| moosher12 |
I'd say it's a matter of homebrew for now, because at the moment, it's simply a complicated question. And we don't have enough information to know what Paizo's intention is, until more books come out, or until staff directly give input.
The thing is, archaic, analog, and tech weapons interact in weird ways in Starfinder 2E sometimes, and it's not as simple as allowing any archaic weapon to be an analog weapon, as it can have unintended effects.
One example is the question: Is a knife a gun when it's thrown, and is a modern bow a gun? These sound like silly questions, right? But they are things a GM genuinely has to make a call on. A gun is defined as any ranged analog or tech weapon. A thrown weapon is treated as a ranged weapon when thrown. So is a thrown knife considered a gun when it is treated as a ranged weapon, and has the analog trait? Then there is the bow. If a bow is given analog benefits of the starfinder upgrade system, is a bow a gun? And does that mean can an operator use that bow?
But there is the simple answer that it could be a fluke that might have to be corrected in the thrown weapon category, that you're not actually supposed to treat a knife as a gun when thrown. Or it might be intentional. After all, why separate analog from archaic if they are easily convertible between each other. At that point, the division would start to grow vestigial. So it's probably safe to assume there is an intended disconnect. But then you see archaic weapons like the dagger (knife) and starknife being turned into analog weapons with the exact same statistics but the addition of the analog trait and it contradicts that point. So we don't know whether the intent is they don't want operators using magic weapons, or if they specifically want the operators using "gun-like weapons"
And we don't have an analog bow or a shuriken to test the limits of these questions. Which means that we have no way of extrapolating the actual intent until such items come out, or simply don't come out.
Because it could be that such weapons simply are not allowed to be analog. Or it could be that they are allowed to be analog, but just weren't added yet. And errata, word of the devs, or simply new content to reinforce certain interpretations, will be necessary before we could know for sure.
And until then, it's just GM discretion. For now, the GM has to make a call, and they aren't exactly wrong one direction or the other. Though picking the more conservative interpretation that archaic equipment must remain using runes only might be worth considering for some GMs as it'd probably be more nice to give the players a buff with rules clarifications, than nerfs.
| Finoan |
| 4 people marked this as a favorite. |
I would say no. The item grade rules are for Starfinder items. Archaic items imported from Pathfinder would use the equivalent Runes.
Most types of armor, shields, and weapons in Starfinder come in a variety of grades.
The balance consideration is that the two paths for upgrades shouldn't stack. You should either have a Club with a Major Striking Rune that does 4d6 damage, or have a Paragon Baton that does 4d6 damage. You shouldn't try to have a Paragon Club with a Major Striking Rune and argue that it now does 8d6 damage.
| moosher12 |
While it's obvious the two should not mix, I think it's missing the true point of the question, which is. "What are the rules for making an archaic item into an analog item?" Can any archaic item become an analog item, or are only certain archaic items allowed to be analog items. Starfinder 1E had analog bows, for example. Can someone take a bow, and give it the analog trait and 1 modification slot, then it'll fully be analog? Starfinder did that to the dagger and starknife.
I hope GM Core goes into this, as there are a lot of weapons one might consider. Think of it like this. Say a worshiper of Sarenrae wants to use a scimitar. They don't need a fancy tech blaze scimitar. An analog scimitar would do just fine. If I wanted to buy a scimitar, I would probably not go to a traditional craftsman to get one made the old way. I'd just buy one from Cold Steel, which uses modern standards of manufacturing, making it effectively analog as opposed to archaic.
| Charabdos, The Tidal King |
I would say no. The item grade rules are for Starfinder items. Archaic items imported from Pathfinder would use the equivalent Runes.
Improving Equipment wrote:Most types of armor, shields, and weapons in Starfinder come in a variety of grades.The balance consideration is that the two paths for upgrades shouldn't stack. You should either have a Club with a Major Striking Rune that does 4d6 damage, or have a Paragon Baton that does 4d6 damage. You shouldn't try to have a Paragon Club with a Major Striking Rune and argue that it now does 8d6 damage.
But not all Archaic items would be imported from Pathinder. All Pathfinder items are Archaic, but nothing stops the GM or Paizo from adding new Archaic items that are original.
I ask this question because I intend to add Archaic guns to a setting I wish to run. The party will be sent to a 1980s tech era demiplane and will only get Archaic items in loot. They can still craft their own items but enemy loot will be made of just steel and wood.
| QuidEst |
Finoan wrote:I would say no. The item grade rules are for Starfinder items. Archaic items imported from Pathfinder would use the equivalent Runes.
Improving Equipment wrote:Most types of armor, shields, and weapons in Starfinder come in a variety of grades.The balance consideration is that the two paths for upgrades shouldn't stack. You should either have a Club with a Major Striking Rune that does 4d6 damage, or have a Paragon Baton that does 4d6 damage. You shouldn't try to have a Paragon Club with a Major Striking Rune and argue that it now does 8d6 damage.But not all Archaic items would be imported from Pathinder. All Pathfinder items are Archaic, but nothing stops the GM or Paizo from adding new Archaic items that are original.
I ask this question because I intend to add Archaic guns to a setting I wish to run. The party will be sent to a 1980s tech era demiplane and will only get Archaic items in loot. They can still craft their own items but enemy loot will be made of just steel and wood.
In practical terms, nobody's answer should make much of a difference here. You're the one adding archaic guns to a homebrew setting. If you can make a gun that does two or three times as much damage and shoots more accurately using 1980s tech, then use quality. If you need magic to get a pistol of the same caliber to pack more punch, then use runes. It's whatever your heart says to you.
I suspect that SF2 will use runes for archaic weapons, but for now and the foreseeable future, they're only ported over from PF2, so we don't have an official answer.
| Finoan |
While it's obvious the two should not mix, I think it's missing the true point of the question, which is. "What are the rules for making an archaic item into an analog item?" Can any archaic item become an analog item, or are only certain archaic items allowed to be analog items. Starfinder 1E had analog bows, for example. Can someone take a bow, and give it the analog trait and 1 modification slot, then it'll fully be analog? Starfinder did that to the dagger and starknife.
I hope GM Core goes into this, as there are a lot of weapons one might consider. Think of it like this. Say a worshiper of Sarenrae wants to use a scimitar. They don't need a fancy tech blaze scimitar. An analog scimitar would do just fine. If I wanted to buy a scimitar, I would probably not go to a traditional craftsman to get one made the old way. I'd just buy one from Cold Steel, which uses modern standards of manufacturing, making it effectively analog as opposed to archaic.
From how I am thinking of this, there are two separate and only partially related traits: 'Analog' and 'Archaic'.
There are already equivalent Analog weapons that match up with some Archaic weapons. The Baton is a modern equivalent to the Club (technically it would be more equivalent to the Nightstick, but that is an item from an AP). The Baton has the Analog trait but not the Archaic trait. An imported Club should have the Analog and the Archaic traits.
Now, if you wanted to import a Club as a modern weapon (because none of the existing weapons match up the traits quite right), I don't see why you couldn't do that as well. Describe the weapon as made from modern materials and give it only the Analog trait. Then create the different grades of weapon that follow the pattern of both the Starfinder grades and the Pathfinder fundamental runes.
As for upgrade slots, the pattern that I am seeing is that the number of upgrade slots matches the number of weapon damage dice.
Christopher#2411504
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Now, if you wanted to import a Club as a modern weapon (because none of the existing weapons match up the traits quite right), I don't see why you couldn't do that as well. Describe the weapon as made from modern materials and give it only the Analog trait. Then create the different grades of weapon that follow the pattern of both the Starfinder grades and the Pathfinder fundamental runes.
It might not be quite as simple. The weapon design has differences, even for melee.
In PF2 Two-Handed is usually 2 die sizes.
In SF2 Two-Handed is usually 1 die size (based on the two examples, Skyfifire Sword and Solarian Weapon).
| Finoan |
| 2 people marked this as a favorite. |
I ask this question because I intend to add Archaic guns to a setting I wish to run. The party will be sent to a 1980s tech era demiplane and will only get Archaic items in loot. They can still craft their own items but enemy loot will be made of just steel and wood.
lol, calling the 1980s archaic just makes me feel old.
I don't think the tech era of the 1980s matches the technology of the Pathfinder setting. I had a semi-automatic .22 rifle when I was a kid. It could hold about 10 or 12 rounds in its internal magazine and would fire them as often as I pulled the trigger. I wasn't having to reload a black powder cartridge after each shot.
So for that, I would represent my old .22 rifle as an Autotarget Rifle without the Automatic trait (no auto-fire). The higher grades would be more powerful rifles like my dad's .30-30 rifle.
| Finoan |
It might not be quite as simple. The weapon design has differences, even for melee.
In PF2 Two-Handed is usually 2 die sizes.
In SF2 Two-Handed is usually 1 die size (based on the two examples, Skyfifire Sword and Solarian Weapon).
Solarian weapon is a class feature, not an item. So I don't think it makes a good example.
For the Skyfire Sword it may be the Deadly trait that is causing the reduced die size. The Nodachi also has a lower die size than a Falchion or Greatsword. The Elven Curve Blade does as well, probably because of the Finesse trait.
So if you are importing the weapons in whole, traits and all, then I think it would be fine.
| moosher12 |
Finoan wrote:I would say no. The item grade rules are for Starfinder items. Archaic items imported from Pathfinder would use the equivalent Runes.
Improving Equipment wrote:Most types of armor, shields, and weapons in Starfinder come in a variety of grades.The balance consideration is that the two paths for upgrades shouldn't stack. You should either have a Club with a Major Striking Rune that does 4d6 damage, or have a Paragon Baton that does 4d6 damage. You shouldn't try to have a Paragon Club with a Major Striking Rune and argue that it now does 8d6 damage.But not all Archaic items would be imported from Pathinder. All Pathfinder items are Archaic, but nothing stops the GM or Paizo from adding new Archaic items that are original.
I ask this question because I intend to add Archaic guns to a setting I wish to run. The party will be sent to a 1980s tech era demiplane and will only get Archaic items in loot. They can still craft their own items but enemy loot will be made of just steel and wood.
With that in mind, 1980s would be analog, not archaic. Pathfinder's cutting edge technology level is more in line with the 1840s.
Christopher#2411504
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Christopher#2411504 wrote:It might not be quite as simple. The weapon design has differences, even for melee.
In PF2 Two-Handed is usually 2 die sizes.
In SF2 Two-Handed is usually 1 die size (based on the two examples, Skyfifire Sword and Solarian Weapon).
Solarian weapon is a class feature, not an item. So I don't think it makes a good example.
For the Skyfire Sword it may be the Deadly trait that is causing the reduced die size. The Nodachi also has a lower die size than a Falchion or Greatsword. The Elven Curve Blade does as well, probably because of the Finesse trait.
So if you are importing the weapons in whole, traits and all, then I think it would be fine.
I do not think you understood me right.
Two-Handed in PF2 is usually a 2 Die size increase:
D4 is Two-Hand D8
D6 is Two-Hand D10
D8 is Two-Hand D12
Out of 17 Two-Hand Weapons, only two are a exception. One from Extinction Curse, one from Abdomination Vaults. Both are Advanced weapons with ludicrously bad stats, so let's just assume they didn't follow the Weapon design rules.
Meanwhile in SF2 we have two examples of it increasing by 1 die size:
- one is a Weapon
- the other is a class Feature following the weapon design rules
That is a discrepancy that has nothing to do with other stats or traits.
| Charabdos, The Tidal King |
Wait, I didn't even see it was 1980's. Yeah, that stuff is Analog to Tech!
The time is way heavier on the Analog then the Tech side. But Archaic? Why would you even think that?
Because the Archaic trait is described as being made using what Starfinder considers "traditonal" materials. Whatever spacey sci-fi stuff goes into Analog weapons is distinct from "traditional" materials like steel.
For example, a dagger is made of steel, but a knife is made of some unspecified "better" material that makes it not be Archaic.
| moosher12 |
| 1 person marked this as a favorite. |
Steel is very much used:
Shooting Starknife: This traditional star-shaped blade design of lost Golarion is often forged ffrom reinforced carbon steel and treated with chemicals that create an iridescent sheen.
I took a course in material science back when I majored in mechanical engineering. I can tell you while that might sound impressive, that's just ordinary steel with a fancy coating. Basically just one of various grades of steel. All carbon steel is is baking steel for a specific amount of time at a specific temperature and pressure, etc. It's not as futuristic as it sounds.
Our ancients were accidentally making carbon steel as far back as when they believed that smelting a blade over the corpses of the fallen would make the blade better.
| ElementalofCuteness |
| 2 people marked this as a favorite. |
Now we see why the Gunslinger can not fit in to Modern Starfinder! They use Fireartrms which are not guns. GHuns are any ranged weapon with analog or tech traits which feels weird when you mention this. Meaning Operatives do not even use a sp3ecialized weapon group unlike Fighters and Gunslingers. They use an odd description of traits to define their proficiency. Yet they made a archetype which gets training in Archaic weapons, for some reason?
Why can't we have a analog, sweep, 1d12 Great-axe? What is actually so powerful that this conversation does not work? Would slapping the Analog Trait on a Jazail Fire-Arm or a Suk-gung Crossbow break Starfinder in anyway?
Christopher#2411504
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Christopher#2411504 wrote:Wait, I didn't even see it was 1980's. Yeah, that stuff is Analog to Tech!
The time is way heavier on the Analog then the Tech side. But Archaic? Why would you even think that?
Because the Archaic trait is described as being made using what Starfinder considers "traditonal" materials. Whatever spacey sci-fi stuff goes into Analog weapons is distinct from "traditional" materials like steel.
For example, a dagger is made of steel, but a knife is made of some unspecified "better" material that makes it not be Archaic.
Pathfinder is Archaic Weapons. That is actually the second sentence in each of the Traits paragraphs.
They have nothing even remotely close to a automatic weapons, anti-tank weapons, aluminimum/composite materials, computers, radars and literal nuclear weapons on ICBMs that the 1980's had.
Given that the whole "traditional material" stuff is more flavor text and we didn't do rune engraving in 1980's, you ran off in a really odd direction here. And I was wondering how they can avoid that.
| Charabdos, The Tidal King |
Steel is very much used:
Player Core pg. 261 wrote:Shooting Starknife: This traditional star-shaped blade design of lost Golarion is often forged ffrom reinforced carbon steel and treated with chemicals that create an iridescent sheen.I took a course in material science back when I majored in mechanical engineering. I can tell you while that might sound impressive, that's just ordinary steel with a fancy coating. Basically just one of various grades of steel. All carbon steel is is baking steel for a specific amount of time at a specific temperature and pressure, etc. It's not as futuristic as it sounds.
Our ancients were accidentally making carbon steel as far back as when they believed that smelting a blade over the corpses of the fallen would make the blade better.
Then shouldn't archaic not even exist? I'm more confused than ever as to how the game draws the line. Medieval weapons were also made using high carbon steel. Why would they be archaic? This is turning into a headache.
Charabdos, The Tidal King wrote:Christopher#2411504 wrote:Wait, I didn't even see it was 1980's. Yeah, that stuff is Analog to Tech!
The time is way heavier on the Analog then the Tech side. But Archaic? Why would you even think that?
Because the Archaic trait is described as being made using what Starfinder considers "traditonal" materials. Whatever spacey sci-fi stuff goes into Analog weapons is distinct from "traditional" materials like steel.
For example, a dagger is made of steel, but a knife is made of some unspecified "better" material that makes it not be Archaic.
Pathfinder is Archaic Weapons. That is actually the second sentence in each of the Traits paragraphs.
They have nothing even remotely close to a automatic weapons, anti-tank weapons, aluminimum/composite materials, computers, radars and literal nuclear weapons on ICBMs that the 1980's had.
Given that the whole "traditional material" stuff is more flavor text and we didn't do rune engraving in 1980's, you ran off in a really odd direction here. And I was wondering how they can avoid that.
The phrasing is that all Pathfinder items are Archaic, not that all archaic items are Pathfinder items.
I should also clarify that the pocket dimension is a post-apocalypse 1980s era Soviet Union. Think less M16s and SA80s and more World War 1 and 2 surplus maintained with pieces of recycled shovel heads.
| moosher12 |
moosher12 wrote:All while a thrown starknife is a gun...BINGO
Also don't forget that archaic firearm can hold a scope slot, a muzzle slot, a tripod slot, a firing mechanism slot, a bayonet slot, and a reinforced stock slot. In addition to any runes. Whereas an analog weapon can somehow only equip one upgrade, where something as basic as a bayonet shares the same allotment space as a futuristic fire rune.
And due to the compatibility both characters can physically compare the two guns. Well, the gun and the firearm... and see that the firearm has various advantages over the analog by credit of still having runes, plus being able to stack more accesories, despite the accessories being marginally weaker than their tech and analog counterparts. Really, it's too late at this point. It is one thing to have changed it from the Playtest to the final, but I doubt this sort of thing can be changed with an errata.
| Perpdepog |
ElementalofCuteness wrote:moosher12 wrote:All while a thrown starknife is a gun...BINGOAlso don't forget that archaic firearm can hold a scope slot, a muzzle slot, a tripod slot, a firing mechanism slot, a bayonet slot, and a reinforced stock slot. In addition to any runes. Whereas an analog weapon can somehow only equip one upgrade, where something as basic as a bayonet shares the same allotment space as a futuristic fire rune.
And due to the compatibility both characters can physically compare the two guns. Well, the gun and the firearm... and see that the firearm has various advantages over the analog by credit of still having runes, plus being able to stack more accesories, despite the accessories being marginally weaker than their tech and analog counterparts. Really, it's too late at this point. It is one thing to have changed it from the Playtest to the final, but I doubt this sort of thing can be changed with an errata.
It's not like guns haven't got their own advantages though, chiefly that most of them can fire multiple times before you need to reload them, and aren't relying on the Fatal trait as heavily for their damage. There's also the fact that, like you said, some of the Tech upgrades are more effective than the older versions, the bipod being the one that comes to my mind. Tech upgrades are also considerably easier to swap in and out as needed, though this is more of a comparison point with runes than customizations, which can generally be slotted in with ten minutes' or an hour's work.
I also wouldn't be surprised if SF2E's version of magic weapons lean on having integrated upgrades in guns, as well. A trait like "Integrated (X)," where X is the auto-included upgrade that doesn't take up a slot, would fit fairly well into the system. Even if that isn't a trait they use, specific weapons will have something like that simply by virtue of being a specific weapon.
Christopher#2411504
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The phrasing is that all Pathfinder items are Archaic, not that all archaic items are Pathfinder items.
I should also clarify that the pocket dimension is a post-apocalypse 1980s era Soviet Union. Think less M16s and SA80s and more World War 1 and 2 surplus maintained with pieces of recycled shovel heads.
There were Flamethrowers, Grenades, light machine guns and machien pistols. Don't underestimate WW1 Weapons technology.
I just have no idea how to do Bolt Action rifles like the Lee Enfield. Capacity doesn't mean anything because it is 2H anyway. Maybe Unwieldy?
WW1 stuff should still be Analog and on the SF2 side.
But it is reaching the point where the question is: Do you want to use Archaic rules including Runes or stick to SF2 Analog/Tech rules?
| moosher12 |
The way Starfinder 1E handled magic weapons was it didn't, at least not in a conventional sense. The weapons themselves never changed beyond having different grades. The only magic was thrown in by specific upgrades being magitech. Only exception I can think of were some requiring you to have the ability to project your thoughts to use it effectively, but that was about it.
Starfinder 2E holds on to a lot of traditions from 1E, so I'd imagine having a more magical weapon would likely stay off the table as that is more relegated to archaic weapons.
| Perpdepog |
| 1 person marked this as a favorite. |
The way Starfinder 1E handled magic weapons was it didn't, at least not in a conventional sense. The weapons themselves never changed beyond having different grades. The only magic was thrown in by specific upgrades being magitech. Only exception I can think of were some requiring you to have the ability to project your thoughts to use it effectively, but that was about it.
Starfinder 2E holds on to a lot of traditions from 1E, so I'd imagine having a more magical weapon would likely stay off the table as that is more relegated to archaic weapons.
I know, but I'm not as convinced. It seems like a pretty easy space to explore, presenting bespoke weapons that only show up at higher levels with things like pre-installed upgrades that do (or don't) count against upgrade slot capacity, or abilities that could work well with one weapon, but could be disruptive on others.
I think we'll find out in GM Core where they're going with that. If we don't see the SF2E analog to specific magic weapons there, then odds are they aren't going to be in the game, at least not for a long while.I should also note that I'm trying to be specific with my language and use "specific weapon" over "magic weapon." The kind of thing I'm describing can also apply to other methods of customizing a weapon, such as acquiring a weapon from a specific manufacturer with a specific bonus, which was present in SF1E.
| Charabdos, The Tidal King |
Charabdos, The Tidal King wrote:The phrasing is that all Pathfinder items are Archaic, not that all archaic items are Pathfinder items.
I should also clarify that the pocket dimension is a post-apocalypse 1980s era Soviet Union. Think less M16s and SA80s and more World War 1 and 2 surplus maintained with pieces of recycled shovel heads.
There were Flamethrowers, Grenades, light machine guns and machien pistols. Don't underestimate WW1 Weapons technology.
I just have no idea how to do Bolt Action rifles like the Lee Enfield. Capacity doesn't mean anything because it is 2H anyway. Maybe Unwieldy?
WW1 stuff should still be Analog and on the SF2 side.
But it is reaching the point where the question is: Do you want to use Archaic rules including Runes or stick to SF2 Analog/Tech rules?
I want the party to be from different worlds and have different skill sets. Some would be familiar with high tech. Some only with runes. Honestly it depends on what the players decide to make.
The campaign is inspired by Ravenloft so they're all going to be people randomly kidnapped by an eldritch force (the Red Death).
Think Rasputin Must Die meets Black Stars Beckon inspired plot, but in a STALKER and Metro inspired setting
Christopher#2411504
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I want the party to be from different worlds and have different skill sets. Some would be familiar with high tech. Some only with runes. Honestly it depends on what the players decide to make.
The campaign is inspired by Ravenloft so they're all going to be people randomly kidnapped by an eldritch force (the Red Death).
Think Rasputin Must Die meets Black Stars Beckon inspired plot, but in a STALKER and Metro inspired setting
Nothing in the Starfinder setting stops people from picking up hammer and anvil, selecting the Magical Crafting Skill Feat, grabbing their Rune Formulas and start making Archaic weapons with Runes.
It is just inefficient compared to making Analaog/Tech items out of UBP.
Making Archaic Weapons with runes is like somebody making swords in the year 2025. Which some people do, but isn't a industry at scale.
As long as you don't cross or combine the two upgrade paths, it shouldd work out fine.
If I was the GM, I would just say that Archaic items and Runes are uncommon in most parts of Starfinder. You would have to go and look for a "Runesmith" that likely only does work on order, but you can probably find someone in a place like Absalom station.
In your setting, both could be common and coexist.
| Charabdos, The Tidal King |
Charabdos, The Tidal King wrote:I want the party to be from different worlds and have different skill sets. Some would be familiar with high tech. Some only with runes. Honestly it depends on what the players decide to make.
The campaign is inspired by Ravenloft so they're all going to be people randomly kidnapped by an eldritch force (the Red Death).
Think Rasputin Must Die meets Black Stars Beckon inspired plot, but in a STALKER and Metro inspired setting
Nothing in the Starfinder setting stops people from picking up hammer and anvil, selecting the Magical Crafting Skill Feat, grabbing their Rune Formulas and start making Archaic weapons with Runes.
It is just inefficient compared to making Analaog/Tech items out of UBP.
Making Archaic Weapons with runes is like somebody making swords in the year 2025. Which some people do, but isn't a industry at scale.As long as you don't cross or combine the two upgrade paths, it shouldd work out fine.
If I was the GM, I would just say that Archaic items and Runes are uncommon in most parts of Starfinder. You would have to go and look for a "Runesmith" that likely only does work on order, but you can probably find someone in a place like Absalom station.
In your setting, both could be common and coexist.
Well, I don't expect them to he able to combine them, it was always a question of "are grades available as an alternative to runes for archaics?".
| Finoan |
Well, I don't expect them to he able to combine them, it was always a question of "are grades available as an alternative to runes for archaics?".
The most technically correct answer is that any weapon imported from Pathfinder is going to have the Archaic trait and Archaic weapons use Runes from Pathfinder instead of item grades from Starfinder.
But that doesn't mean that you can't homebrew a Starfinder weapon that is mechanically identical to a Pathfinder weapon and use it in Starfinder just fine - weapon grades and all. Or even homebrew a Starfinder weapon that is only based on a similar Pathfinder weapon and use it in Starfinder.
The only difference between the Pathfinder runes and the Starfinder grades is that you don't technically have to buy all of the fundamental runes and apply them in level order. But other than as strange theorycrafting or as a rules technicality argument I don't think very many people in Pathfinder are saving money on runes by ending up with a +0 Greater Striking Longsword even if such a weapon is technically rules legal.
Also, what I think you are wanting to do with your setting is to restrict the characters to using Analog weapons. The Tech weapons in Starfinder are at least narratively more advanced than what you want in your setting. You are probably still using Starfinder's weapons at that point, just a limited subset of them. And since the available weapons with the Analog trait may not cover all of the weapons that you want, it may be a good idea to use Pathfinder weapons to augment that list. But you still likely want to bring them in as Starfinder Analog weapons rather than as Pathfinder Archaic weapons.
Christopher#2411504
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But that doesn't mean that you can't homebrew a Starfinder weapon that is mechanically identical to a Pathfinder weapon and use it in Starfinder just fine - weapon grades and all. Or even homebrew a Starfinder weapon that is only based on a similar Pathfinder weapon and use it in Starfinder.
Just from the stats and Traits, it is clear that some weapons are straight PF2 copies. Probably so they could develop the other Weapons from them.
Knife is the DaggerNano-Edge Rapier is Rapier
Dueling Sword is Longsword.
I think the Battle Ribbon was supposed to be the Whip, but they forgot ot copy the Disarm Trait. Probably miscounted because of Analog.
At least all 1H, melee Weapons should be fine with a 1:1 translation.
Once you throw in Ranged or 2H, stuff becomes trickier. They might have different design assumptions here.