Starfinder Starfinder: First Impressions

jimtillman

Explorer
We've just finished doing a "one shot" that took 3 sessions to complete. 6 players, PCs at level 3

We were a bit... underwhelmed. It isn't bad, but the characters didn't feel very competent. Maybe it's different at higher level, but the technomancer (that I played) felt uninspired. After I realized that it's essential that you create a character that isn't "just" a technomancer, because it's not enough to sustain the character.

Spaceship combat was strange. Because of facing and because winning the piloting role means you go after the opponent, the piloting role is *super important* - the most important role in the round. A few bad piloting rolls in a row means doom. Because spaceships will circle each other trying to get at the vulnerable spot (usually the rear), once a fight is really engaged it's almost impossible to run away effectively because if you do the other guy will chase you and repeatedly shoot you in the rear arc. This means that spaceship combat should be avoided unless victory is almost certain.

in what way could the technomage not sustain you>?
what areas slowed you down, i am running 2 different games with different players and we are getting through the the deadsuns aps in about 2 to 3 sessions each . figuring out what weapons to get and what ways to imrove damage is a small learning curve and space ship combat can take a little getting used to if you use it, though the faq changes help with the rolls which have speed up ship .
fights a bit.
so far my groups have both been having a good time , hopefully this will keep happening, its been a long time since i have had a game let alone 2 that has not derailed in a few weeks :)
 

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Ancalagon

Dusty Dragon
in what way could the technomage not sustain you>?

Let me elaborate. It's a 2/3 caster. There are a fair amount of 2/3 casters in pathfinder

The bard is a 2/3 spellcaster, but he can also do bardy things
The alchemist is a 2/3 spellcaster, but she too can also do alchemisty things - throw bombs, drink mutagens
The Magus is also a 2/3 spellcaster, but he also can do other things - ok he really needs to combine his spells with his fighting, but I think you get what I'm getting at.

The technomancer is a 2/3 caster and ... that's it. You need to build the character to have something to go with that. I'm going to try to build a technomancer sniper if we return to the game, for example.
 

Lwaxy

Cute but dangerous
I'm not yet done adapting Starfinder and Pathfinder into one, as 2 of my groups are going to play crossovers in any case and most of the others might. So we end up with Starpathfinder eventually.

for my taste, rules could have been closer to PF to make it easier to combine:hmm:
 

jimtillman

Explorer
Let me elaborate. It's a 2/3 caster. There are a fair amount of 2/3 casters in pathfinder

The bard is a 2/3 spellcaster, but he can also do bardy things
The alchemist is a 2/3 spellcaster, but she too can also do alchemisty things - throw bombs, drink mutagens
The Magus is also a 2/3 spellcaster, but he also can do other things - ok he really needs to combine his spells with his fighting, but I think you get what I'm getting at.

The technomancer is a 2/3 caster and ... that's it. You need to build the character to have something to go with that. I'm going to try to build a technomancer sniper if we return to the game, for example.

oh i see , yeah there not wizards who just use magic, you do want to give them some non spell way to fight also
 

KahlessNestor

Adventurer
I'm not yet done adapting Starfinder and Pathfinder into one, as 2 of my groups are going to play crossovers in any case and most of the others might. So we end up with Starpathfinder eventually.

for my taste, rules could have been closer to PF to make it easier to combine:hmm:
Why should Starfinder be closer to Pathfinder? They're completely different games. Space opera and fantasy. Why would you combine them and then complain it doesn't work?

Sent from my SM-G900P using EN World mobile app
 

jimtillman

Explorer
I'm not yet done adapting Starfinder and Pathfinder into one, as 2 of my groups are going to play crossovers in any case and most of the others might. So we end up with Starpathfinder eventually.

for my taste, rules could have been closer to PF to make it easier to combine:hmm:

you could always get the starfarers companion and user there examples of pathfinder classes for starfinder..or just take the time to covert them over yourself.
i would not make starfinder more like pathfinder though,
 

Lwaxy

Cute but dangerous
Uh, it does work, it just takes time. Which I don't have over Xmas.

And in case you haven't noticed, they exist in the same setting, even if they did away with Golarion (which will not likely happen in our version). So yeah, we need to combine. The Starfarer's Companion is helpful of course.

I need to houserule several things in Starfinder anyway, so it's all in one go.

If I use the rules for another setting, which is likely to happen, I can use the rules as they are for the most part, save the insane character advancements and minus the magic.
 

jimtillman

Explorer
Uh, it does work, it just takes time. Which I don't have over Xmas.

And in case you haven't noticed, they exist in the same setting, even if they did away with Golarion (which will not likely happen in our version). So yeah, we need to combine. The Starfarer's Companion is helpful of course.

I need to houserule several things in Starfinder anyway, so it's all in one go.

If I use the rules for another setting, which is likely to happen, I can use the rules as they are for the most part, save the insane character advancements and minus the magic.

what do you need to house rule and why?
so far the games i have been running and the 1 i played in worked great/
what weakness do you perceive ?
what do you feel would work better if changed?
 

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