Starfinder General /sfg/

Starfinder General /sfg/

What's your campaign inspiration?

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>What's your campaign inspiration?
Starship Troopers

Good timing, looks like DSP just updated Aegis. Lots of numbers tweaks, ChartAnon and the other math guy made them tweak things around.

So when does psionics come out?

Chartanon here, updating the chart. Honestly, most of the issue before was stuff that makes sense in pathfinder but was running into some of the changes Starfinder has (Like in Pathfinder, there isn't really such a thing as 'Too accurate' as AC is a joke so playing with heavy modifiers to attack or auto-damage wasn't going to shake the game much.

Link at docs.google.com/document/d/1DmcJzCs8dzoFJC1CTOjnXJsLyyw2E0yMSJE6118zVbM

They run the big books through MONTHS of Beta before releasing. Not expecting this out before March, to be honest.

The book will drop once we’re satisfied that it’s both complete and tuned correctly. All feedback appreciated, as usual.

>paizo
>2017
Not fucking likely

>If a chassis function allows a saving throw to resist its effects, the DC is equal to 10 + half your aegis level + your key ability score modifier.

That's not really needed. Unlike Pathfinder, Starfinder doesn't have you always repeating what the formula is. This is already covered on page 58 by the 'Key ability score' section.

>Unless otherwise noted, the saving throw DC for foes to resist your class features (if appropriate) is equal to 10 + half your class level + your key ability score modifier.

Astral Juggernaught AC also doesn't scale quite with heavy armour. You basically NEED to take advantage of that much higher max dex to get proper use out of it since it caps at 23/23 and Vesk Monolith is 26/27 (With +5 max AC). The modes move that up to 25/25 if the target is the right one but that's still a bit low. I'd drop the max AC scaling on the juggernaught (As it quickly ends up high enough that even full dex people will get 100% their dex to AC making the light armour version kinda superfluous.

So is there like a normal psionic class or is it just the aegis?

im unfamiliar with how psionics work in pathfinder, but I wanted a more sci-fi alternative to actual magic and spells for my campaign.

Yeah, there will be. The Aegis is the first because it uses the actual psionic system the least so they can put it out and get useful feedback before the entire psionic power list is written (Since a Psion will require a lot more powers to understand what it can really do).

It's sorta like it they were showing off spellcasting in Pathfinder and the first class shown was the Paladin. Sure, he uses spells...but you can understand most of what he does without them.

Fair enough.

Any idea when the actual psionic casters are going to show their heads?

My guess would be a couple of weeks from what I've heard in the threads. I'm not part of the dev team myself (Just a homebrewer, so I pay a lot of attention to how Real Developers run this sort of stuff) but I imagine they are mostly waiting on getting the powers into a large enough list.

As I do remember them saying something along the lines that something they were doing was making powers more versatile than before (Where 3.5/3.P power point upgrades were mostly just 'That power++')

We’re Assembling Wave 2 now, which will contain the first “true” manifester along with rules for powers and all applicable power descriptions (plus incidentals like Psionic Focus Rules and Autohypnosis).

was correct in our reasoning, Aegis and Soulknife were a good way to get people to dip a toe in, to experience using the system without too much option paralysis.

Thank you! We will look at the AC number scaling, plus remove the superfluous DC definitions.

Forgot to mention that the powers thing you mentioned is in fact my outright design goal. Any given power is supposed to be broadly flexible and applicable in multiple ways. The rule of thumb was that if I couldn’t think of at least two solid augmentation options, it wasn’t flexible enough and got folded into something else. Hopefully this shows when Wave 2 comes out and you guys get your teeth into it.

If you are familiar with MP bars, user, you’re halfway there. The TL;DR of Psionics is that everything has a base cost according to its power level, and the maximum you can spend on any one thing is equal to your manifester level (basically caster level). Powers come with optional ways to pump more power into them, called Augmentations, that you can freely apply as long as you don’t go over your limit.

Wow thanks for the info captain tripfag! Fucking kill yourself!

Go back to r*ddit

Developers talking about their project is pretty much the #1 legitimate tripfag reason on Veeky Forums.

You can go back too and buy a rope on your way there

Don't feed the trolls. Smells like a /pfg/ guy.

My campaign inspiration is a straight-up theft of Outlaw Star, except no grapplers (both because they're retarded and because nothing remotely close to them exists in Starfinder)

>anime
Extra strong rope

>Science Fantasy group of bounty hunters
>Cool ship with mysterious origins
>Shadowy canal of enemy spellcasters
>Alien Catgirl Bezerker Babe

What’s not to love?

the fact that you're going to need an expensive rope

>My campaign inspiration is a straight-up theft of Outlaw Star, except no grapplers (both because they're retarded and because nothing remotely close to them exists in Starfinder)

Starfinder needs grapplers.

You need rope

For grappling, of course!

what starfinder really needs is more things to do with bluffing

you should bluff your parents that you need a rope and stool for an art project

Bluff is one of those “creative application” skills, it all depends on the campaign and the limits of player creativity.

>What's your campaign inspiration?

Man, the thematics of that were really cool but the actual game itself disappointed.

the game was awesome
best mmo ive ever played

TL;DR on it? I don’t really have time for more games right now, especially not an MMO.

its an action MMO.
the combat is focused on dodging and interupting attacks. best combat i have ever experienced in a mmo ever.
the setting has awesome classes, like the engineer, a ranged tank.
the setting is a remote wild planet with ancient alien technology that two factions have newly colonized and are fighting over.
oh yeah, the plot is actually really good, for the dominion at least.

oh yeah, it went FTP a few years ago. super fun

Can you give us any examples of multi-use powers?

> That's not really needed. Unlike Pathfinder, Starfinder doesn't have you always repeating what the formula is. This is already covered on page 58 by the 'Key ability score' section.

We repeated it in part because Paizo themselves did; you can see the formula (and the skill check DC formula, in many cases) on pages 61 (Envoy Improvisations), 70 (Mechanic Tricks), 83 (Connection Power), 93 (Operative Exploit; notable here is that Trick Attack, next to it, uses a different DC), 102 (Stellar Revelation), 112 (Anchoring Arcana) & 119 (Magic Hack). The entry on Page 58 also notably doesn't include the skill DC formula for some reason that I'm not gonna guess at.

I'm honestly in favor of the repetition. While it's technically superfluous in the sense that a general rule is given, including it aids in reading comprehension and cuts down on book-flipping if you don't have stuff memorized. Plus, as a 3pp, the compatibility license forbids giving page references of 1pp books, so if we choose not to reprint it we're essentially banking on the idea that anyone who might use this material has the stuff memorized or knows exactly where to look.

We appreciate the catch, though!

last time im bumping this shit
im probably done after that

I've heard that the AP is okay, but what about the Starfinder Society stuff?

>Plus, as a 3pp, the compatibility license forbids giving page references of 1pp books, so if we choose not to reprint it we're essentially banking on the idea that anyone who might use this material has the stuff memorized or knows exactly where to look.
That's a peculiar choice on their end, you'd think they'd want more eyes on their products. Is it just page number referencing that's forbidden or is section referencing also disallowed?

Sure. This was one of the first ones I wrote for the system, meant to be a mirror to the Mind Thrust Spell. Please forgive the formatting, it’s a copy-past from an internal document.

Mind Pierce
Discipline: Telepathy [mind-affecting]; Level: Psion 1, Specialist 1
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: Will half; Power Resistance: yes
Power Points: 1
Among the simplest telepathic powers, you find a vulnerable pathway in the enemy’s brain and deliver a massive psionic assault. This power deals 2d10 damage to any one creature.

Augment: You can augment this power in any of the following ways:
1) For every additional power point you spend, this power’s damage increases by 1d10
2) If you spend 2 more power points, the target is fatigued for one round on a failed save
3) If you spend 3 more power points, the target is stunned for one round on a failed save
4) If you spend 4 more power points, the target is exhausted for one round on a failed save and fatigued for one round if the save is successful
5) If you spend 2 more power points, this power instead targets all other creatures in a 15 foot radius spread centered on you.

They have specific rules in the license about referencing and citing their books, which are more less the ones from Pathfinder. I can't speak to the motive or purpose behind them. I also can't quote it at the moment because I'm on mobile, but the license should be on their site.

btw the guy who made the OP's image has made a whole album with a nice backstory about them

B-Brother?!

No, seriously, that you, bro?

Post comfy ships!

If I wanted to use the pact world system as a starting point for a campaign, where should I be looking for general info on the panets and such? Wiki's still quite barren

The core rulebook has a bit of info. More info in the next book my dude

Damn, was hoping to use it as a jump-off point so I had more time to make other places up. Guess I'll just pull my finger out

Pretty sure you can name a general trope and one of the core planets will fit it.

Odd question. In Dead Suns: incident on absalom station, how would you guys progress if the party managed to beat BOTH gangs in the first encounter?

>Post comfy ships!

...

First contact with the kushan right before they discover the hyperspace core and begin to expand into interstellar space. Only real difference is that the kushan are proper aliens rather than just another lost group of humans in outer space. Haven't started yet, but the idea is for the PCs to take a job to help explorers navigate the desert wastes for alien shipwrecks before running afoul of the Gaalsiens. Depending on how the players go about it, they'll also make contact with the other Kiiths and potentially form an alliance between them and the Pact.

What were your general ideas on what those guys are like?

I'm kind of caught between two options for the game I'm starting. The story I have planned starts with the players meeting when forced to escape together from a large station that comes under attack. They'll likely have a tiny amount of an encounter trying to escape where one character will assume the role of pilot, another might take up a gun, while the others try to get the ship to boost. Just to test the waters for ship combat. They will narrowly escape and end up in a place where I've setup a dungeon kind of abandoned station to kick off the game.

The question is should the ship they take be their ship, which they they are scavenging the station for some mcguffin to repair it

Or do they escape in a tiny shuttle and then find a ship at the station which they need to find parts for to be their starting ship.

The difference is that one makes it better for testing out ship combat and starts the game off with a bit of action, but the other allows them to be more in control of what goes into their ship and feel like it's more 'their' ship. If they get a ship at the station I would have an excuse to allow them to 'build' it themselves within a certain budget.

Or should I have them escape in a ship, have it barely holding together when they get to the station, and then have them need to salvage parts for it at the station, which could be like customizing it?

I can't really decide and mostly just need a second opinion from someone who has actually done ship combat or something else related here.

I am not someone who has actually done ship combat or something else related here, but as a general thought I think having them experience ship combat before they build their own ship would be better, as they'll have a better idea of how to actually build it (rather than potentially picking something good on paper but poor in practice, or something that sounds like it might do the thing they want it to do but actually doesn't). If it were me I would have them find a really basic ship for the first ship combat, then at the dungeon station they'll find the various parts and have the time to actually upgrade it however they want.

That’s what I did. Created a basic ship early to give them a taste of what it was like and what they liked.

I made a slightly better version

I would carry on as normal, they still need to find out why their contact got killed.

>posting mechanics this bad and hoping that someone pats you on the head for it
You should be ashamed you stupid fucking loser

Looks basic but functional to me. Less goofy than the current 'If you prepare in X slot, Y' stuff that spells currently have.

You want some fries for that salt?

Curious what you think will make it better, actually. Paying 7 PP to possibly Exhaust everything nearby seems pretty cool to me if it works like UltPsi did.

Did Metamorphosis make it?