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<blockquote data-quote="Velderan" data-source="post: 9461023" data-attributes="member: 7038056"><p>So here's some notes from my playtest experience:</p><p></p><p>We played on Foundry VTT using the <a href="https://paizo.com/products/btq05rel?Starfinder-Second-Edition-Playtest-Deluxe-Adventure-Pack" target="_blank">module</a> Paizo has available for the playtest scenarios. I had 4 players, so that meant I could just run the scenario as designed though it did provide guidance for scaling the encounters for 5 and 6 players. It's worth mentioning for those not familiar that there isn't a Foundry module for the Starfinder 2e rules, so you use the PF2e module and install the SF2e playtest module on top to add in the SF2e specific ancestries, backgrounds, classes, equipment, and so on. This means if you wanted to, you could mix and match SF2e and PF2e material to create whatever you wanted. We went with just using the <a href="https://downloads.paizo.com/240801_SF2E_PreGens_Lvl1.zip" target="_blank">level 1 iconic pregens</a> to keep it simple. The group we ended up with was the Shirren Mystic, Vesk Soldier, Android Operative, and Human Envoy.</p><p></p><p>It's hard to say off of 1 2ish hour session whether any of the classes were over/underpowered, mainly because of the dice rolls being what they were.</p><ul> <li data-xf-list-type="ul">The player using the Soldier rolled poorly all night long, but he did soak some damage during the more difficult fight. He actually tends to roll pretty bad in PF2e now that I think about it..</li> <li data-xf-list-type="ul">The Mystic was an effective healer with access to healing spells and their Transfer Vitality action, as well as some ranged attack spells.</li> <li data-xf-list-type="ul">The Operative seemed overpowered, but the player using him also rolled really well all night so I am sure the extra crits made his damage seem better than it probably is over the course of a full campaign. He tends to roll high in PF2e, if we weren't playing on Foundry I'd probably be suspicious of his rolling. lol</li> <li data-xf-list-type="ul">The Envoy had some nice abilities to help increase the damage others could do and increase their AC by 2 with a reaction ability. He seemed the busiest with things to track.</li> </ul><p></p><p>I'll spoiler tag the adventure notes in case anyone plans to play this still.</p><p></p><p>[SPOILER="Shards of the Glass Planet scenario spoilers"]</p><p>The scenario has the players taking part in an exploration mission to a planet that was sealed off because of a shield surrounding it which recently began to crack open. Landing on the planet, the players find no signs of life although there are plenty of signs of life having previously been there. The group meets up with an advance scouting party, who explains some of the points of interest in the area. The group then gets to investigate those points of interest and learn what they can based on some skill checks. The familiar PF2e 4 degrees of success comes into play as the players earn Survey Points based on their success/crit successes. Once they've spent some time exploring, they report back to the scouting party with what they've seen in time. Just as they finish their brief, an event suddenly has an alien appear near them, as well as some basic life forms (birds, insects, etc) and a hostile creature which leads to the first combat. The creature has a mechanic which interacts with some floral hazards in the area so there's a few moving pieces in the fight to keep it interesting. The encounter itself is a moderate one and based on my experience playing PF2e, it felt like one; the group was never in danger but took some damage and was able to test out some abilities without worrying if they wasted a turn.</p><p></p><p>After that, they were encouraged to make their way to another location to see if they can stop the crumbling shield around the planet from falling apart completely. On the way, they had to deal with a hazard in the form of shards of energy falling from the sky and then were attacked by malfunctioning repair bots that was rated as a low encounter. The group took care of them in 2 rounds, which was good because they had an ability that mimicked the spell <a href="https://2e.aonprd.com/Spells.aspx?ID=1561&NoRedirect=1" target="_blank">Hydraulic Push</a> which seemed potent for a level 1 low encounter. It does say only 1 of the bots will use it per round and only 1 managed to get an attempt off that missed. The adventure then concludes as it just has you narrate the group arriving at their destination and succeeding in their mission. The ending felt very "let's wrap this up, we're pushing 2 hours with this and it's a SFS scenario" but maybe that's the norm for PFS/SFS scenarios.</p><p>[/SPOILER]</p><p></p><p>Overall it was fun and I'll definitely be running more of these scenarios. They seem like good replacements for the usual weekly PF2e AP campaign game if people are missing. The mechanics were familiar, but the vibe felt different enough to feel like a change of pace.</p><p></p><p>YMMV, IMO, etc</p></blockquote><p></p>
[QUOTE="Velderan, post: 9461023, member: 7038056"] So here's some notes from my playtest experience: We played on Foundry VTT using the [URL='https://paizo.com/products/btq05rel?Starfinder-Second-Edition-Playtest-Deluxe-Adventure-Pack']module[/URL] Paizo has available for the playtest scenarios. I had 4 players, so that meant I could just run the scenario as designed though it did provide guidance for scaling the encounters for 5 and 6 players. It's worth mentioning for those not familiar that there isn't a Foundry module for the Starfinder 2e rules, so you use the PF2e module and install the SF2e playtest module on top to add in the SF2e specific ancestries, backgrounds, classes, equipment, and so on. This means if you wanted to, you could mix and match SF2e and PF2e material to create whatever you wanted. We went with just using the [URL='https://downloads.paizo.com/240801_SF2E_PreGens_Lvl1.zip']level 1 iconic pregens[/URL] to keep it simple. The group we ended up with was the Shirren Mystic, Vesk Soldier, Android Operative, and Human Envoy. It's hard to say off of 1 2ish hour session whether any of the classes were over/underpowered, mainly because of the dice rolls being what they were. [LIST] [*]The player using the Soldier rolled poorly all night long, but he did soak some damage during the more difficult fight. He actually tends to roll pretty bad in PF2e now that I think about it.. [*]The Mystic was an effective healer with access to healing spells and their Transfer Vitality action, as well as some ranged attack spells. [*]The Operative seemed overpowered, but the player using him also rolled really well all night so I am sure the extra crits made his damage seem better than it probably is over the course of a full campaign. He tends to roll high in PF2e, if we weren't playing on Foundry I'd probably be suspicious of his rolling. lol [*]The Envoy had some nice abilities to help increase the damage others could do and increase their AC by 2 with a reaction ability. He seemed the busiest with things to track. [/LIST] I'll spoiler tag the adventure notes in case anyone plans to play this still. [SPOILER="Shards of the Glass Planet scenario spoilers"] The scenario has the players taking part in an exploration mission to a planet that was sealed off because of a shield surrounding it which recently began to crack open. Landing on the planet, the players find no signs of life although there are plenty of signs of life having previously been there. The group meets up with an advance scouting party, who explains some of the points of interest in the area. The group then gets to investigate those points of interest and learn what they can based on some skill checks. The familiar PF2e 4 degrees of success comes into play as the players earn Survey Points based on their success/crit successes. Once they've spent some time exploring, they report back to the scouting party with what they've seen in time. Just as they finish their brief, an event suddenly has an alien appear near them, as well as some basic life forms (birds, insects, etc) and a hostile creature which leads to the first combat. The creature has a mechanic which interacts with some floral hazards in the area so there's a few moving pieces in the fight to keep it interesting. The encounter itself is a moderate one and based on my experience playing PF2e, it felt like one; the group was never in danger but took some damage and was able to test out some abilities without worrying if they wasted a turn. After that, they were encouraged to make their way to another location to see if they can stop the crumbling shield around the planet from falling apart completely. On the way, they had to deal with a hazard in the form of shards of energy falling from the sky and then were attacked by malfunctioning repair bots that was rated as a low encounter. The group took care of them in 2 rounds, which was good because they had an ability that mimicked the spell [URL='https://2e.aonprd.com/Spells.aspx?ID=1561&NoRedirect=1']Hydraulic Push[/URL] which seemed potent for a level 1 low encounter. It does say only 1 of the bots will use it per round and only 1 managed to get an attempt off that missed. The adventure then concludes as it just has you narrate the group arriving at their destination and succeeding in their mission. The ending felt very "let's wrap this up, we're pushing 2 hours with this and it's a SFS scenario" but maybe that's the norm for PFS/SFS scenarios. [/SPOILER] Overall it was fun and I'll definitely be running more of these scenarios. They seem like good replacements for the usual weekly PF2e AP campaign game if people are missing. The mechanics were familiar, but the vibe felt different enough to feel like a change of pace. YMMV, IMO, etc [/QUOTE]
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