Is power creep about to become a landslide?


Pathfinder Second Edition General Discussion

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Don't see why we cannot have one. I mean. Pathfinder 1E had a 3.5E conversion Guide. Pathfinder 2E had a 1E conversion guide, and Pathfinder 2E Remastered had a Legacy conversion Guide.

The problem is while a community guide would be nice, a community guide is not a good standard unless everyone agrees with it. Paizo making a guide sets a precedent of intent. If you leave it the community to make, you're not gonna get a standard, but a weird series of dozens of standards that form a spectrum, which is not exactly friendly for players as they won't know what they are getting in their GM.

For example, I'm making a standard for my games. Some of you would like my standard. And some of you would say my standard is either too permissive, or not permissive enough. Then you'll opt to make your own standard, and present it. But then you'll encounter the same problem, as your standard will also be called insufficient by a host of other peoples, to the nth degree. And the only one group that has the authority to make something with a degree of standardization is Paizo itself.

Put yourself in the shoes of a player. You are interested in a specific conversion guide. Well, now you have to find the specific GM that likes that conversion guide. For example, they might enable cross compatibility, but they might favor another conversion guide you don't like. That's just the nature of the wild west of community guidelines. A player can never look to them as a standard with any modicum of stability.

It's one thing to just say, "This might be weird, let your GM choose how to handle it."

And another thing to say, "We recommend that you convert this to this. This rate usually works. But if you prefer a different rate, your GM may adjust it."

Leaving things too open ended will just mean you're opening up higher degrees of table variance.

A few extra pages dedicated to examples would be appreciated. Because that's what I'd like to know. What would a Paizo dev prefer to do if they wanted to bring Pathfinder rules into Starfinder and vice versa. But I think another application is one that ties well into this thread. What if we want to do more Society Scenarios that cross pollinate? There are a host of Starfinder ancestries walking on Pathfinder. Did you know it's possible to even be a Kasatha due to Iron Gods? Castrovelian and Akitonian traders are also in Druma. These can be fun little Society Scenario bonuses more often, if only there were more proper conversion guides to enable frequent play.


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Easl wrote:
The players and GMs who don't want to have knock-down battles within their group because that guy insists that an official conversion guide = Paizo says I can play it.

I think you might be attaching too much importance to the power of arguing until the cows come home. Outside of Society play, a GM can always veto what they're not comfortable with, no matter what, and an argumentative player looking for ammunition will already have found it in the actual Society example listed in the OP. I also just find the general notion of not doing something useful just because some random person might make a fuss out of it so ridiculous as to hardly be worth considering.

Easl wrote:
The GMs who want to decide for themselves how to adjudicate these issues, without a competing Paizo version.

"How dare Paizo contradict my broken homebrew with official rules" does not come across to me as a terribly convincing argument.

Easl wrote:
So I understand you want a 'how to', but recognize that a canon 'how to' implies (to some people, at least) a canon 'can do' and a 'do this way.' It's very difficult to send the first message without sending the other two.

It may surprise you to know that clear, consistent rules on how to play a game are in fact the very reason why most of us here get to enjoy Pathfinder, and Starfinder too for that matter. If people want to do things their way at their table, they are free to do so and would remain free to do so even with a conversion guide running around, but those of us wanting a balanced cross-play experience would at least have a solid reference to work with. I really don't see how anyone can credibly argue for less clarity on balance in 2e, out of all possible TTRPG systems.

Easl wrote:
No not at all, and you're denigrating the critics of your idea. A conversion guide codifies game-to-game transfers. It's a perfectly understandable and reasonable position for a GM to say "I'd rather do that myself, thanks, and I don't want Paizo to tell me how to do it."

I would say that it is the people talking down to everyone else for supposedly not reading Starfinder's GM Core or playing the game who are doing the denigrating here, but I'll fully admit that I'm not terribly impressed by those kinds of posts either and see no reason to pretend otherwise. Similarly, I don't find this false dichotomy very sensible either, because Paizo posting an official conversion guide doesn't mean they're going to break into your house and force you at staff-point to port content across games their way. A GM wanting to do things their way will always have the option to do so, guide or no guide, so this isn't going to stifle their options unless they're sticklers for following the rules, in which case they'd probably be the kind of GM who would want clear official rules in the first place.

Easl wrote:
I don't think anyone on this fora has disagreed with the idea of a community guide...or even multiple guides.

I think this is one of the cases where it is genuinely appropriate to recommend reading a bit more on the subject matter, because several people argued against Paizo creating a conversion guide on this very thread, often with the claim that it is unnecessary and covered already in a rulebook, and sometimes with a claim similar to the one you've made of how this could somehow allow litigious players to override their own GMs. It is very much a subject of dispute.


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Pathfinder Adventure Path Subscriber

Why I don't think a Paizo brand conversion guide is a good idea:

1. Someone has to make it. It would be a release for one of the two systems in a year where I would much rather see something else. Because it crosses over both, it might even require developer labor from both pools.

2. Both Starfinder and Pathfinder grow frequently with new content. The guide goes out of date before it even gets printed and then requires constant up dating. The community has proven itself better at this than Paizo at every possible opportunity.

3. Unless PathStar or StarPath becomes a product that is getting its own APs and adventures regularly enough to need more content than already exists to do the occasional one off combination of games, it is a dead end of development time. Any special considerations that need to be given to a specific AP or adventure can just focus on the content that product will use in the context it is going to be used and not have to cover every possible use case.

4.Or maybe 3.5. This "consider on a case by case basis" is the better way of introducing cross-game content, and is how GMs should do it regardless of what "official" material says. Will an ancestry that gets flying at level 1 really (or always) disrupt a PF2 campaign? No, not always. If the first 5 levels are pretty tight dungeons or spaces where the climb DCs to get anywhere a flier could get are 15 or lower, and the character is a melee character, AND no one else in the party is making PF2 choices that involve spending multiple feats to gain flight, and everyone is fine with it because it creates some narrative that the table likes, then it doesn't really matter, just as the GM could already decide to essentially give level 1 flight away to a PF2 flying ancestry already, and there is guidance in PF2 about how to do that. On a case by case basis, there is no "broken" content to worry about crossing from game to game except for stuff the GM is just not going to support.

5. The best advice about all of this stuff is going to come from tables that use the content in play this way. I doubt that is going to be happening internally at Paizo nearly as often as it will outside of Paizo, so a community built repository of advice is going quickly end up superior to anything Paizo could hope to publish (as well as 2, be kept up to date better).

6. Paizo gave us the big picture stuff/game expectation stuff to consider already, and that is enough to give GMs a very solid start on allowing cross game content. The next best place for official Paizo ideas to be introduced is in specific adventures. Like if there is an AP where a starfinder class could work out well, include that in the player's guide to the AP. Then, if it is not the best advice/doesn't work out as intended, then they can do better next time. If they try to give specific conversion advice out of no where in an official rule book, and it fails to meet player expectation, they might be in a position where there is a lot of errata to do to fix it. That might seem ideal to players who want offical, perfect conversion notes for everything in both games, but it is a lot of needless work and potentially flopping a major rule book, instead of testing some ideas out in content that is given out for free.

7. The conversion guide is something that is pretty much all mechanics with no unique story to tell with (that wouldn't be tied to a specific adventure). Is it just going to reuse all art from PF2 and SF2 sources as well? probably. There is no sellable product here as the content would all be available for free on Archives of Nethys.

Summary: A purely mechanical conversion guide between PF2 and SF2 is introducing no actual new content mechanically or narratively into either game space. Everything it would offer is already there for GMs and players to talk over and use for themselves. The community will do this better than Paizo, more quickly and keep it better up to date.

Edit: It would be better for paizo to do this piece meal in specific APs and Adventures so they can put their creative spin on to it and give folks new content to play with.


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I can agree with piece meal. I also don't think it has to necessarily be now, for one reason.

Paizo can gather information of play, see what people tried, and then develop a strategy from there, after awhile, they can say, "We've curated a list of preferred conversion rules," and put them out as say, a web supplement for the GM Core.

But I don't think it'd be bad for Paizo to curate a list once they have some more info, and say, "This fits our vision best." from there, we can go off path, of course, but nice to have a good vision of Paizo's ideals, before imposing our own ideals on them.

Alternatively to being a GM Core Web Supplement, this could just be a part of upcoming Society Scenario guides, say with a yearly update to accommodate new findings from Society data.


Teridax wrote:
easl wrote:
I don't think anyone on this fora has disagreed with the idea of a community guide...or even multiple guides.
I think this is one of the cases where it is genuinely appropriate to recommend reading a bit more on the subject matter, because several people argued against Paizo creating a conversion guide on this very thread,

I can't really see it as a standalone thing, but if Paizo publishes a crossover AP, that would be a good place to give GM a couple pages of guidance.

I think community guides are likely a better solution. They can go into more depth than Paizo is likely to go (specific issues with each class, for instance), and players from crossover games are likely to have playtested combos Paizo hasn't thought of. And they'll arrive years before a publication.

Looking at the GM guidance Paizo gives in other areas, I'm not sure the official guide you're advocating for would even have detailed mechanics (such as "replace this ancestry feat with..."). I expect we'd see a list of issues GMs should pay attention to, like we've already seen only expanded. I don't think they would give specific solutions, because that's not really what they do when it comes to GM guidance.


When we say community guide, we mean a guide built by members of the community, but not officially so. 3rd party and fan productions, basically.


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Teridax wrote:

I think you might be attaching too much importance to the power of arguing until the cows come home.

That might as well be the official tagline of this forum.


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Justnobodyfqwl wrote:
Teridax wrote:

I think you might be attaching too much importance to the power of arguing until the cows come home.

That might as well be the official tagline of this forum.

Yeah, I try to disengage from people that get into a debate about a debate about a debate, though I'm human like anyone else. If you personally don't see the value in a conversion guide, fine, but I don't think much can be usefully said to convince someone else to stop wanting it. "But it would take effort" applies to literally every single thing Paizo has ever put out and I just don't think it's worth anyone's energy to argue about whether someone at Paizo has the energy to put out a conversion guide.


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I’m weirded out by the concept that an official guide would lead to people arguing that because Paizo says they can do something, then they…can. Unless I’m mistaken, isn’t that the entire point of all the Rule…books?

Why would an Official Paizonian Conversion guide giving…guidance…be any more contentious or argument forming than an Official Paizonian Rulebook with…rules? Is there a function of guidance that is less (or more?) compelling to be argumentagious*?

And if it *is* “guidance” that is the problem, then call it a Conversion Rules document. I see a lot of narrative around the rules being mere suggestions anyway, and that DM/GM/Referees can chop and change the system to suit their (and their players’) style. Which people already do.

However it seems that what (some) people are asking for is that the devs, who ostensibly should be at the top of their game and understand the rules interactions, take a look at a bunch of issues, and make some judgments. Sure the community *can* make and has created a cavalcade of supporting material, guides, homebrew etc. But for a system that claims 100% compatibility, a professionally produced guide on how the “balance points” differ, by the company that made the 100% compatibility claim feels warranted to ensure a professionally produced…product.

(And no, slapping Rarity tags to “balance” an option is not a path we want to go down again.)

*argumentagious: whereby arguments are contagious; see also: politics, religion and, equally, farts.


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Helmic wrote:
Justnobodyfqwl wrote:
Teridax wrote:

I think you might be attaching too much importance to the power of arguing until the cows come home.

That might as well be the official tagline of this forum.
Yeah, I try to disengage from people that get into a debate about a debate about a debate, though I'm human like anyone else. If you personally don't see the value in a conversion guide, fine, but I don't think much can be usefully said to convince someone else to stop wanting it. "But it would take effort" applies to literally every single thing Paizo has ever put out and I just don't think it's worth anyone's energy to argue about whether someone at Paizo has the energy to put out a conversion guide.

Yes, I have to agree. I see this a lot from people that just want to shut down calls for solutions to problems they don’t think are true problems, and decide on Paizo’s behalf where the budgetary constraints are.

I must be fair, and say equally, I never condone a reduction to base capital as a successful argument for anything. Either you make and do business with the best of intentions and righteous conduct; or you cry foul that the munny ran out. That latter option is *not* ethical. If you can’t make a good game (or a game well), or a free game, don’t make a game. Don’t forget, it’s a game of enjoyment, fun and fulfillment. If the bean counters stop you, as Jordan Peel said: Get Out.


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Unicore wrote:

Why I don't think a Paizo brand conversion guide is a good idea:

1. Someone has to make it.

Plenty of others have already rightfully criticized this for being the non-argument that it is, but just to put it into perspective: I took the liberty of tallying the amount of text you've committed to this thread, Unicore, and got a word count of 2768. That's about five pages' worth of text in an A4 document using a standard font size, and about as much text as it took Paizo to write the section on archaic adventures. If one or more Paizo employees sat down to write a conversion guide using the internal references they doubtless have on hand, it would likely not take much more effort than what you dedicated to arguing on this thread, and so entirely for free. Something also tells me that if Paizo released such a guide, its contribution to our community would be infinitely more positive too.

Easl wrote:
I think community guides are likely a better solution. They can go into more depth than Paizo is likely to go (specific issues with each class, for instance), and players from crossover games are likely to have playtested combos Paizo hasn't thought of. And they'll arrive years before a publication.

I don't think we're necessarily talking about the same thing here. I'm not suggesting Paizo write a Gortle-style in-depth guide for every class discussing which options are best to take, I'm advocating for a reference sheet that is easy to pick up and read, outlines the fundamental differences between the two games, and gives clear, straightforward indications for how to convert certain bits of content from one edition to the other. For instance, how to break down a flying ancestry's fly Speed in Pathfinder with clearly-defined milestones, or a formula for reducing resistance or Hardness on Pathfinder options and monsters to avoid making creatures nigh-invincible in Starfinder. One could even establish a difference between "must-have" and "nice-to-have" conversions here, where must-haves avoid breaking certain scenarios like in OP's example, and nice-to-haves equalize options that are balanced somewhat differently across both games, but are unlikely to break anything if left untouched.

Pathfinder and Starfinder are certainly different games that run on different assumptions, but the differences in my opinion are not actually all that large and stem only from a few key factors: if Paizo were to list these differences explicitly, and give straightforward conversions for each in the way they probably already used for their internal balancing, it would be unlikely to take up all that much space. I also don't think there needs to be much concern over how such a document would evolve over time, because errata exists and has been used prolifically to update content post-remaster: if the addition of a new sourcebook like the upcoming tech rulebook adds extra considerations, that's fine, and that can just be added in as the expansion releases.


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glass wrote:
Tridus wrote:
Bulk takes the problem of "you have add up a bunch of numbers and the total can get to 3 digits" and replaces it with "you have to add up a bunch of numbers except the decimals don't work like you expect, the numbers are extremely arbitrary and hard to estimate on the fly, and the whole system becomes extremely confusing once large or tiny PCs are involved."
Rhetorical question: How do decimals not "work like you expect"? They round down, just like everything other time you end up with decimals in Pathfinder.

The rules say this:

Quote:
If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered.

If you have 0 STR for convenience, that means you're encumbered if you exceed 5 bulk. Aka > 5.

5 bulk 1 light (aka 5.1) is greater than 5, but you're not encumbered at that. That's also true of 5 bulk 9 light (aka 5.9). You're not actually encumbered until 6 bulk. The book says "> 5" but what it actually implements is ">= 6".

So you just ignore all the decimals/fractions entirely as if they don't exist, and it makes the math wonky because you still track it as you need to know if getting another dagger suddenly makes you encumbered, but the other 9 daggers you already have don't count at all until the 10th one shows up.

Supposedly this is simpler, but I really don't find it such. And that's before getting into problems of estimating bulk for cases that don't have it specified.

Quote:
Non-rhetorical question: How does it get confusing with large and tiny creatures? (I have never had any large or tiny PCs in my games).

The bulk value of items changes with those creatures. If a small/medium creature finds a bunch of medium size loot (the standard case), a longbow is 2 bulk, a longsword is 1 bulk, and a shortsword is L bulk. That means that bulk wise, 1 longbow = 2 longswords = 20 shortswords.

Take those exact same items and put them on a large PC like a Centaur instead. Large creatures treat 1 bulk items as L and L items as negligible, while other items are unchanged... so suddenly 1 Longbow = 20 Longswords = Indeterminate Shortswords (the rules don't specify at this point and the GM has to impose a limit).

If you find large versions of those items instead then they're sized with large as the base, so the math goes back to normal when its on a large creature. But on a medium creature, 1 large longbow is 4 bulk, 2 large longswords is 4 bulk, and 4 large shortswords is 4 bulk. Shortswords increase in bulk far more than the other two, as opposed to a straightforward "the large version is double the medium version", we get "the large version is double the medium version, except for L items where it's ten times the medium version".

Tiny does this in reverse, where you halve it, except if it goes below 1 bulk then it becomes 1L so instead of half it's 1/10th. Tiny creatures also don't treat anything as negligible also have half the encumbrance limit, so I find actually using one with significant gear was really awkward and back when I had to do it, tools didn't handle this case well (that last part may have improved since then).

But playing a tiny PC who wants to wear armor and use weapons with half the encumbrance limit was really fiddly and I ended up just handwaving it away entirely for that PC.


OceanshieldwolPF 2.5 wrote:
I’m weirded out by the concept that an official guide would lead to people arguing that because Paizo says they can do something, then they…can. Unless I’m mistaken, isn’t that the entire point of all the Rule…books?

A guidebook for mashing up two separate games is a bit different from an errata sheet explaining how to apply a rule in a game. Maybe I want to mash up the two games differently than you. Why does there have to be one and only one canon way to mash them up?

Teridax wrote:
I'm advocating for a reference sheet that is easy to pick up and read, outlines the fundamental differences between the two games, and gives clear, straightforward indications for how to convert certain bits of content from one edition to the other. For instance, how to break down a flying ancestry's fly Speed in Pathfinder with clearly-defined milestones,

I think the community is ahead of Paizo on #2 already.

I am not sure there is a single best answer to #3. Dragonkin is a good example; it is large, and it is flying. If one table is allowing it for Abomination Vaults, they may leave Flying unmodified but drop the size to make it more playable in that AP. If some other table is playing Kingmaker, they may leave the size unmodified but gank the flying.

Another good example might be your own highlight of energy resistances. Depending on the mashup, sometimes it might make more sense to up the damage ("against primitive constructs, high tech energy weapons do...") while in another game it might make more sense to reduce the resistances, or maybe do some other thing.

Because Starfinder and Pathfinder are different games, with different balance points, there definitely isn't only one way to transfer archetypes etc. from one to the other. I am not convinced there's going to be a single one size fits all 'best' way to do it, so I don't see a reason to ask Paizo to make one. And while I don't really have the OP's fear, it does become more of a possibility if Paizo creates the One Conversion To Rule Them All and makes a mistake or doesn't consider some weird combo.


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Easl wrote:
Maybe I want to mash up the two games differently than you. Why does there have to be one and only one canon way to mash them up?

As someone who regularly homebrews Pathfinder, just do what the rest of us do. Declare "I'm gonna deviate from this rule and make a home rule."

As a regular homebrewer, I just see this as a time saving measure. It's less work I have to do, and it means people that don't want to have to homebrew, but want to mix the systems, don't have to homebrew. it means people that are used to homebrewing, don't have to homebrew nearly as much, as they can always use 50%+ of the material, and then choose where to deviate for their own games.

Because as far as I see it, I have to do everything. And you also have to do everything. Our standards are also gonna be different, so if we swapped players, there'd be an unpredictable amount of common ground between both of our approaches, which is just gonna make it harder for players. Imagine bringing in players, and because there's no standard, you're using whatever you figured out for yourself. New player 1 will say, "GM B did this rule better." New Player 2 will say, "GM C did this rule better." You can of course just say, "Well I'm not them, we're doing mine." But you better hope yours is actually better. And it's not like there's gonna be a standard to use as a baseline, so your only comparison point will be against other GMs who might have a better or worse system than yours.

We homebrew all the time, but there is one official way to play the game. That's called every single book Paizo officially published. We as GMs venture off of that safety net all the time, and that's the brilliant part of it. I've modded Pathfinder so much it's basically a different system, but I still acknowledge that the official Pathfinder is still the official Pathfinder, and I see zero difference if there was an official conversion guideline. I'd use much of it, then scrap what I didn't like because I know I can if I want to. But I'd still call it the "Official way to play," and respect it as such if I was a player. And the best part is. If it's the official way to play, that means it does not have to be something for home tables only. Society players would be able to use it.

Kasathas, Lashuntas, Shobhads, Contemplatives, Ikeshtis, Ryphorians, Elebrians, Dragonkin. There are examples of these species walking around on Golarion or being met by Golarionites within Pathfinder. A rare option to bring one home and become a potential Pathfinder is not an impossibility with the Starfinder system out. The idea of a Dragonkin Pathfinder is not a bad or impossible idea, but it certainly will not be sustainable long-term without an official conversion guide.


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moosher12 wrote:
As someone who regularly homebrews Pathfinder, just do what the rest of us do. Declare "I'm gonna deviate from this rule and make a home rule."

Exactly this. I don't see why we're wringing our hands over not being able to do things the way we want when players have been house ruling and homebrewing off of the official rules since long before this edition was even invented. Whether Paizo gives us multiple options to follow or just one, the power will always be in the hands of the GMs to adjust, rebalance, and veto as they see fit.

Plurality of options is also why a conversion guide would be able to sit just fine alongside whatever exists already in Starfinder's GM Core: if some conversion advice already exists in the latter, that's fine, and if it doesn't (and there really isn't as much guidance there as some people are pretending there is), then one such guide would only benefit us all the more. If that guide gives us multiple ways to tackle the same disparity, that's great, and if it just gives us one possible solution, that's still better than nothing.


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Teridax wrote:
What I don't get is why some people are still desperately insisting that we shouldn't have a conversion guide, when there is clearly demand for it in this very thread alone. Like, if Paizo does actually go and release one, how does this hurt you? The people loudly professing that it's not needed can just pretend it doesn't exist, while the rest of us who want to actually try porting over content from one game to the other without breaking our campaign in half can do so with the proper tools.

Based from what I read in SF2e GMC, I don't think that I need a full detailed conversion document once that most general conversion guidelines are already there.

That said, I'm not against that Paizo create a more detailed conversion guide. But don't expect that I actively defend its creation because I simply don't need one.

I'm also against those arguments that say “but if Paizo creates a full conversion document this implies that I as GM need to accept it” and that's absurd. You as GM would accept or not whatever you want you to think that is useful for your games. This is just an excuse for weak GMs that have fear to face their players explaining that some options are banned and why.

So in the end. IMO there's both no excuse to not have a conversion document (exception to allow Paizo to same some money/avoid occupy an designer with this) but also there's also no need because I believe that most GMs already have enough tools to deal with cross content without any notable problem.


Re Decimals: I can see how it could be confusing if you don't think of light bulk as 0.1, and as far as I can tell the rules never actually refer to it as a decimal. But if you are treating it as a decimal already (as Tridus explicitly was), then ISTM "round down and then compare" is the most natural thing in the world!

Re Large & Tiny Creatures: If I ever read that part of the rules, I don't remember it now, but as I said it has never come up IMC. TBF it is kinda wonky.


moosher12 wrote:
Because as far as I see it, I have to do everything. And you also have to do everything. Our standards are also gonna be different, so if we swapped players, there'd be an unpredictable amount of common ground between both of our approaches, which is just gonna make it harder for players.

You realize none of that is likely to change even with an official product, right? We've seen the sort of GM guidance Paizo gives. It's going to say stuff like "GMs should consider the impact of early level flying on their games." They might similarly identify other 'discontinuous' setting issues like ubiquitous ranged combat, differences in resistances, availability of augmentations, how the games differ in allowing more handedness. But the thing an official guide is least likely to do is give you specifics like "for crossover games, make prehensile tail a L9 feat" or "If you are running a campaign where SF2E ships land on Golarion, augmentations are officially now uncommon, but not rare." And the reason they won't do that is because while the list of issues might be predictable i.e. something all tables have in common, any specific solution to these issues is not likely to be equally valid across different tables. Or even the same table running different past Paizo APs which were not designed with crossover play in mind. The large flier in different past APs again comes to mind; sometimes large is the problem, sometimes flier. What needs to be modified to have this ancestry be a fun and balanced play experience in settings not designed for it, is not always the same.

This is one of the reasons why I think an official treatment is much more fitting as a few pages in a crossover AP; because when the specific scenes the PCs will go through is known, Paizo can tailor crossover rules for those scenes. This both limits the things they need to address (e.g. if there are no high-resistance constructs in it, they don't need to talk about how to modify resistance in a crossover game) and helps ensure the crossover rules they come up with have a positive impact on that AP's actual play.


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Like it's entirely possible that "the PCs can fly at low levels" is not going to matter at all in a given Pathfinder game- perhaps the entirety of the first 9 levels or so is going to take place indoors where the ceilings don't get very high. The GM of the specific game is the person who has insight on whether this is going to be the case so leaving "how you should adjudicate flying ancestries" to the GM is really the only way to handle deviating from the printed rules.

It's not totally different from how we handle amphibious ancestries- in an adventure that requires a lot of getting wet, it's potentially a huge advantage to be able to breathe under the water without help. In a campaign set in the mountains it's not going to come up much. It's just that the relative frequency of "aquatic" adventures compared to "ones where flight is a huge advantage" is much lower so we don't benefit from creating a cost to being aquatic like we do for flying.


PossibleCabbage wrote:
Like it's entirely possible that "the PCs can fly at low levels" is not going to matter at all in a given Pathfinder game- perhaps the entirety of the first 9 levels or so is going to take place indoors where the ceilings don't get very high.

This is wishful thinking, and very much not how balance works. If your game is only balanced in a perfect, frictionless vacuum where everything happens exactly as you want it to, and falls apart the moment those conditions are not met, then your game is not balanced. 2e aims for balance across both its flagship games, and so should ensure that it doesn’t break unless you wall the party under 10-foot-high ceilings for nearly a whole campaign, or apply similarly excessive contrivances.


And to add, if it's balanced for a dragonkin to have a 20-foot fly speed, it's balanced for Awakened Flying Animals, Sprites, and Strix having level 1 full flight.

The case falls apart when the player with one of these ancestries starts asking why they aren't getting the full fly unlock of at least 20 feet.

You simply can't justify granting an unedited dragonkin in Pathfinder without granting the appropriate buffs to these ancestries, or for additional example full flight at level 5 for dragonbloods.


Pathfinder Adventure Path Subscriber
moosher12 wrote:

And to add, if it's balanced for a dragonkin to have a 20-foot fly speed, it's balanced for Awakened Flying Animals, Sprites, and Strix having level 1 full flight.

The case falls apart when the player with one of these ancestries starts asking why they aren't getting the full fly unlock of at least 20 feet.

You simply can't justify granting an unedited dragonkin in Pathfinder without granting the appropriate buffs to these ancestries, or for additional example full flight at level 5 for dragonbloods.

Well as a GM, you very easily can, because it only matters if you have players playing ancestries that don’t align that way, or you have players who feel such a thing would be unfair, in which case you just don’t let a player play a SF dragonkin or you modify it in a way that feels fair to the table.


That's the point of what we've been saying? A conversion has to be made. Would be good if we had some standardized conversions.

But the typical answer will be converting what is outside the system to be within the system, not converting the system to accommodate what is outside the system.

Otherwise, why aren't we just using Starfinder instead?


Pathfinder Adventure Path Subscriber

Don’t we already have this? There already is guidance in howl of the wild for having flying PCs from level 1 and it would be trivially easy to reverse that by just using the exact same feats for an awakened animal if you wanted to take that flight away from an existing ancestry. But either way, there are like 3 different ways a GM could handle a player asking for access to a SF2 flying ancestry so it really is going to boil down to what the GM and player wants more than it needing to work one specific way.


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GM Still has to write up the feats that Dragonkin would use and then reduce their fly speed to 15 feet, using that optional rule. Even then, they then have to apply that optional rule to all flying ancestries. But what if a GM does not want to give default fly speeds? What if they want it to be earned?

I mean, I already did that work and built a method, allocating feats and congregating the flight rules. I did those even before Dragonkin was released as home rules, and my rules already apply to dragonkin, so it was as simple as dropping them in.

But, you don't have my method, and you'll use your own method. If my player joins their game, if they're used to my method, is gonna chafe against your method unless it's better than my method. In which case, they'll chafe against my method when they play my game

Because there is no standard, there is no vanilla method to call the player's default. So a player's default will be the GM method they like the best, to the detriment of GM's whose methods they like less, as pressure tends to be applied to use the more popular home rule. And if a GM holds fast that their method is the best but the player disagrees, it's to the detriment of the player.

Having a standard conversion is a defense for both GMs and players, because it sets the vanilla baseline. A GM does not have to worry about pressure to use someone else's home rule, when the official conversion rule already exists.


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The guidance I would want answered is how to implement something like Barathu, for example, in a game where I would not grant unlimited level 1 flight to one of the Pathfinder Ancestries that comes with wings (Sprites, Strix, certain Awakened Animals).

Like it's easy enough to just add the three flight feats to the dragonkin's set of ancestry feats. But Barathu have a 5' move without flying.


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To give a homebrew example, my plan for Barathu was giving them a land speed of 20 feet with the Hover trait. Which would let them ignore difficult terrain and any floor-based hazards.

Then letting them earn their flight with feats.

Though seeing default fly speeds of 20 feet has been giving me cause to reevaluate my general fly speed arrangement. My next pass of fly rules is probably gonna accomodate clumsy fliers (Shirren and Tengu), Normal Fliers (Automatons, Barathu, Dragonblood, Dragonkin, Nephilim, Geniekin) and Swift Fliers (Strix, Flying Awakened Animals, and Sprites) with a 15/20/25 speed rate, as opposed to the land equivalents of 20/25/30.


moosher12 wrote:

To give a homebrew example, my plan for Barathu was giving them a land speed of 20 feet with the Hover trait. Which would let them ignore difficult terrain and any floor-based hazards.

Then letting them earn their flight with feats.

Though seeing default fly speeds of 20 feet has been giving me cause to reevaluate my general fly speed arrangement. My next pass of fly rules is probably gonna accomodate clumsy fliers (Shirren and Tengu), Normal Fliers (Automatons, Barathu, Dragonblood, Dragonkin, Nephilim, Geniekin) and Swift Fliers (Strix, Flying Awakened Animals, and Sprites) with a 15/20/25 speed rate, as opposed to the land equivalents of 20/25/30.

What I have done with them is pick up that level 1 feat that gives you legs/swim speed for early mobility. Later as you go you start getting more and more transversal options or get them from envoy's that it becomes less of an issue and you can "evolve" out of that level 1 feat.


moosher12 wrote:
Having a standard conversion is a defense for both GMs and players, because it sets the vanilla baseline. A GM does not have to worry about pressure to use someone else's home rule, when the official conversion rule already exists.

So we come full circle…

My OP was regarding PFS, but now after a lot more debate related to home games, it appears there’s no standardization. Does that mean we’re back to the request for Paizo to let us know how we should be doing this with an outline of what to do at official tables and guidelines (or at least notice of what might become problematic in encounter design) for home games?


steelhead wrote:
My OP was regarding PFS, but now after a lot more debate related to home games, it appears there’s no standardization.

Keep in mind the SF2E game is literally one month old. There is much more to come. But correct, Paizo has not written much on the subject of crossovers, other than highlighting a few potential issues that GMs may need to look out for.

Quote:
Does that mean we’re back to the request for Paizo to let us know how we should be doing this with an outline of what to do at official tables and guidelines (or at least notice of what might become problematic in encounter design) for home games?

You can always request. :)

But personally I wouldn't wait for it. If your table is interested in doing it now, I'd do it, create your own solutions, you can always update your homebrew to the official if/when the official comes out. If you want to see what Paizo is primarily working on for SF2E and PF2E, you can always visit their release schedule page. There's nothing crossover-related on it. Doesn't mean they can't, but does probably mean it wasn't something they were thinking about when they were planning the winter 2025-spring 2026 releases.

(Side note; looking at that list, I gotta say massive kudos to the company for getting so many "scheduled for Oct-Nov-Dec-Jan" products in stock already.)


Pathfinder Adventure Path Subscriber
steelhead wrote:
moosher12 wrote:
Having a standard conversion is a defense for both GMs and players, because it sets the vanilla baseline. A GM does not have to worry about pressure to use someone else's home rule, when the official conversion rule already exists.

So we come full circle…

My OP was regarding PFS, but now after a lot more debate related to home games, it appears there’s no standardization. Does that mean we’re back to the request for Paizo to let us know how we should be doing this with an outline of what to do at official tables and guidelines (or at least notice of what might become problematic in encounter design) for home games?

I am still pretty confused why you would be expecting there to be standardization of handling cross-over content in people's home games.

There are nearly an infinite number of ways to combine elements from one game into the other and each of those could very easily want to bend the expectations of one game or the other...after all, why include content from a completely different genre of game and expect that all the base line assumptions of the one genre-centered game are going to hold up exactly the same?

Like if you want to include the Starfinder Dragonkin ancestry in your PF2 game, is it because you want the character to be from this far off distant planet? Or is it just because you like the aesthetics and wanted a more "dragon-like" PF2 ancestry? If it is the latter, I would really recommend waiting a couple of months, as the Draconic Codex is soon to release and going to offer these options more directly into PF2. If it is the former, and it is about the lore and bringing sci-fi elements into your pathfinder game, then the table really should get together and talk these things through. It would be just as fine to just let flying characters fly from level 1 as using ancestry feats from a different flying ancestry, depending on what your group wants.

Trying to insist that there needs to be 1 standardized way to combine material from these two systems, or maybe that there needs to be 2, one for bringing content from one game into the other, really ignores the whole point of how the material from the other system is much like a slider that will shape the games adventure design expectations based upon how much content you want to blend.


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Unicore wrote:
steelhead wrote:


So we come full circle…

My OP was regarding PFS, but now after a lot more debate related to home games, it appears there’s no standardization. Does that mean we’re back to the request for Paizo to let us know how we should be doing this with an outline of what to do at official tables and guidelines (or at least notice of what might become problematic in encounter design) for home games?

I am still pretty confused why you would be expecting there to be standardization of handling cross-over content in people's home games

And I am very confused as to how you read ‘guidelines [which is italicized for emphasis](or at least notice of what might become problematic in encounter design’ as standardization. I have never said that things should be standardized and would hate for someone to tell me how to run my home games.


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Pathfinder Adventure Path Subscriber

We have guidelines though. For example, with movement speeds, we are told (on page 246 of the Starfinder GM core) "You should also be wary of special movement speeds, such as climbing and flight, that become available at a much lower level in Starfinder. While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder."

For Society play, it seems like the folks in charge of society play just decided that the answer was "for special one-time character boons for participating in this playtest, it is fine for the characters to just have the low-level access. Otherwise, typically, the answer is that none of these ancestries are available."

That is kind of what I mean about how trying to standardize this seems against the point of having it available as content. The most basic "standardization" is probably just to not modify anything and just allow not allow content that challenges adventure expectations that are important to the game you are going to be playing and allow the stuff that doesn't challenge those adventure or narrative tone expectations. GMs that want to hybridize beyond that can just look at other ancestry examples that have similar types of movement, but having all ancestries work exactly the same way at a system level gets really boring fast. It works in a one off context because things aren't all the same if only one of them is actually in use, but if 4 players play 4 different ancestries that fly and they all fly exactly the same way, that does get a little boring.

Strix and Awakened animals (flying heritage) for example are very similar, but they do things a little differently, so while the level 1 flying abilities are very similar, Strix are still going to have a Heritage boon while the awakened animal is going to have an additional unarmed strike and the ability to talk to certain kinds of animals. Guidelines are either going to be "look at these and pick something close that feels right for your game" (what we have), or they are going to have to define it for each potential ancestry based upon what else the ancestry gets, and have to deal with the fact that both systems are going to keep getting new ancestries at a pretty quick pace.

I think it was very smart to go the first route and just point out some issues and suggest where to look for solving them based upon what your game needs.


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Unicore wrote:
We have guidelines though. For example, with movement speeds, we are told (on page 246 of the Starfinder GM core) "You should also be wary of special movement speeds, such as climbing and flight, that become available at a much lower level in Starfinder. While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder."

Would it be possible to explain, in specific and concrete terms, what this text means to you? In particular, the last sentence.


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Unicore wrote:
Like if you want to include the Starfinder Dragonkin ancestry in your PF2 game, is it because you want the character to be from this far off distant planet? Or is it just because you like the aesthetics and wanted a more "dragon-like" PF2 ancestry? If it is the latter, I would really recommend waiting a couple of months, as the Draconic Codex is soon to release and going to offer these options more directly into PF2. If it is the former, and it is about the lore and bringing sci-fi elements into your pathfinder game, then the table really should get together and talk these things through. It would be just as fine to just let flying characters fly from level 1 as using ancestry feats from a different flying ancestry, depending on what your group wants.

Well, there is the simplest answer which is all the answer that is needed. Dragonkin are simply present. Rare, but present. They even appear in Pathfinder Bestiary 5. Pathfinder characters in lore have met dragonkin, and the means for a dragonkin to visit and settle in Golarion is well established to be quite feasible. Dragonkin know dragons well on Triaxus, and many Triaxian dragons are very powerful to boot. More than powerful enough to go hopping about imposing their influence within the solar system, yet alone the galaxy.

Dragonkin are simply available, and won't be any more rare than a Shisk.

This is a setting where Zo! himself would recruit and transfer a group of heroes to join his game show on Eox just because he found them interesting.

Castrovelian, Akitonian, and Aucturnite merchants have set up shop in Druma.

Shotolashus are an UNCOMMON animal companion. They are native to Castrovel.

Interplanetary trade is already a thing in Pathfinder. That's the long and short of it.

A dragonkin is about as weird as a geniekin. That's a result of interplanar trade, yet alone interplanetary.


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Pathfinder Adventure Path Subscriber
Teridax wrote:
Unicore wrote:
We have guidelines though. For example, with movement speeds, we are told (on page 246 of the Starfinder GM core) "You should also be wary of special movement speeds, such as climbing and flight, that become available at a much lower level in Starfinder. While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder."
Would it be possible to explain, in specific and concrete terms, what this text means to you? In particular, the last sentence.

It means if I am a GM, and a player approaches me about wanting to use a flying SF ancestry, and explains why they want this, and how it can fit in the campaign, and I don’t think it’d be appropriate to just use the ancestry as is…then I look for a relatively similar PF2 ancestry and probably choose the ancestry flight abilities(feats, heritage) and speeds that match that other ancestry.


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Player mileage will vary depending on whether the GM uses Nephilim advancement, Dragonblood advancement, Tengu advancement, or Strix advancement.

Dragonblood advancement is the closest to a dragonkin, but it does not get minimum flight until level 5.

Strix advancement is the only style that grants level 1 flight, but it produces speeds higher than a dragonkin in Starfinder.

So then further mileage will vary depending on how the GM chooses to reconcile these two different approaches.

Might use Strix approach, but might then choose to nerf the speeds, making normal Strix advancement innately stronger as it's still a 3-feat investment to get the full rate

Might use Dragonblood approach, but might then choose to add a level 1 feat to get innitial access, but then you're spending 3 feats for a normally 2-feat investment.

Might use Tengu approach, but then you have to add a new heritage, blocking off other available heritages.


Unicore wrote:
It means if I am a GM, and a player approaches me about wanting to use a flying SF ancestry, and explains why they want this, and how it can fit in the campaign, and I don’t think it’d be appropriate to just use the ancestry as is…then I look for a relatively similar PF2 ancestry and probably choose the ancestry flight abilities(feats, heritage) and speeds that match that other ancestry.

Could you point to the bit of the text that says you'd have to choose an ancestry with flight? Would you be applying the feats directly, or would you be creating separate feats?


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Pathfinder Adventure Path Subscriber
Teridax wrote:
Unicore wrote:
It means if I am a GM, and a player approaches me about wanting to use a flying SF ancestry, and explains why they want this, and how it can fit in the campaign, and I don’t think it’d be appropriate to just use the ancestry as is…then I look for a relatively similar PF2 ancestry and probably choose the ancestry flight abilities(feats, heritage) and speeds that match that other ancestry.
Could you point to the bit of the text that says you'd have to choose an ancestry with flight? Would you be applying the feats directly, or would you be creating separate feats?

It in the section of text I quoted earlier from page 246 of the GM core:

“While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder.”

It doesn’t really matter if you make up your own feats that are just close but maybe a little different, or use the other ancestry’s feats directly. Either way is fine if gives everyone at the table something that looks fun and fair enough for your table.

Grand Lodge

pauljathome wrote:

You’re really not getting it.

I’d very likely do different adjustments depending on the campaign, the other parts of the character (especially class) and even the player.

For me, the current guidelines are just about perfect. I would personally just about ignore (I’d glance at them to see if they were good enough to save me time and likely decide they weren’t) any conversion guide built by Paizo. I’d be a little more likely to follow a fan built guide.

So, the value of a guide to me approximates 0. They have already given me what I want.

Before you speak the obvious, I fully realize that others would value the guide. I’d have no problem if Paizo decided it was worth their while to publish said guide but I wouldn’t buy it even if it was some ridiculously low price.

The existence of people like me lowers the value of a guide since it reduces the need. Only Paizo knows if they think it still worth their time.

But your continuing to try to browbeat people into your position is almost certainly counterproductive at this point

Agreed. For most GMs this should be a trivial exercise, and Paizo has already given hints for GMs to watch out for. As much hoopla has been made about the two systems being built on the same engine Starfinder does not have Pathfinder written on the cover or vice versa. Remember, d20 Modern and d20 Star Wars and 3.5 D&D were technically built off the same engine, but had wildly different expectations for characters. Anyone expecting to use one system or feature in the other should expect some conversion work.

I ran a combined game back during the d20 heyday, inspired by Chrono Trigger, which combined those systems and it worked out okay, but it required a lot of on the fly calls in the moment.

If Paizo thinks it's worthwhile, they'll put it out. In the mean time I expect we'll have some of our awesome community writers put out conversion guides as time goes on if there's a need, just like the incredible class guides that are available now. Those guides still won't cover all the edge cases and the GM will have to make decisions on the fly and adjust as needed.

For Society play, I would imagine the best thing to do would be to keep them separated until such time they've had a chance to thoroughly test things, and the boon was probably not thought out very well, but it doesn't mean they're going to open the floodgates going forward.


Unicore wrote:

It in the section of text I quoted earlier from page 246 of the GM core:

“While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder.”

It doesn’t really matter if you make up your own feats that are just close but maybe a little different, or use the other ancestry’s feats directly. Either way is fine if gives everyone at the table something that looks fun and fair enough for your table.

The problem with this is that what you're saying isn't actually in the text. The text does not state to use a flying ancestry, and does not state whether to give the Speed as feats or innate progression. Those are calls you made, and the implementation you decide upon does have an impact on the player whose character is being affected, so it does matter. Aside from demonstrating how the rules we have could use a bit more clarity, along with guidance on elements that aren't covered in Starfinder's GM Core at all, this also shows that the existence of rules does not prevent GMs from making decisions over their own games.


Teridax wrote:
But also, to answer the question directly: that would be one of the benefits, for sure. As it stands, the wording is ambiguous, and very much would make a difference to a player and the adventure itself.

I think than ambiguity is intentional, i.e. Paizo assessing how much resources they want to spend on being specific on this issue, and deciding "not much." This allows different GMs to come up with different ways to handle it.

I also think that's a reasonable position in this case. Ambiguity about how to apply a rule within the game is not good, but SF2E and PF2E are different games, so there's simply no good reason for Paizo to tell different groups that there is one specific way to put them together. Maybe for a mostly-SF2E game with one crossover Sprite, the GM gives the Sprite flight. Maybe for a mostly PF2E game with one crossover dragonkin, the GM reduces the its flight during early levels. Maybe a third table keeps it as-is, makes any crossover ancestry rare, and permits them only with a player's solid background justification. Maybe at a fourth table the GM does it on a story basis; sure SF2E full flight in my closed-room mystery campaign, but PF2E style progression in my wilderness trek campaign. None of these solutions are better than the other, they are all just different.

Nonspecific guidance avoids the mistake of creating a single rules set which turns out to be (e.g.) good for the PF2E dragonkin game but terrible for the SF2E sprite game. Or vice versa. So I do kinda hope they stay nonspecific. With one exception: if Paizo themselves published a crossover AP (which I think would be cool; I'm sure our group would buy it), then yes I would expect that AP to tell GMs more specifically how to deal with cross-over related issues that the Paizo devs expect will come up during that AP.


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Easl wrote:
I think than ambiguity is intentional, i.e. Paizo assessing how much resources they want to spend on being specific on this issue, and deciding "not much." This allows different GMs to come up with different ways to handle it.

I think there is a difference between text that leaves options open and text that is simply vague, though. Ambiguous text lends itself to misunderstandings and rules debates such as this one, and in the case of that particular guidance can still lead to problems if someone decides to give a character always-on flight at level 5 in Pathfinder. Text that is specific avoids this, even if it allows for multiple options. I personally do think moosher12 has it right in that coversion guides are perfectly capable of laying out multiple options and even giving the GM leeway to homebrew their own solutions, so long as they clearly lay out what the different expectations are for each game. This isn't something that requires that much more effort compared to writing an equal amount of ambiguous text, and it would be much more effective at its intended goal than guidance that is difficult to interpret consistently.

Easl wrote:
Nonspecific guidance avoids the mistake of creating a single rules set which turns out to be (e.g.) good for the PF2E dragonkin game but terrible for the SF2E sprite game.

The advice given is for converting flight Speeds on Starfinder ancestries to Pathfinder, not the other way round, so it wouldn't apply to sprites in the first place.


Pathfinder Rulebook Subscriber

The problem I see is that people are trying to force all races to be equal. All races are not equal. That is why you have the uncommon and rare traits. Make Flyers uncommon or Rare and let flyers fly.

Give dragonborn glide at 1st level and flight at 5th level simple fix. Give them the feats from the 3rd party author that used to work for pPazio.He knows game balance.

I ported a flying race from another game they get 40' gly at first level
they are small and have a penalty to strength and hate melees they hate bright lights and have a penatly to their fort save from flash or orther light effects.

Dont't try to shoehorn all races into one cataory PFS while fun is far to restrictive and should not be used as a normal set for all races.


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Elric200 wrote:

The problem I see is that people are trying to force all races to be equal. All races are not equal. That is why you have the uncommon and rare traits. Make Flyers uncommon or Rare and let flyers fly.

Give dragonborn glide at 1st level and flight at 5th level simple fix. Give them the feats from the 3rd party author that used to work for pPazio.He knows game balance.

I ported a flying race from another game they get 40' gly at first level
they are small and have a penalty to strength and hate melees they hate bright lights and have a penatly to their fort save from flash or orther light effects.

Dont't try to shoehorn all races into one cataory PFS while fun is far to restrictive and should not be used as a normal set for all races.

Okay, Awakened Animals, Sprites and Strix are Rare, so they should get a full fly speed then.

And 40-foot fly at first level? You definitely overtuned. Already exceeding max land speed of 30 feet for swift ancestries like elves. That's not at all a balanced allowance. All you did is make one player character that's gonna vastly outpace all your non flyer player characters on top of getting the flying benefits of being able to ascend out of melee range, unless you buffed all their land speeds to compensate. Fly Speeds that equal speed are reserved for a level 9/level 17 feat chain. A 1, 5, 9 chain grants 25 feet (add a 4th at level 13 for 35 for the Strix), and a 5, 9 chain grants 20 feet. Max speed in Starfinder is also 20 feet. So you are way over sane bounds. And no, giving a penalty to a dump stat is not gonna help to rebalance a buff that is that far ahead in the least. Additionally, flash and light effects? That's gonna come up so rarely, especially for a protagonist, it's barely even a weakness. If you wanna balance that out, you need an ACTUAL tradeoff. Like an additional penalty to Con instead of Str, or to buff the light weakness to being dazzled in Bright Light conditions, and only facing no penalties in Dim Light and Darkness.

Look, I don't mean to harp on you specifically. To be frank, I've been there. I've made a lot of overtuned calls in my earlier years of GMing. You should have seen how broken my players were in Rise of the Runelords, well beyond the usual breakage of 1E. It's just a thing newer GMs do. You'd allow things because, yeah, it makes sense they have the speed. But, you also eventually learn many of the balance points exist for a reason, because they either save you a headache, or your fellow players a headache. The art of homebrew is not just making, but making and actually making it balanced. And sometimes we GMs think, "That's a fair tradeoff," when it really isn't. And it isn't until we have a more thorough understanding of the actual implications of the decision that we can effectively make these decisions. And it can take a lot of GMing hours and system mastery to start to learn to think that far ahead.

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