Will combining rules convince you to play SF2e?


Pathfinder Second Edition General Discussion


Back in the day, when I heard that Starfinder 1e would be relatively quickly followed by PF2e, it became clear to me that Starfinder was the precursor for PF2e. It seemed that Paizo was trying some of the rules out before launching the new Pathfinder edition. At that point I stopped playing Starfinder, deciding that I’d rather just play Pathfinder 2e when it came out. And I haven’t played Starfinder since.

I didn’t want to learn an interim ruleset and then learn how the PF 2e rules were different. Admittedly, I also wanted a darker game than SF seemed to be. Now I am interested in what shared rules mean for the two games. Although I’m not going to run out and sign up for SF games, I am intrigued to see the overlaps, and if SF PCs will start showing up in organized Pathfinder Society play. Seeing some of the characters at work might convince me to give SF another shot.

What about you? Do you play one or the other of these games (or both)? Does the combined ruleset change your view about how you will interact with either the game, the two settings, or game play?

Dark Archive

I JUST propositioned my group on playing a mixed system party to see if it'd be balanced and essentially open up a huge chunk of new classes all at once. It'd also allow for a more gonzo vibe to the game which is fun. Hoping to find out here in the next couple months.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I stopped playing SF1 not because PF2 was on the horizon, but because when PF2 launched the foibles of SF1 started to become unbearable. The design had so many ugly bumps that it was a chore to play in comparison.

SF1 and SF2 are going to be tonally very similar, so I don't think that's going to help you on the "darkness" front. That's really up to you and how you use the system anyway.

SF PCs are almost definitely NOT going to show up in PF Society.

That all being said, SF2 has got me so excited. We're already playing a SF2 game and the integration with PF2 content has been excellent. I plan on encouraging much more "cross-play" than Paizo intends baseline, and it's going to be awesome.

I'm really, really hyped to be able to mix and match.


I hope to get to play SF2, like pathfinder I never played the original.

I'm unsure about mixing the rule sets though. While basically the same, they do have different balance points. SF2 groups against PF2 melee focused enemies seems like it would be rough. Finder2e is easy to adjust for just about any group, but APs and such seem like they would be problematic trying to mix and match.


Certainly worked for me. As I was not as big on 1E, I had no plans to play Starfinder 1E. But the Starfinder Playtest did get me reading Starfinder 1E books to study up the lore. Now I partially know the system. I probably would still not want to play SF1E perse, but I'm definitely wanting to run some Starfinder on the 2E system now.

Since I'm running Kingmaker, which allows players to briefly visit Numeria, I'm also excited to include some Starfinder elements in my game.

Alike, if I run Starfinder, I'm excited to see many Pathfinder entries in Starfinder, as while I respected Starfinder for being more futuristic, it never quite jived with me its exclusion of many Pathfinder arts. And I like how the merging of systems will let me do things like play a wizard in space or a cleric in the future. Instead of just a reflavored technomancer or mystic. Frankly what I'm looking forward to most is giving Pathfinder classes access to the Computers and Piloting skill (actually I might make Piloting at least a default skill in my Pathfinder games. It feels like a good universal skill even in the Pathfinder space).


2 people marked this as a favorite.

The thing that interests me the most about SF2e is that its compatible with PF2e, so yes I'm planning to play it. The idea to bring high tech to a fantasy setting or to bring traditional fantasy elements to a sci-fi setting appeal to me because I like those kind of weird combinations. This also allows people to play more modern settings too, which is certainly something I'd put to use since I'm kinda burned out from DM'ing in Golarion at the moment.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To be honest I didn't need any convincing to get into SF2e as I already love Starfinder in general. I'm less likely to really combine the two games' options on the player side (unless they get sent to Numeria, then cowabunga it is), but am absolutely looking forward to taking creatures from either game and using them in the other as desired.


1 person marked this as a favorite.

In late 2023 I was considering running a major Starfinder 1st Edition adventure. For practice I tried a mini-campaign with the Free RPG Day modules Skitter Shot, Skitter Crash, Skitter Home, and Skitter Warp. I did not require the players to play skittermanders like the modules provided. Instead, they had fun chosing exotic aliens as their characters, such Entu Colony and Kiirinta.

Skitter Shot went off well, but trouble started in Skitter Crash. After the crash in a mining vehicle used as an improvised lifeboat, they found the Monitoring Station and were extremely disappointed that they could not, no matter how much Computer and Engineering skills they applied, use it to contact the Helix Lyceum Research Station nearby. Instead, they had to walk. And fight monsters. Starfinder is science fantasy, but they wanted more science. They complained that Starfinder should have a stronger science-fiction style. I added a research project at the Helix Lyceum for them to participate in, and that made them happy. In Skitter Home I had to rewrite the adventure so that the local authorities were more involved. In Skitter Warp a disaster opened up the same planet from Skitter Crash to the plane of Hell, and the party would not rest after defeating the local demons. Nope, the players insisted on evacuating the Helix Lyceum to safety on another planet.

The Starfinder rules were fine. The Starfinder adventures were not to their taste. We went back to Pathfinder, where the fantasy is supposed to be only fantasy.


1 person marked this as a favorite.

I have been very excited about the compatibility of the two systems since SF2 was announced.

As far as blending the two systems together, I am more interested in having Starfinder as the base setting with individual characters or fringe worlds at the lower tech level of Pathfinder.

Silver Crusade

1 person marked this as a favorite.

The fact that they're not (yet) inflicting starship combat rules on me is the single biggest factor tempting me to try Starfinder 2e.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm excited for Starfinder 2e, especially with rules compatibility. I've said before I'm excited to run a Chrono Trigger style time traveling campaign and it's great that the players can be from different times and still play together well. I'll have to reign in some things from the Starfinder end (early flight for example) but for the most part it makes it so easy to run this style of campaign.


The compatibility will likely get me to buy the core pdf. But playing...that's a question of what my friends want to do. I'm guessing unlikely. They're more into the fantasy setting.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

I have played SF1e, I even enjoyed it, but it was very much in spite of the system rather than because of it (I really really dislike the 3.5-style actions - too many to keep track of). As I'm much fonder of the PF2e-style three actions, my hope is that SF2e will be much more fun, as I won't have to spend half my time wrestling the system.

(unfortunately it doesn't look like I'll be able to convert my absolute favourite 1e character, Ketchiketchim the Skittermander Pokemon trainer, just yet...)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I bounced off of Starfinder 1e for two reasons. The first was that playing a sci-fi RPG whose mechanical roots were still ultimately D&D 3.5 felt rough when there's so many sci-fi RPGs that are more streamlined and for lack of a better term, feel more sci fi to me.

The second was that the lore didn't grab me. There's plenty of lore out there on the Pact Worlds and such, but I didn't find a planet that made me go "Oh I need to run a campaign in this place ASAP". The closest was probably the Dawn of Flame AP, because the concept of the Burning Archipelago and stars being home to fire elementals is a neat merger of traditional D&D concepts and sci-fi that I haven't seen done before.

I like the PF2 ruleset a lot, so I'm hopeful that Starfinder 2e using that chassis will allow me to get over these two hurdles. I don't plan on mix and matching the two though and would prefer Starfinder 2 stood on its own more to really lean into the sci-fi.


4 people marked this as a favorite.

I'm looking forward to playing both, with pretty minimal crossover. SF2 could use some extra ancestries for a while, but I'm mostly looking forward to the two systems not requiring much extra learning from GMs or players.

It will also be nice having updated rules. SF1 was fun, but it was really weird how they only ever released one player class, the Operative. There were plenty of NPC classes, like Soldier or Mechanic, but those just weren't the same.

Grand Lodge

Since I live in Baltimore, I know there will be plenty of opportunities for SF Society play, so I will definitely be playing both. But, unless there are any scenarios that cross over, I won't be playing combined rules.


I'm planning to play a SF2e when it would be released in my country (Brazil). I also plan to allow my players to use content from PF2e while this contented doesn't create narrative problems. I simply don't see why not allow specially magic classes from PF2e to work in SF2e game.

Depending on the adventure, I also may use some monsters and other contents from PF2e in my games.


1 person marked this as a favorite.

I was already on board to play SF2E before it got announced, and yeah, I do think it's largely because of the PF2E engine being used. I played some SF1E, and it was fun, but I'm way more interested in the two games being broadly cross compatible so I can mix and match, or not, as I feel like. I suspect that, if I do get to play, it'll be on the GM's side, as I think I am the person in my group most interested in science fantasy who is also most familiar with the system. I'm also super looking forward to eventually getting to play though, because Galaxy Guide put out so many of the ancestries I like already.

NoxiousMiasma wrote:

I have played SF1e, I even enjoyed it, but it was very much in spite of the system rather than because of it (I really really dislike the 3.5-style actions - too many to keep track of). As I'm much fonder of the PF2e-style three actions, my hope is that SF2e will be much more fun, as I won't have to spend half my time wrestling the system.

(unfortunately it doesn't look like I'll be able to convert my absolute favourite 1e character, Ketchiketchim the Skittermander Pokemon trainer, just yet...)

In case someone hasn't suggested it to you before, have you considered checking out Roll for Combat's Eldemon supplement? It comes with a trainer class and I wanna say forty-odd evolutionary families of critters.


2 people marked this as a favorite.

I'm really hoping we see a Numerian [something] that gives a good excuse to rope in some SF2 stuff.


1 person marked this as a favorite.
keftiu wrote:
I'm really hoping we see a Numerian [something] that gives a good excuse to rope in some SF2 stuff.

Likewise! I’m trying to figure out how to bring some high level tech into my home game, but the Isle of Kortos doesn’t have any good options that fit within Golarion lore for that kind of crossover.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Very much the opposite of the OP premise for me. I'm excited for SF2, but one of my biggest worries the whole time was a fear that too much emphasis on compatibility could interfere with it really being Starfinder. But I still have real hope that they'll dodge the bullet in the release.


1 person marked this as a favorite.

I generally don't care much for sci-fi and guns, but because I can repurpose SF2E for PF2E I'm willing to give it a shot and already picked up the Galaxy Guide. Worst cae scenario I fuzz the flavor to expand PF2E; I have a bunch of Ethereal-oriented ideas where crazy weird ancestries would fit in just fine.


I've bounced off and been drawn back to PF2E ever since the playtest. It never fully clicked for me, but I always checked back up on it.

The fact that SF2E meant I wouldn't have to learn new rules is THE reason I checked it out at all. I would have been extremely put off by the idea of learning a very similar, yet slightly different system.

I'm really glad I did! I feel like SF2E has learned a lot of lessons from both premaster and remaster PF2E. Now, it's the system I already know, but with a different design philosophy that I like more.


WatersLethe wrote:
I stopped playing SF1 not because PF2 was on the horizon, but because when PF2 launched the foibles of SF1 started to become unbearable. The design had so many ugly bumps that it was a chore to play in comparison.

Very much this. Like the number of irritation points when playing SF1 after the release of PF2 that involved realizing "well, PF2 fixes this problem by doing [thing]" was genuinely staggering.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I will buy the material, but I got so many AP's already planned to run in Pathfinder, that Starfinder would have to release some truly revolutionary AP's that I would be convinced to run them. I hope they will also release high level content now, which was very scarce in SF1E.

That being said, if a player wants to play a SF2 character in PF2, I think I'll be up for it, if we can compromise on access to equipment and the like. I'm very much looking forward to what the devs for Starfinder 2E have planned.


1 person marked this as a favorite.
steelhead wrote:
keftiu wrote:
I'm really hoping we see a Numerian [something] that gives a good excuse to rope in some SF2 stuff.
Likewise! I’m trying to figure out how to bring some high level tech into my home game, but the Isle of Kortos doesn’t have any good options that fit within Golarion lore for that kind of crossover.

How about some leftover ruins from a technologically sophisticated enemy who tried laying siege to Absalom in order to lay claim to the Starstone?

In a similar vein, perhaps the high-tech adventuring areas are new, just recently brought by a technological foe like the lich Alling Third, who has made the mechanisms of Crowhollow mobile, and seeks to succeed where The Whispering Tyrant so recently failed.


Pathfinder Rulebook Subscriber
Perpdepog wrote:
In case someone hasn't suggested it to you before, have you considered checking out Roll for Combat's Eldemon supplement? It comes with a trainer class and I wanna say forty-odd evolutionary families of critters.

The actual specific rules interaction for that character was Bombard Soldier's free grenade of their level, and the fact that there's a hybrid item that is a Grenade of Summon Monster. The fact that soldier's got more bonus feats so I could more easily fit a companion creature as well was just a bonus. I don't think the BattleZoo stuff would be a good fit (and most of the tables I'm at are a bit leery of 3rd-party stuff)


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A couple of comments, as a Starfinder subscriber:

1) The SF2 playtest seemed to be pretty decent at adapting the SF1 content to the PF2 game mechanics, with some rough spots. The SF2 vehicle rules (to include space-/star-ships) need to be determined and the "ranged meta" doesn't quite work as well as it did in SF1 (but that may be more on account of how restricted the playtest weapon list is); plus some of the playtest classes are a bit meh compared to PF2 classes in similar roles (solarian vs. kineticist for instance).

2) I believe Paizo has indicated that there will be a Numeria PF2/SF2 "crossover" adventure path at some point.


2 people marked this as a favorite.
Dragonchess Player wrote:
plus some of the playtest classes are a bit meh compared to PF2 classes in similar roles (solarian vs. kineticist for instance).

I think this is kind of par for the course for playtest classes in this system. A lot of the PF2 classes have been significantly weaker in their playtest incarnations than their eventual release status was. Like the playtest kineticist had very little use for their KAS, and the playtest guardian was probably the worst class I've seen except for one incredibly overpowered feat that defined whole builds.

I guess it makes sense for the playtest version to be "underbaked" as it were.


3 people marked this as a favorite.
PossibleCabbage wrote:
Dragonchess Player wrote:
plus some of the playtest classes are a bit meh compared to PF2 classes in similar roles (solarian vs. kineticist for instance).

I think this is kind of par for the course for playtest classes in this system. A lot of the PF2 classes have been significantly weaker in their playtest incarnations than their eventual release status was. Like the playtest kineticist had very little use for their KAS, and the playtest guardian was probably the worst class I've seen except for one incredibly overpowered feat that defined whole builds.

I guess it makes sense for the playtest version to be "underbaked" as it were.

IIRC, it's a psychology thing. The final class gets received more favorably if the playtest class was a bit undertuned, because the memory of that playtest class gets used as a comparison point. The perception becomes that you're getting more out of the class. The opposing scenario would be that a class comes out super powerful and then gets nerfed in the final release, which has the knock-on effect of making people feel like the cool stuff they are meant to be getting is being taken away from them.

There's also the fact that pain points become harder to detect if you make a playtest class super powerful. The sheer power of the options can overshadow any issues that would be much more apparent if those options were less individually impactful


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I don't know about that exact phrasing of causality, BUT we're stoked to combine the games-- I've set up my setting, people are running around toting ceramic magitech laser cannons, and earthenware tablets that can tether to larger Computational Spell Matrixes to access (much more local) infospheres and while some of the ancestries will still be from beyond the planet of our home setting, we're fantasyifying space and finding homes for many of them right alongside the pathfinder ancestries.

Mechanically I've already got a Soldier running around with a Plasma Cannon and a Jetpack who is super cool, but isn't really outcompeting the likes of our rogue and we're prepared to ad lib magical powers or other ranged attacks wherever necessary to compensate for the flight... which we've already delimited for Pathfinder Ancestries using the provided sidebar.

So long as they didn't mess up the core numbers after the playtest, we're golden.

Wayfinders

2 people marked this as a favorite.
RPG-Geek wrote:
No. I have other systems for sci-fi that do it better. We don't need character classes and d20s in space.

What other Sci-fi game has anything as cool as Zo! or Strawberry Machine Cake?


Driftbourne wrote:
RPG-Geek wrote:
No. I have other systems for sci-fi that do it better. We don't need character classes and d20s in space.

What other Sci-fi game has anything as cool as Zo! or Strawberry Machine Cake?

Pretty sure RPG-Geek is talking about the system mechanics such as character classes and even using a d20, which some other sci-fi RPGs dispense with. As for “cool”, given the vast range of tonal preferences available to the possible player base I’d say the answer swings from “none” to “lots/all of them”. Starfinder’s insistence on replicating realworld tropes like TV/vid/net influencer-stars and musical supergroups are not to everyone’s tastes.


2 people marked this as a favorite.

If the rulesets weren't compatible I honestly don't think I would care about SF2e at all, I don't have the energy or mental capacity to learn a separate-if-similar set of rules, and I definitely couldn't get my group to.


ObsessiveCompulsiveWolf wrote:
Driftbourne wrote:
RPG-Geek wrote:
No. I have other systems for sci-fi that do it better. We don't need character classes and d20s in space.

What other Sci-fi game has anything as cool as Zo! or Strawberry Machine Cake?

Pretty sure RPG-Geek is talking about the system mechanics such as character classes and even using a d20, which some other sci-fi RPGs dispense with. As for “cool”, given the vast range of tonal preferences available to the possible player base I’d say the answer swings from “none” to “lots/all of them”. Starfinder’s insistence on replicating realworld tropes like TV/vid/net influencer-stars and musical supergroups are not to everyone’s tastes.

This! If I wanted a space game, not sci-fi in general but space, I'd do Eclipse Phase. For sci-fi, I'd pick between heavily modified Cyberpunk 2020, Hard Wired Island, BattleTech (not sure which version just yet), Dark Heresy, Lancer, or even crib the setting from RIFTS, Traveller, or Spelljammer and use them with GURPS before I'd consider SF2.

Paizo's current themes and tones are a huge miss for me and part of why I'm less bullish on PF2 and SF2 than I could be.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Eh, Star Wars Saga also was a D20 20 level system and worked quite well, except how broken Jedi were at the low levels, if built correctly.


magnuskn wrote:
Eh, Star Wars Saga also was a D20 20 level system and worked quite well, except how broken Jedi were at the low levels, if built correctly.

Nah. It was closer to the joke that was D20 Modern than good game design. Give me the WEG stuff, with its whole host of issues, over that slop.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
RPG-Geek wrote:
magnuskn wrote:
Eh, Star Wars Saga also was a D20 20 level system and worked quite well, except how broken Jedi were at the low levels, if built correctly.
Nah. It was closer to the joke that was D20 Modern than good game design. Give me the WEG stuff, with its whole host of issues, over that slop.

Okay, then. <plonk>

Wayfinders

5 people marked this as a favorite.
RPG-Geek wrote:
ObsessiveCompulsiveWolf wrote:
Driftbourne wrote:
RPG-Geek wrote:
No. I have other systems for sci-fi that do it better. We don't need character classes and d20s in space.

What other Sci-fi game has anything as cool as Zo! or Strawberry Machine Cake?

Pretty sure RPG-Geek is talking about the system mechanics such as character classes and even using a d20, which some other sci-fi RPGs dispense with. As for “cool”, given the vast range of tonal preferences available to the possible player base I’d say the answer swings from “none” to “lots/all of them”. Starfinder’s insistence on replicating realworld tropes like TV/vid/net influencer-stars and musical supergroups are not to everyone’s tastes.

This! If I wanted a space game, not sci-fi in general but space, I'd do Eclipse Phase. For sci-fi, I'd pick between heavily modified Cyberpunk 2020, Hard Wired Island, BattleTech (not sure which version just yet), Dark Heresy, Lancer, or even crib the setting from RIFTS, Traveller, or Spelljammer and use them with GURPS before I'd consider SF2.

Paizo's current themes and tones are a huge miss for me and part of why I'm less bullish on PF2 and SF2 than I could be.

Have you ever played Starfinder2e or Pathfinder2e? That you would consider almost any other game before SF2e, and you don't like Paizo's current themes and tones, and SF2e isn't even out yet. I get the feeling this isn't really about the game system.

I also play multiple other game systems, including several on your list.


2 people marked this as a favorite.

I'll admit a lot of my interest in Starfinder 2e once its full core is out stems very heavily from compatibility with Pathfinder 2e. Being able to combine both for a more tech-advanced fantasy setting, while adding in a ton of new classes, is a lot more interesting to me than a bespoke standalone thing the way SF1e turned out to be. I have waaaaay more interest on playing an Envoy or Solarian in a version of Golarion (or homebrew) that evokes second era mistborn, or one of the settings from the likes of Final Fantasy or Tales of that's full of magitech, than I do in trying to deal with a setting specifically focused on space sci-fi.

I did, however, still really enjoy reading stuff about Starfinder's setting and some of its ideas back during SF1e, even if I did not at all like playing in it. Corpo Culture Drow might be the first time I could say I actually just liked any Drow lore, for example. Maybe with SF2e's full release, I'll be more inclined to give playing in that setting a chance.


Driftbourne wrote:

Have you ever played Starfinder2e or Pathfinder2e? That you would consider almost any other game before SF2e, and you don't like Paizo's current themes and tones, and SF2e isn't even out yet. I get the feeling this isn't really about the game system.

I also play multiple other game systems, including several on your list.

I've GM'd PF2 and experienced it as a player. It's like a solid 7 for me. A bit bland for my tastes, but functional and you can run it and build characters for it with your eyes closed.


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Starfinder 1e hit the shelves at exactly the wrong time for me: I was still in my hard sci-fi purist phase ("Elves in space?! No thanks!"), and I'd just had an absolutely rotten experience with PF1. I gave it a hard pass until my success with PF2 (and a general broadening of my horizons) reignited my interest in it, and I gradually fell in love with the setting. However, the 3.5-derived engine was still a really hard sell, and my friends could handle either the nutty genre-bending or mechanical complexity, but not both.

Thus, Starfinder 2e is a perfect fit for my group: a setting and genre we've come to appreciate (minus one guy who's still a purist), running on an engine we (mostly) understand and enjoy. It probably won't replace every game at our table--like RPG_Geek said, it's basically D&D in space, and you have to be in the mood for both D&D and space to enjoy it--but I can see us getting a ton of mileage out of it, once it's been out for a while and players/GMs have enough options that they don't need to borrow from PF2.

Not that I'm against mixing SF2 and PF2 content or anything, I'd just like it to be a feature rather than a crutch.

Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Will combining rules convince you to play SF2e? All Messageboards

Want to post a reply? Sign in.