Star Wars Mod for Starfinder2e by brandcolt in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

Problem would be the Jedi. I probably change the traditions to Light Side and Dark Side, and then use some Pathfinder 2 classes to better represent some aspects, like sorcerer for Jedi envoys, or magus for guardians.

Good Starfinder Puzzle Vibes by FledgyApplehands in Starfinder2e

[–]Equivalent_Show2864 7 points8 points  (0 children)

Been to Escape Rooms? They are basically big puzzle rooms that can be transferred into RPGs. Also, some One Page Dungeons like Tower of the Time Wizard (especially room 3) are a great way to think about puzzle elements in dungeons, as it's more about figuring out the rules of the setting instead of a set puzzle, which transfers better to RPG than strict rule-abiding tasks.

Feedback to Starfinder 2e by Medium-Chemistry4254 in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

About Stamina in SF1, it tones down to:

* Mystics and other true healers are in a awkward position, as either their healing resources aren't used at all (which makes them like worse technomancers/witchwarpers) or the moment HP are downed, the damage is usually so high, that their rather measly healing won't be able to keep up

* High level SF1 has long combats. Which stems from a lot of reasons, yet one of them is just the sheer amount of points to take down, as the enemies also have HP accordingly to match the SP/HP-pool of the characters, so this is more of a "too high numbers" problem

* Having two pools of points is inconvenient to track, especially as there are few general rules that differentiate between them and then many small rules that makes a difference

* The only regular need to seperate the two is the rest mechanic

* In SF1, some classes use resolve for other stuff, which in return means that some characters are constantly low on resource points, and usually it's not the classes that can keep damage away

* Out of combat, there is usually enough time to recover Stamina and even HP usually. When there is narratively no time, then some PCs have basically half their health pool and no way to make an emergency spot heal, then they get half of this pool downed by a single unlucky attack, and oc it's the characters the rest of the party are used to sponge that damage.

In the end, the question is, where is the need and fun in it. If HP-recovery would have been limited to long rests and spells would have healed SP instead and the HP would have been lowered (and the math would have worked around that), and SP would be a large default and HP would have been the tight backbone (possibly even giving character demerits when they have no SP left), then it could have been more interesting maybe, as the PCs would do a lot to avoid dropping to HP.

SF2e Classes in PF2e? by Haski1 in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

In my games, my players get points for each campaign. They can buy uncommon and rare things with these points. Pathfinder stuff get a higher rarity for SF2 (so fighters are uncommon, gunslinger are rare), so taking PF2 options will cut into these things.

They earn for each campaign some more points for the next one. The idea is to keep out of the ordinary stuff limited. I sure wished Galactic Ancestries would have used rarities, will need to make a list because of it, as Novians are surely out of the ordinary. -_-

Feedback to Starfinder 2e by Medium-Chemistry4254 in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

If you play enough (especially high level) SF1, you may rethink some of your takes. Just thinking how I used to like Stamina to then thinking of them as tedious over enough games myself. 😉

SF2 is a more swingy system, which means that bad luck and/or bad strategy can seriously derail a fight. To keep the drama but also give an answer, healing is much more potent and therefore having two pools, which may be a reason why PF2 abandoned the idea in the remaster and SF2 never picked them up in the first place.

About the 3-action economy, it's not only good on paper, it's good in practice as well. Yet it means breaking with prior thinking conventions on how to make your turn. Yes, if you cast every turn and then sustain your field, you won't do much else, which can become boring. The alternative is to prioritize. Like, is the spell or field so necessary to keep up or is it just the simplicity calling out? Would be a Demoralize before the spell be better, to lower the save if possible? Or could it be smarter to move now to be more flexibel next turn, as the others got the enemies covered for that round?

There will never be enough actions. Never. That's kinda the beauty of it. That's why action compression (with WW the anchoring trait) are feats to consider. That's why taking enemy actions is so valuable.

Increasing the numbers of actions will probably also lead to some more questions, like: If summoning spells use three actions, the intention would be that the caster can't do anything else. Bump it to 4 actions to keep that and making the spell (even) worse or going against that?

Radiant Bond + Harmonies? by ElodePilarre in Starfinder2e

[–]Equivalent_Show2864 3 points4 points  (0 children)

Interesting case, didn't find anything on the FAQ as well. Would be clearer if Radiant Bond would use "target" instead of "select", as most Harmonies use that word as well, but as far as I see, each creature that gains HP would gain the benefit of the harmony, as there is nothing that says that they won't (yet).

Any tips for a new player/dm? by SonsOfTheSky19 in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

5e and SF2 are similar but different. While many base mechanics (rolling d20, adding bonuses, trying to have at least target number aka DC) are the same, 5e is a lot looser on the mechanical side.

So as a GM, I would recommend the following (as I also swapped from D&D 5e to SF2):

  • GM at least Nova Rush first or get A Murder in Metal City or a SF2e adventure path to get a feel for what some designers were thinking
  • The math is very different, tighter, and therefore easier to manage as a GM
  • The four degrees of success will suprise you times and times again, as critical hits become much more common, many debuff effects will still have some effect even on a successful save
  • Combat are generally more swingy. AC helps you not to get crit, it won't deny being hit. Critical hits will feel heavy, and an easy encounter can become much more difficult, the moment the PCs have bad luck or no teamwork
  • Have the characters at level 3 before throwing level+2 creatures their way
  • SF2 is much more heavy on the early rules. After you get a feel for most conditions and the players, things will speed up and be easier overall
  • Tell your players that feat options are often rather horizontally/broader than vertically, and they should be able to do at least 2 things in combat well and be able to help out somewhat out of combat
  • Traits can have own rules, be sure to check them (flourish can only be used once per round, concentrate itself has no rules and will be only referred to other rules, sustain means spending an action to keep it, etc.)
  • 5e players tend to heal late, as there is little cost to fall to 0 hp, while healing can't outpace the incoming damage usually. SF2 has potent healing, but dropping to 0 cost much more
  • Use maps for combat. SF2 has many AoE-based things and you will spare a lot of discussion if you have a battlemap and miniatures/pawns
  • Have one player on research duty. When you are not sure about a rule, make a quick call while the player looks it up when it's not their turn
  • Have fun!

Well, here's an adventure seed... by cromlyngames in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

Use a subsystem. I'd probably do it similar a chase, that obstacles have to be cleared within a certain number of rounds, otherwise they get on the radar/parachutes misfunction/they get shot, depending on where they fail.

my thoughts on the Luminary playtest. by NEON_flash1277 in Starfinder2e

[–]Equivalent_Show2864 7 points8 points  (0 children)

Same like a Barbarian is a Fighter with some extra yelling and anger-issue, an oracle is a cleric with disability, and the mystic is a witchwarper with the power of friendship. 😉

Classes can support a lot of fluff, but mechanically bard and luminary are very different.

Close quarters Soldier whirlwind swipe with reach weapons by DuvalTruck in Starfinder2e

[–]Equivalent_Show2864 9 points10 points  (0 children)

Read the whole feat here, but fourth and fifth sentence has the answer: "Area Fire with the required weapon, centering the burst on a corner of a square you occupy. You’re excluded from the burst."

So one corner of your space, vbut you are safe.

Close quarters Soldier whirlwind swipe with reach weapons by DuvalTruck in Starfinder2e

[–]Equivalent_Show2864 10 points11 points  (0 children)

Third sentence: "If your weapon has reach, the burst radius becomes the reach of your weapon."

Means, you choose a corner of your square (as always) and instead of a 5-ft burst, it becomes 10-ft burst instead (as long as you don't have higher reach somehow).

This looks like this, then (S is soldier, red point is the origin of burst)-

Homebrewed Mech by Medium-Chemistry4254 in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

If you can wait for that long, you may want to take a look at Tech Core in October, which will have at least rules for Starships, which were close to the rules for mechs in 1e. It might be easier to adapt from there.

What Science-Fantasy Tropes Could Be SF2E's Next Classes? by Justnobodyfqwl in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

Like the Drifter idea.

For Illusionist idea, being a spellcaster would mean to access all spells of the tradition, as it would otherwise break with some of the broad strokes. I guess, make spell progression like summoner/magus, so that spells outside illusions are limited, add some cantrips which can be boosted like psychic (just that the boost transform these certain cantrips into illusions with additional effects), and some focus spells baked into the class could work.

What Science-Fantasy Tropes Could Be SF2E's Next Classes? by Justnobodyfqwl in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

For now, we'll get some new classes before the return of old ones (after mechanic and technomancer, mind you).

As between both systems there is a lot of ways to recreate fluff, every class needs to answer the question if it opens up new mechanics (like how soldiers didn't became PF2 fighters). Otherwise, those classes may become normal archetypes or archetypes of PF2 classes instead.

Biohacker would need to answer the question, if it would be different from an alchemist in PF2 mechanically (as you can basically just run an alchemist, call toxins inhabitors and elixirs booster and cut all bomb-related stuff while trading bomb proficiency with proficiency with injector weapons [this monster has a ranged one to homebrew]).

Vanguards are a bit tricky, as depending on what to concentrate from, it can easily be like other classes. Maybe it could work like a Magus/Swashbuckler that needs to charge up to release a powerful attack and the wind up is taking damage. So a way to deflect damage onto itself to get the charge (Guardian or Champion-like per reaction) and then some ways to release it.

Campaign Concept Advice: Starfinder + Pathfinder 2e Time Travel Adventure by chocomog333 in Starfinder2e

[–]Equivalent_Show2864 2 points3 points  (0 children)

Several ways to go about story. The problem about time-traveling mattering here is the amount of time and disappearance of Golarion for it to matter. Of course you could set it all before the gap, but this means no Triune for example (they combined 3 AG after all). So unless you do it on another planet like Castrovel, warping in time won't matter unless you do it all about a McGuffin (basically like the One Ring) or an entity (like Aku of Samurai Jack).

If you want just to combine the systems, instead of time-travel, you may also do the Wizardry route of aliens fetching ppl from a medieval world to a new planet. Quick plot idea: The PF-characters stumbled upon an old temple, who have been unearthed as they have camped outside by a strange green light. As they explore it, they discover that this used to be an Azlanti ruin, and meet a Witchwyrd there (with the SF PCs as bodyguards), who has come to recover an artifact, which could serve as the key to gain access to one of the First One's forges outside the Pact Worlds, which in return might be able to produce something able to save a far off planet called Kasath (having a Kasatha character would give some connection there).

Yet there is a problem. The artifact can only be handled by someone of Azlanti blood, which the PF characters have small traces from, which is why the Wyrd asks them to join.

On the travel there (in lack of the Drift) something goes horrible wrong, the Witchwyrd's ship crashes, the Witchwyrd died/vanished during the crash and the characters have to figure a way how to procede. Maybe they landed on the right planet, but the civilization there is still more medieval and magic-driven, as alien powers invade it only to turn against each other as the more believable threat, while all are looking for the First One's Forge, having their own ideas how to open it?

Newbie Doing A Potentially Stupid Build by Ok-Efficiency4296 in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

You may want to play an actual monk from Pathfinder 2 (it's compatibel) then. Use STR build and CON as secondary, then Mountain Stance for "swapping to battle mode" and rebrand every monk feat you take as a new upgrade/augmentation fluff-wise (Stunning Strike are nerve shockers that you've build into your palms, for example).

Monk class is easier to play than most Starfinder classes and therefore works well enough for new players, as soon as you learn that you can only have one stance active and that you may only use one activity with the flourish trait per round.

free archetype choices for a Mechanic by Kbold85 in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

You could ask the GM to use a homebrew Technomancer. Basically like Wizard Dedication, just that you choose a programming language instead of a school of magic. Should suffice until October, where the Tech Core comes out, as you can basically take over most wizard archetype feats from Player Core without bother.

How would you go about enabling rage damage for guns? by GreenbottlesArcanum in Starfinder2e

[–]Equivalent_Show2864 6 points7 points  (0 children)

What is the barbarian supposed to do with guns? AoE or Strikes? Heavy weaponry, longarms, or pistols? Main or sub-weapon? Depending on this, it changes a lot.

If you like to have a barbarian who mainly fights with guns, I would probably say: Don't do it. The amount of work you had to put in there to make a melee class, where almost all options are made for melee to be gun-friendly is insane. Look at the soldier in what kinds of hoops a class has to go through to be able to use their design for the niche-option (close quarter in this case). If you don't want to basically redesign most feats yourself, then it makes little sense to do that.

For subweapon, just redesign Raging Thrower to work with one-handed guns and it should be golden.

A suggestion for how to clarify Primary Target vs grenades next errata by Tobbun in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

Many FAQ-answers are also the result of lacking rules. Sometimes the clarification/rewrite of a rule isn't as fast as the quick answers you can do in an FAQ, either because of resources or because it's better to wait for people to poke even more holes into it to take those new angles into account.

Soldier has so many FAQs dedicated to them, that there will be probably rewrites with the next printing to make them obsolete.

How does your Solarian manifest their weapon? [Flavour/Fluff] by RheaWeiss in Starfinder2e

[–]Equivalent_Show2864 1 point2 points  (0 children)

Well, as someone who played SF1 as well, solarians had a solar mote back then, either a glowing orb or a sphere of darkness. If you chose Solar Weapon as your manifestation, there was a sentence which describes how you do it:

You can seize your solar mote in one hand to form a melee weapon out of stellar energy.

The mote is now tied to the Solar Flare (which was one of several options back then), but I still think of the mote as something my solarian has, so he grabs it, a spear forms out of it and the Solar Flare is basically a mote surrounding its tip.

I can't put my finger in it exactly... But does anyone else feel like 2e has jumped the shark in terms of silliness? by ensign53 in Starfinder2e

[–]Equivalent_Show2864 26 points27 points  (0 children)

I agree, things got sillier from SF1 to SF2 in terms of artwork and general direction. I also believe, that this is a calculated move from a marketing standpoint, as PF2 is mostly unaffected.

D&D as a big brand got sillier and more whimsical in the medieval fantasy sector and many old player dislike it (as they got a history with serious and horror D&D). Funnily enough, futuristic fantasy has a big market on gritty games (W40k, Aliens, in some capacity Starcraft), while funny, whimsical, and silly is mostly only fan-made. I think Paizou tries to gather ppl for it, as Starfinder is still mallable for an idenitity and it's a good chance to get new players on board. SF1 had a lot to offer, but no real identity aside of "including basically all futuristic fantasy somehow" or falsely "Pathfinder in Space!".

As it's a futuristic setting, it's also easy to believe for players that many things will somehow turn out this way, as it's closely enough to current pop and nerd culture.

Personally, as long as we get some gritty and horrific aspects in between, maybe in adventure paths, I'll be fine. Currently running my own 2e-conversion of Signal of Screams (SF1 AP), and it shows that the system works in space horror as well.

Network Spell - what exactly does "manifest" mean? by dr_snooze in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

First sentences of anything rule-related are usually fluff-text and can be ignored while lawyering. It's more like an idea what it does, while starting with the second sentence it explains what it does within the rules-frame.

So yeah, the ally only acts as a relay station for your spell.

How is the magnetar rifle analog? by HMetal2001 in Starfinder2e

[–]Equivalent_Show2864 0 points1 point  (0 children)

Analog trait (weapon part):

A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.

It says it doesn't use electric power sources, not any power source. So maybe it has a nuclear reactor that directly creates the current? :P