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<blockquote data-quote="Jester David" data-source="post: 7202672" data-attributes="member: 37579"><p><strong>3 out of 5 rating for Starfinder Core Rulebook</strong></p><p></p><p>In some hypothetical reality in the multiverse there is a world where Hasbro decided to just end D&D after 3rd Edition. In this world, Paizo – now having a monopoly on the RPG market – decides to release Starfinder right after Pathfinder, in early 2010. That reality’s Starfinder, would look very similar to our reality’s Starfinder. It’s a game right out of the early 2000s, and taking very little inspiration from the veritable renaissance of new RPGs produced in last ten years. If there was a term like “OSR” or “retroclone” applying to 3.X styles games rather than 1e, that term would apply firmly to Starfinder.</p><p></p><p>I wouldn’t say that Starfinder is a step backwards. But I don’t think it’s really a step forwards in gaming either. The system is playing this safe, retaining the monster math and keeping the relentless gear treadmill. The one innovation in the game system is Resolve, which ties limited use character abilities to the death mechanic in a way I don’t particularly like. And more often than not, the game defaults to complexity.</p><p></p><p>I recall a Paizo staff member (I believe it was Jason Bulmahn) discussing the design of Pathfinder with the Know Direction podcast. He mentions how there were a lot of things they could have changed in the rules, and possibly should have changed, but chose not to because when they were launching the product being backwards compatible with 3.5e D&D was a huge selling feature. Similarly, I look at Starfinder and wonder what else they could have changed, had they decided not to make the monster math functionally equivalent to the monster numbers generated waaay back in 2000 for the 3.0 <em>Monster Manual</em>. A middle ground between Pathfinder and 5e…</p><p></p><p>But snide crabbiness aside, how is Starfinder? I think the complex classes will appeal to fans of character building and optimization, and the crunchy ruleset will continue to entertain fans of that style of roleplaying game. For fans of Pathfinder who need a break from fantasy but not the rules, this is a fun alternative. And for fans of science fantasy or science fiction who can’t handle technobabble of questions about time dilation or foreign diseases, this is a way to have a little space opera without the physics. And the setting itself is fun. And there’s just something unique and different about fighting goblin space raiders in an asteroid belt.</p><p></p><p>And for fans of Pathfinder who just feel overwhelmed by the options, Starfinder is also a way to get back to a less heavy version of the rules, without having to ban content or place limits on books.</p><p></p><p>Read my full review <a href="http://www.5mwd.com/archives/4376" target="_blank"><strong>here</strong></a>.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7202672, member: 37579"] [b]3 out of 5 rating for Starfinder Core Rulebook[/b] In some hypothetical reality in the multiverse there is a world where Hasbro decided to just end D&D after 3rd Edition. In this world, Paizo – now having a monopoly on the RPG market – decides to release Starfinder right after Pathfinder, in early 2010. That reality’s Starfinder, would look very similar to our reality’s Starfinder. It’s a game right out of the early 2000s, and taking very little inspiration from the veritable renaissance of new RPGs produced in last ten years. If there was a term like “OSR” or “retroclone” applying to 3.X styles games rather than 1e, that term would apply firmly to Starfinder. I wouldn’t say that Starfinder is a step backwards. But I don’t think it’s really a step forwards in gaming either. The system is playing this safe, retaining the monster math and keeping the relentless gear treadmill. The one innovation in the game system is Resolve, which ties limited use character abilities to the death mechanic in a way I don’t particularly like. And more often than not, the game defaults to complexity. I recall a Paizo staff member (I believe it was Jason Bulmahn) discussing the design of Pathfinder with the Know Direction podcast. He mentions how there were a lot of things they could have changed in the rules, and possibly should have changed, but chose not to because when they were launching the product being backwards compatible with 3.5e D&D was a huge selling feature. Similarly, I look at Starfinder and wonder what else they could have changed, had they decided not to make the monster math functionally equivalent to the monster numbers generated waaay back in 2000 for the 3.0 [I]Monster Manual[/I]. A middle ground between Pathfinder and 5e… But snide crabbiness aside, how is Starfinder? I think the complex classes will appeal to fans of character building and optimization, and the crunchy ruleset will continue to entertain fans of that style of roleplaying game. For fans of Pathfinder who need a break from fantasy but not the rules, this is a fun alternative. And for fans of science fantasy or science fiction who can’t handle technobabble of questions about time dilation or foreign diseases, this is a way to have a little space opera without the physics. And the setting itself is fun. And there’s just something unique and different about fighting goblin space raiders in an asteroid belt. And for fans of Pathfinder who just feel overwhelmed by the options, Starfinder is also a way to get back to a less heavy version of the rules, without having to ban content or place limits on books. Read my full review [URL="http://www.5mwd.com/archives/4376"][B]here[/B][/URL]. [/QUOTE]
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