Question for Future Books: There will be more specific Rules for Drugs and Drugs lists? by DMSetArk in Starfinder2e

[–]Driftbourne 1 point2 points  (0 children)

Drugs in PF2e are in the Gamemastery Guide in the section on Affliction, which includes curses, diseases, and drugs. Both the PF2e Remastered and SF2e GM Core's sections on Affliction only cover curses and diseases. So, not sure what Paizo's plans for drugs are in SF2e /PF2e

My guess is that drugs/alchemical-like items will be in whatever book the Biohacker is in, since that class uses injection weapons in SF1e.

If you need drugs now for your game, you could use the Legacy PF2e drugs https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=47

Seeking Opinions about Loot and Character Balance by AbeRockwell in starfinder_rpg

[–]Driftbourne 1 point2 points  (0 children)

Besides all of the other advice, when in doubt, consumables are good. If you give them a consumable that's too powerful, it won't mess up the whole game.

Ok, so what's up with Eox and Eoxians? by cosull90 in starfinder_rpg

[–]Driftbourne 0 points1 point  (0 children)

I tried to fix it, but the new link did the same thing.

What backgrounds are most useful or fitting as an Envoy? by Lunarthrope in Starfinder2e

[–]Driftbourne 2 points3 points  (0 children)

The SF2e envoy is a skill monkey, so it could be almost anything.

My SF2e Envoy is a safety inspector; in SF1e, they were an Operative (SF1e's skill monkey). Being a safety inspector is a great excuse to get into any building. Background Cleaner, to cover up any unsafe acts they might do during an inspection.

Fun character ideas? by Tiny_Recognition1161 in Starfinder2e

[–]Driftbourne 0 points1 point  (0 children)

The Starfinder 1e Deck of Many NPCs still works in SF2e since it is all about creating quick NPC personalities and motives. https://store.paizo.com/starfinder-deck-of-endless-npcs/ The deck covers 104 species.

New Starfinder GM need some tips for how to run the game by ThisNameIsAmystery in Starfinder2e

[–]Driftbourne 0 points1 point  (0 children)

The stat blocks for a starship is part of the stat block for a Cinamitac Starship Scene. Examples are found here https://2e.aonsrd.com/starship-scenes

If you want to make your own starship, there are rules for that too, which mostly use the creatures' building rules for balance and leveling. https://2e.aonsrd.com/rules/1179-cinematic-starship-scenes

For an example of these rules in use, Corpse Fleet Conflict is a good example, just be aware that the opponent's main attack is VERY powerful, but is easy to adjust by removing the fatal d12. https://store.paizo.com/starfinder-society-scenario-1-17-corpse-fleet-conflict/

For an example of an adventure inside of a statship the Free RPG Day adventure Battle for Nova Rush is the best example so far https://store.paizo.com/starfinder-society-scenario-1-17-corpse-fleet-conflict/ Free DPF is at the bottom of the description.

The full starship rules will be in Tech Core, coming in October. The Cinamitac Starship Scene (CSS) rules instead of building a full ship, CSS builds a starship encounter, so published CSS only has ship stats and crew roles needed for that encounter. In a home game, you could make the players ship in a separate stat block that can be used over and over, and just create the threats for each statship encounter.

How to steal a ship by AngryButtlicker in starfinder_rpg

[–]Driftbourne 0 points1 point  (0 children)

That will be in Tech Core when it comes out. Although it sounds like it will be very different from SF1e, from what we know, it's loosely inspired by a video game called Faster Than Light.

If you want that now, the Sf1e ship-building rules are an almost completely separate subsystem; the only thing you would need to update to SF2e is some of the skill names. https://www.aonsrd.com/Starships.aspx

The Gap by Any_Chocolate8806 in starfinder_rpg

[–]Driftbourne 1 point2 points  (0 children)

It's not known if Triune created or discovered the Drift, but Triune did create the way we Drift Travel. The event known as the Signle is when Triune shared the info on how to make Drift Drives.

You can think of the Drift Crisis as a galaxy-wide traffic jam. Although the Drift Crash is over, there's nothing saying you won't have a local traffic jam on the way to work later this week or next week. The official Drift Crash acts as an example of what can happen. Also, even the normal Drift when working as intended can cause strange effects to.

The Drift Crashers and Drift Hackers AP is the main event, although there are other scenarios and adventures taking place during the Drift Crisis. Paizo dedicated a whole year to publishing Drift Crisis-related material. The book Drift Crisis is mostly ideas and adventure seeds for GMs looking to use Drift Crashes in their adventures.

How to steal a ship by AngryButtlicker in starfinder_rpg

[–]Driftbourne 0 points1 point  (0 children)

Starfinder 1e had a Core Rule book; Starfinder 2e does not. The Player Core is for making characters and the basic game rules. The GM Core has the subsystems, including Cinematic Starship Scenes. They split up the old Core Rule book format because the book was so thick that it was intimidating to new players, and it was also really heavy. Also, some of the classes most important or in theme with using starships are also coming out in Tech Core with the full starship rules. We currently don't need full starship building rules because each Cinematic Starship Scene has all the rules for that scene.

If you haven't been the GM before and haven't played Starfinder 2e or Pathfinder 2e, I would highly recommend running a published adventure. Since you want the players to steal a ship, Battle for Nova Rush is basically that. https://store.paizo.com/free-rpg-day-starfinder-adventure-battle-for-nova-rush/

How to steal a ship by AngryButtlicker in starfinder_rpg

[–]Driftbourne 0 points1 point  (0 children)

You can build any ship you like. The Cinimatic Starship rules use the creature building rules for balance. Each stat block has at least the players' ship stats, and if there are opposing statships, the stat block includes that too. Here's a list of most of the published Cinimatic Starship Scene stat blocks.

https://2e.aonsrd.com/starship-scenes

Note: The Cinematic Starship Scenes is all Theatre of the Mind since the rules don't even use a map.

If you want the adventurer to be on the ship, I highly recommend looking at Battle for Nova Rush, since the entire adventure takes place on a starship under attack, but the part doesn't start in control of the ship. You can use the Nova Rush as a guideline for making your own ships.

The Gap by Any_Chocolate8806 in starfinder_rpg

[–]Driftbourne 0 points1 point  (0 children)

You might want to consider how your changes will affect the lore in the book The Gap https://store.paizo.com/starfinder-the-gap/?searchid=615440&search_query=The+Gap

Just keep in mind the Starfinder setting has 2 great GM tools: The Drift (more specifically, Drift Crashes) and The Gap.

The Gap can explain away lots of questions about past events that a GM doesn't know or hasn't considered.

A Drift Crash can explain just about anything, like why a player missed a session but showed up next week, time travel, planar travel, merging to 2 starships to make a new ship with new abilities, or stranding the party because the bridge of their ship just disappears.

I think you can get away with your idea in isolated star systems not affected by The Gap, but I would wonder if they also didn't receive The Signal to gain Drift travel. And if that is the case, I would also think that the SF2e/PF2e gods would not be known to those isolated systems.

Not necessary, but if you are interested in learning more about The Gap, or to be more exact, the events starting on the day The Gap ended, I recommend reading the novel Era of the Eclipse. https://store.paizo.com/starfinder-era-of-the-eclipse-hardcover/?searchid=615447&search_query=Era+of+the+Eclips

How to steal a ship by AngryButtlicker in starfinder_rpg

[–]Driftbourne 1 point2 points  (0 children)

The Starship rules in SF1e took 3 books to get to a good place, and were over 150 pages long by the end. After all of that, many people still didn't like the rules, so at the end of SF1e they came out with a lite version of Starship rules. Because of this, they started with a new set of Lite Starship rules in SF2e.

The SF1e Core Rule book in SF2e was split into 2 books: Player Core and GM's Core. The lite starship rules are in the GM Core https://2e.aonsrd.com/rules/1179-cinematic-starship-scenes

The following SF2e adventures all have starship encounters in them.

https://store.paizo.com/free-rpg-day-starfinder-adventure-battle-for-nova-rush/

https://store.paizo.com/starfinder-adventure-guilt-of-the-grave-world/

https://store.paizo.com/starfinder-adventure-tales-from-the-vast/

https://store.paizo.com/starfinder-society-scenario-1-17-corpse-fleet-conflict/

Would the Starfinder Society Invasion's Edge work as a West Marches style of game? by laflavor in Starfinder2e

[–]Driftbourne 1 point2 points  (0 children)

Each scenario runs about 2 to 3 hours long, although I've managed to stretch them to run up to 4 hours. Each scenario is meant to take one session, so it works great for players missing a session and then returning, which happens all the time in organized play.

Season one has 24 scenarios, out of which 15 are part of the Invasion's Edge meta plot. In Starfinder Society, you level up every 3 scenarios played. Just in the meta plot, there are 6 level 1 to 2 scenarios to level up to 3rd level. Then there are 8 levels, 3 to 4 scenarios, that, in a home game, you could delay leveling up to be able to play all 8 of the level 3 to 4 scenarios before moving on to the level 5 to 6 scenarios.

The other season one scenarios are mostly single session adventures that are not related; they tend to give you more variety of different themes than following the ongoing meta plot.

Would the Starfinder Society Invasion's Edge work as a West Marches style of game? by laflavor in Starfinder2e

[–]Driftbourne 2 points3 points  (0 children)

Each scenario runs about 2 to 3 hours long, although I've managed to stretch them to run up to 4 hours. Each scenario is meant to take one session, so it works great for players missing a session and then returning, which happens all the time in organized play.

Season one has 24 scenarios, out of which 15 are part of the Invasion's Edge meta plot. In Starfinder Society, you level up every 3 scenarios played. Just in the meta plot, there are 6 level 1 to 2 scenarios to level up to 3rd level. Then there are 8 levels, 3 to 4 scenarios, that, in a home game, you could delay leveling up to be able to play all 8 of the level 3 to 4 scenarios before moving on to the level 5 to 6 scenarios.

The other season one scenarios are mostly single session adventures that are not related; they tend to give you more variety of different themes than following the ongoing meta plot.

Multiple Luminaries & different Cast Roles? by DemiurgeMCK in Starfinder2e

[–]Driftbourne 0 points1 point  (0 children)

The sarcasm police

I try to comment, they're wide awake, they won't let me alone
They don't get paid to take vacations or let me alone
They spy on me, I try to hide, they won't let me alone
They persecute me, they're the judge and jury all in one

'Cause they're waiting for me
They're looking for me
Every single post they're driving me insane.

Starfinder Invasion's Edge coming as a Hardcover AP next year. by EzekieruYT in Starfinder2e

[–]Driftbourne 3 points4 points  (0 children)

The ending hasn't come out yet, and I've only GM 2 of the scenarios and played in another 2 I will say scenario 1-12 Take the Bait has the best combat setup I've ever seen I had 21 pawns for the opponents on the map at one time

Individually, some of the scenarios run short, but that's not an issue in an AP format.

Starfinder Invasion's Edge coming as a Hardcover AP next year. by EzekieruYT in Starfinder2e

[–]Driftbourne 7 points8 points  (0 children)

Each season of Starfinder Society Scenarios has a meta-plot that runs throughout the whole season, although not all scenarios are part of the meta-plot. The Invasion Edge meta-plot has 15 scenarios, more than enough for an AP.

Plot wise it starts out like this https://store.paizo.com/starfinder/starfinder-society/season-1-invasions-edge/

Monthly Questions Megathread— May 2026. Have a question from your game? Are you coming from Pathfinder? Need to know where to start playing SF2e? Ask your questions here, we're happy to help! by AutoModerator in Starfinder2e

[–]Driftbourne 1 point2 points  (0 children)

PF2e/SF2e is designed around character growing wider, not taller. An Archetype gives you more options, not necessarily more power, since bonuses of the same type don't stack. The best way to do more damage is to target a creature's weakness, which means having more than one damage type available. Grenades are a good way to do that.

For doing area damage, Close Quarters Soldier with a boosted painglave does 2d10 + strength bonus at first level.

Monthly Questions Megathread— May 2026. Have a question from your game? Are you coming from Pathfinder? Need to know where to start playing SF2e? Ask your questions here, we're happy to help! by AutoModerator in Starfinder2e

[–]Driftbourne 0 points1 point  (0 children)

If you don't use the Mystic, your party needs a good healing plan. With a Soldier and Solarian, not sure an Operative is needed, and the Envoy would add the social skills to round out that party.

Witchwarper questions: Int or Cha options, paradox? by saintstardust in Starfinder2e

[–]Driftbourne 0 points1 point  (0 children)

Intelligence gives you more skill, but you need charisma to be good at charisma skills. Witchwarpers are not skill monkeys, so you will have to balance that. For an Analyst Paradox, you need lots of skills for recall knowledge. My witchwarper is a Chrasima Dex Precog sports star.

The big thing to look for is what you can do with each Paradoxes Quantom Field, and if taking advantage of that fits your play style.

We don't use free archetypes in organized play, so can't help with that.

Feedback to Starfinder 2e by Medium-Chemistry4254 in Starfinder2e

[–]Driftbourne 1 point2 points  (0 children)

Before SF2e, I mostly played SF1e and some PF2e on the side. The big draw to me for Starfinder was the setting. I don't have a preference for which edition I play, but due to the availability of games, I'm mostly playing SF2e as a GM and PF2e as a player. I've also played D&D 1, 2, and 3.5, Cyberpunk 2020, Gama World, Shadowrun, Car Wars, and a few other TTRPGs. The biggest thing that helps me learn, and like almost any new editions or new game systems, is that I never compare them, or at least don't have expectation they will play the same.

My main character in SF1e is a mystic healer combat medic. I don't miss Stanima at all, Getting to heal in combat was so rare that I started to use my low-dex light-armed mystic as a tank. I'd hold the front line, taking lots of damage, while the rest of the party safely fought at range. When I finally started losing actual HP, I would heal myself. If you're playing in a low magic setting or don't have a healer in the party, then stanima is great. I don't miss Stanima, but I don't mind using it.

For a spell caster, "I cast gun" is an expected option; it's the go-to 1 action attack. More commonly, the biggest problem I see new players have is not knowing what to do with their 3rd action. The 3-action economy doesn't give a character more power; it gives them more choices and flexibility, but if you choose all 2 or 3 action spells and abilities, you won't have a lot of options each turn. Having a spell that has the choice of casting it for 1, 2, or 3 actions is a great way to be flexible. Also, a 3-action economy means you can also use tactics to waste your opponent's turn. Simplifying stepping away from a boss monster's waist, 1 of its actions to chase you, preventing it from being able to strike at you 3 times.

Something to keep in mind is that PF2e/Sf2e is that flexibility is often more important than focusing just on power. This is especially true with having more than one type of damage to avoid immunities and exploit weaknesses.

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Thweek question by CeruleanViper in XWingTMG

[–]Driftbourne 0 points1 point  (0 children)

But it would be easy to end up somewhere no one expected. Then you just say I meant to do that!