads, or temporary jetpacks would be very fun

Perpdepog |
2 people marked this as a favorite. |
Although unlikely considering the timing of playtests, I hope the mechanic interacts heavily with starship system.
I'm honestly more hoping the opposite. There are two major issues that occur when an option as foundational as a class becomes super intertwined with an optional subsystem like that. You have the issue of the class' options needing to budge over and make room for that interaction, narrowing the options for anyone who doesn't interact with that system, and if they do interact with it, suddenly all those options become nearly must-picks so that you can optimize your effectiveness at doing the thing ... with the upshot being you haven't got as much to do when that subsystem isn't in play.
My personal hope is that starship stuff is either treated like Free Archetype, so you can pick up special actions from an archetype themed around the ship position you choose, or is a pool of general actions divided up into the various ship positions that you just get, with the occasional skill feat or regular ol' archetype there to augment them if you wish.
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SITZKRIEG! wrote:Maya Coleman wrote:TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!You'd better not be secretly rolling a bluff check! :)Don't worry; Bluff isn't a thing in SF2E.
Though, Deception is...
Does that mean you can use bluff in 2e, but must succeed a Deception check to do so.
" I swear you can trust me, bluff is on page 78 of the Player Core, not let's get on with the game."
Deception: 1d20 + 14 ⇒ (7) + 14 = 21

Perpdepog |
Perpdepog wrote:SITZKRIEG! wrote:Maya Coleman wrote:TODAY IS THE DAY!!!!! LOOK OUT FOR THE BLOG THIS MORNING!!You'd better not be secretly rolling a bluff check! :)Don't worry; Bluff isn't a thing in SF2E.
Though, Deception is...
Does that mean you can use bluff in 2e, but must succeed a Deception check to do so.
" I swear you can trust me, bluff is on page 78 of the Player Core, not let's get on with the game."
[dice=Deception] 1d20+14
You can't Bluff, but you can Lie.

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3 people marked this as a favorite. |

Another survey update! The freeform answer has been added to both halves! If you've already completed your survey, you can either edit your responses by creating an account with Survey Monkey, or, if you don't want to do that, you can take the survey again by accessing the same link in a new browser or in incognito mode in the browser you used before. We're hoping this helps gather as much feedback as possible, and we're sorry for not including that free form section at launch! It's something we usually do, so we admit it just got forgotten this time around. Thank you for your patience!

WatersLethe |
3 people marked this as a favorite. |

4. Through internal testing it was found that the tech in Technomancer was sufficiently advanced enough to roll back around to it being a magicmancer, or a wizardwizard, or a wizard^2, so they had to go back to an earlier version where it was just a wizard with a phaser to maintain the fantasy.
I'd just like to point out that... they kind of did this.
All the "tech" in technomancer was loaded into their spells, except for the one overclock they get to interact with a tech item, like a gun.
It's an Experimental Spellshaping Wizard with a gun.