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General Tabletop Discussion
*Pathfinder & Starfinder
Starfinder: First Impressions
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<blockquote data-quote="Calithorne" data-source="post: 7225096" data-attributes="member: 6874058"><p>It was with eager hands that I unwrapped the Starfinder Core Rulebook, and at this juncture, I've played it three times, once as a GM and twice as a player in someone else's world.</p><p></p><p>All I can is, there's a lot of rules, over 500 pages of rules, and there are many, many charts and indexes.</p><p></p><p>And my initial impression was that Paizo borrowed some ideas from 5e, but it didn't borrow the main idea of 5e, which was: MAKE IT SIMPLER!!!</p><p></p><p>There must be at least 30 "conditions" to memorize.</p><p></p><p>There are gobs and gobs and gobs of feats.</p><p></p><p>Every class has a branching tree of numerous options, each with its own class options.</p><p></p><p>Now, it's not so hard to make a first level character. But I can already see that SF, like PF, is really going to bog down at higher levels as players are trying to decide which of their feats, skills, spells and special abilities they should choose from each round.</p><p></p><p>There are three kinds of combat, regular combat, vehicle combat, and starship combat.</p><p></p><p>Regular combat uses squares, vehicle combat uses zones, and starship combat uses hexes.</p><p></p><p>It took me many, many hours of getting up early in the morning to read this book, and I'm STILL not finished.</p><p></p><p>I'm just wondering, why didn't Paizo simplify things a bit.</p></blockquote><p></p>
[QUOTE="Calithorne, post: 7225096, member: 6874058"] It was with eager hands that I unwrapped the Starfinder Core Rulebook, and at this juncture, I've played it three times, once as a GM and twice as a player in someone else's world. All I can is, there's a lot of rules, over 500 pages of rules, and there are many, many charts and indexes. And my initial impression was that Paizo borrowed some ideas from 5e, but it didn't borrow the main idea of 5e, which was: MAKE IT SIMPLER!!! There must be at least 30 "conditions" to memorize. There are gobs and gobs and gobs of feats. Every class has a branching tree of numerous options, each with its own class options. Now, it's not so hard to make a first level character. But I can already see that SF, like PF, is really going to bog down at higher levels as players are trying to decide which of their feats, skills, spells and special abilities they should choose from each round. There are three kinds of combat, regular combat, vehicle combat, and starship combat. Regular combat uses squares, vehicle combat uses zones, and starship combat uses hexes. It took me many, many hours of getting up early in the morning to read this book, and I'm STILL not finished. I'm just wondering, why didn't Paizo simplify things a bit. [/QUOTE]
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