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  1. >>66349188
  2. As someone that looked at Starfinder at launch and thought it looked terrible, shallow, and unimaginative in various ways, I've recently taken a renewed interest with open eyes, and I must say that the added content really, really helps. Mind you, I still take (mostly based in personal preference) issue with a lot of things in Starfinder:
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  4. • The Starship combat now works but is ass (like discussed earlier, they should probably just stuck with existing rules and extrapolated, rather than inventing a full subsystem that plays differently (and poorly).
  5. • All casters are spontaneous casters, even when it doesn't feel like it makes sense (Technomancer), and there's no vancian casting even though it would work great in the current setting, thematically, especially if we stuck close to the (often sadly forgotten) vancian roots (techno-magic, spells erasing themselves from conciousness/runes disappearing when used, etc.).
  6. • An apparent obsession with "balance" rather than toolboxing.
  7. • The "only two magic items" make no sense and does not really explain itself, it really feels like it's just there to encourage "play the way *I* want!". What's worse, I can't see what issues it would cause to just ignore the rule, especially since most people will want to use cybertech/biotech anyway.
  8. • Spells with a range of touch targets Energy Armor Class, for some reason which I haven't seen explained. Despite this, Energy Armor Class shoud not be confused with Touch Armor Class, as EAC is functionally never much lower than TAC. Since this (somehow) makes it as hard to just touch or hit someone anywhere as it is to shoot or stab them in non-deflectiona soft-spots, it seems most spells that utilized melee/ranged touch attacks have simply been culled. So if you're a fan of that, you'll have to do some conversion work. My own plan is to just treat those targeted by touch as if they're flat-footed (-2 AC in Starfinder), and always targeting the lowest AC (so KAC if it is lower than EAC, no matter the reason). Given the tighter numbers in Starfinder, that should work pretty well.
  9. • It's science-fantasy, but even though it keeps introducing fantastical narrative concepts, locales, and ideas, it seems overly concerned with inserting sci-fi into everything - it's never just a druid, it's a "xenodruid", and all class concepts need technobabble - but the opposite doesn't feel true for some reason.
  10. • The progressivist gearing and itemization system makes it hard to form connections to gears or concepts built around specific weapons or favorite equipment. You're somehow meant to exchange stuff for better things often (possibly every level), but it's often just [<previous item>+1], which seems like a boring chore.
  11. • Since things usually do not sell for what it is worth, this also incentivizes hoarding of (((assets))), potentially leading to uneven distribution of gearing in a system where the point seems to have been to tightly control itemization relative to level.
  12. • I enjoy religious fuckery (hence why I'm the one shilling the Asmodeus/Abadar idea), but it feels like it's taken a backseat. It might improve as time goes on, but right now the deities/religions seem pretty cut-and-dry, and most Golarion deities that have been mentioned at all are just copy-paste from Pathfinder, which feels like a lost opportunity. Abadar is described as Abadar+, Asmodeus is just Asmodeus, Calistria is just ol'Calistria, Sarenrae is just Sarenrae, etc. The entire world progressed but religions *and* their deities stayed unchanged (except for the Triune, specifically, obviously).
  13. • Some of the new deities could've been interesting but aren't, such as the relationship between Hylax, Shirren, and the Swarm; it's presented as objective fact that Hylax is Lawful Good, and that the Shirren "are among those who fulfilled her hopes and returned to her congregation", but it would be far more interesting if this was just the Shirren interpretation, and the Swarm worshipped a very different but still very real aspect of Hylax as Chaotic Evil.
  14. • I really miss alternate racials/subraces. Most of the species don't feel like they matter much, and there's really no room for alternate racials/subraces without practically switching all relevant aspects out, at which point we're really talking about a completely new species anyway. Even the planetouched ("planar scions", tiefling & aasimar for example) get no options, despite their heterogeneous origins. And it's no clearer how to make non-human planetouched, since the sample template graft would just stack on top of existing racial traits. So no aasimar shirren or sylph vesk.
  15. • I really miss kits/class archetypes. On the upside, most classes can actually turn out extremely different based on class feature choices, and some classes basically have built-in class archetype choices. Together with Themes and the growing library of generalized archetypes, it's not necessarily a huge loss, I just always really liked kits/class archetypes.
  16. • I still really miss some classes, like Sorcerer and Cleric, but also Bard, Bloodrager, Paladin, Magus, Barbarian, Summoner, and Ranger. Some of these should arguably never have been classes of their own (Barbarian and Paladin, especially, should always have been a type of Fighter/Soldier), and this may get better with time (anon posted a nice Paladin Soldier Fighting Style homebrew earlier in the thread, which could also be done for barbarian flavor), and sometime in the future maybe there will be some kind of Ranger and/or Bard archetype(s), but some of these grossly step on the toes of existing classes that do not scratch the same itch, such as Mechanic and Envoy. But an Envoy will never be an enchantment/illusionist with class-specific musical/audio-visual magic effects that rides a hoverboard playing a keytar, and a mechanic will never ride a xenotiger or send their xenosquirrel into a vent (god I fucking miss familiars). And while I realize why (whether I necessarily agree with or not) there's no full-casters, it still means there'll never be Clerics with their domains or Sorcerers with their bloodlines, and I fucking love both of those (which is also why I fucking loved Bloodrager).
  17. • Paizo's fucking goblins, I fucking hate them so much and they had to take them to space.
  18. • There's no kobolds. There's an entire planet practically ruled over by actual dragons and their large dragonkin enforcers, both chromatic and metallic, and there's dragonblooded normies, too. Yet not a single fucking kobold in sight.
  19. • Some classes (Solarian and the upcoming Vanguard, especially) feels very conceptually pigeon-holed, and are oddly specific in some ways, to the point where they don't feel like a generalized thing in the universal at all, and more like a "career" than a "class". Whereas it makes perfect sense for a soldier to be titled as a mercenary or an enforcer from potentially countless worlds, and whereas a mystic could have a connection to deities as well as some malign entity, I have a hard time seeing a solarian identifying (or being identified) primarily by anything other than "solarian", even in-character. It really clashes with the other classes, I feel, although it is possible to extensively refluff it - someone suggested making a monk/powered brawler out of it - but it requires quite a bit and clearing stuff with a GM. The Vanguard (from current playtest) is even weirder, with a very generic name (as opposed to solarian) but very specific focus, entropy. It could work out, though, so I don't want to shit on it.
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  21. These are just my personal impressions, of course, colored by my preferences, based on observation and input from various sources, and my actual experience is limited. The game seems to have really improved in many ways, and I'm actually excited to play it
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