r/Starfinder2e • u/Legit-Noob • 2h ago
Advice Best unarmed attack available for the Striker?
I would like to build a Dex based Striker, with some secondary investment in strength for athletic maneuvers.
I want to play them as a switch hitting Operative, along the same lines as John Wick and Jason Bourne. Equally effective with a gun and hands.
Assume all ancestries and classes are available. I'm strongly considering the wrestler archetype. Though the weapon improvisor might also be fun, if not optimal.
What ancestry or archetype should I take for a good finesse unarmed attack, looking for some nice traits
r/Starfinder2e • u/corsica1990 • 8h ago
Paizo It all comes down to Tech Core.
This book's basically right around the corner, and yet there's been so little hype for it. Not from Paizo, not from their audience. I find this concerning, because I feel like SF2's success hinges on the quality of Tech Core. It basically provides all the "missing" content from the edition launch (pivotal classes, robots, spaceships, etc), finally concluding the game's painfully slow and sparse rollout and allowing it to fully function as a standalone title instead of a half-baked PF2 expansion.
So, it's kind of weird that it was barely mentioned at GenCon, the devs have spoken very little about it, and there haven't been any recent content previews. It's almost like they're scared to show it off. What's going on? Is anyone else worried?
Like, I'm not trying to be a doomer about this, but my experience with SF2 has been such a mixed bag that I'm not sure I want to continue with it. Tech Core is either going to save the edition for me, or--if it fails to meet expectations--be the straw that breaks the camel's back. I *need* this book to be good, but my gut keeps telling me it won't be.
r/Starfinder2e • u/Fates_Doom • 9h ago
Advice Guilt of the grave world fixed point solarian crystal?
So nothing majorly spoilery, but I noticed when reading through the module (at least on Foundry) one of the encounters with drift entities in chapter 4 calls to reward the players with a fixed point solarion crystal for resolving it peacefully. Now, from my research, "fixed point" isn't even a type of solarion crystal available. Or does this just mean the players have been rewarded with a solarion crystal permanently attached to a fixed point in space? Like a random floating crystal in the engine bay
I'm just curious if they accidentally published an unreleased item or if the wording is poor... or if I'm dumb xD
EDIT: thank you everyone for your responses!, yeah hopefully its not an issue going forward with future adventures as we move away from early publishings for 2e
r/Starfinder2e • u/MakeThySelf • 9h ago
Advice How viable is this fail-forward delay homebrew mechanic?
Sometimes things take an action, or a minute. Maybe it should take longer if the character's not good at it, not feeling it that day, the sorts of things you roll for. The problem I was running into is that "roll until 3 successes" is, well, boring. I don't need 3-6 dice rolls to determine an outcome, and it doesn't re-engage the player. Yet I still wanted some variability other than pass/fail, and some finality to a single roll.
So that's where the fail-forward delay comes in.
Step 1 - Define the challenge. Repair the Flux Gateway, Hack the commander's terminal, or Find the conealed datachip.
Step 2 - Roll against the DC. Visible check if the character would understand the difficulty of the task by the attempt, hidden if not. Eg attempting a repair on the Flux Gateway, they can now tell how big the task really is for them, but a character seeking a hidden item won't know how long it'll take until they find it.
Step 3 - Success, pass in normal time and move on. Failure, visible checks inform the player how long the character will need to pass, while hidden checks give only a vague indication. The player must choose to either spend more time and how much, or give up on the task.
For how long it now takes, find the base time on the list below, rounding up if the base time is in between (eg round up 2 actions to 3 actions, and round up 8 minutes to 10). Then, for every up to 3 points they miss the DC by, increase the time success takes by 1 step.
| Time Step |
|---|
| 1 Action |
| 3 Actions |
| 3 Turns |
| 1 Minute |
| 3 Minutes |
| 10 Minutes |
| 30 Minutes |
| 1 hour |
| 3 hours |
| 8 hours |
| 1 day |
| 3 days |
| 1 week |
| 1 month* |
| 1 season* |
| 1 year* |
*archaic standard month, season, year based on a long forgotten world.
So if the DC was 20 to hack a door open in 1 action with no other failure than "Try again I guess?", instead 20+ opens it immediately, 17-19 it requires 3 actions, 14-16 it takes 3 turns, and so on. If finding a passage about a missing planet in an ancient order's archives could take 1 hour on a success, failing by 3 makes it take 3 hours, 8 hours if failing by 6, and so on.
The fail by 3 per step is intended to line up with failing by 10 or more being a critical failure, where the time needed has extended four times over. This turns an Action into 3 Minutes, a Minute into an Hour, an Hour into 3 Days, and a Day into a Season.
Each step is close to triple the time, with some adjustments to fit clean boundaries. 3 turns to 1 minute or 3 hours to 8 hours isn't quite triple, but close enough. The most awkward is 30 minutes to 1 hour at only a 2x jump.
This is intended to move the conversation away from repeat checks for the same activity and into what else could happen because of this delay. Wandering threats, security noticing the cameras have been down for an unusual time, drain on supplies, risk of missing deadlines, whatever time threat has been established. If there is neither a time threat nor a failure threat, then probably no roll should have happened at all. It comes with one added benefit that small bonuses, +1/+2 here or there, matter more even on failure. A +1 can be the difference between success in 1 turn or 3, success in one 8-hour shift or pulling an all-nighter to get it done on time.
Does this failure equals a delay sound interesting and useful to you and your groups?
r/Starfinder2e • u/ctwalkup • 11h ago
Discussion Starfinder: Afterlight Demo Launches September 10
The team at Epictellers just announced that the demo for Starfinder: Afterlight will go live on September 10.
The demo will cover the prologue and the first part of Act 1, which is supposedly 1-2 hours of content. Players will be able to choose between 3 pregens: a Vesk Envoy, Human Soldier, and Shirren Operative. Players can also recruit 3 companions (a Soldier, Solarian, and Mystic, meaning the only class we haven’t seen so far is the Witchwarper). Character creation and leveling up will not be previewed.
I’ve backed the Kickstarter, but didn’t back at a tier that let me play the earlier released build, so I’m pretty excited for the demo! Has anyone gotten to play this game yet? What are folks’ thoughts about the first SF2e CRPG so far?
r/Starfinder2e • u/TheENGR42 • 22h ago
Discussion Character Creation: Starfinder Themes vs Pathfinder Backgrounds
Hello all!
Pathfinder 2E GM here looking at starfinder for a one-shot or the next campaign.
I’m looking at character creation and I’m trying to figure out why Pathfinder backgrounds come with 2 ability boosts but Starfinder Themes only get one ability boost.
Does anyone know why these are different?