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Starfinder is not just “Pathfinder in space,” it’s its own ttRPG with specific changes (designed to be improvements and/or simplifications of PF1 rules, or to cover issues common in science-fantasy but not traditional fantasy settings). Some people genuinely prefer its core game system to that of PF1, PF2, or 5e, totally aside from the genre and setting (I’m not claiming that’s a MAJORITY of people mind you, or even a big minority, just that such a group exists.)

One of the things that means is, it would be possible to design a pure-fantasy version of Starfinder, specifically for doing the kind of dragon-slaying and dungeon-delving of a typical d20 fantasy RPG. For the moment, let’s call that theoretical game, DungeonFinder.

Ideally, DungeonFinder would be 100% compatible with Starfinder, so if you *wanted* to have androids and lasers show up in DungeonFinder (like they do in official PF1 material and in some fantasy ttRPGs right back to the beginning), you can just grab the appropriate Starfinder material and use it, no changes needed.

To make a pure-fantasy with the normal swords-and-feudal-themes of a typcial fantasy ttRPG work in a 100% Starfinder-compatible setting, you need some way to make tiered fantasy weapons work, using the same higher-level-gear-does-more-damage framework as Starfinder’s SF weaponry.

That’s perfectly possible — higher-level melee weapons simply become masterwork or magic weapons, and deal more damage. Of course everyone will expect to have +1 longswords and so on, just because that’s the terminology the fantasy predecessors to Starfinder have, which isn’t how Starfinder normally works… but as long as we restrict the bonus to damage (rather than attack rolls), we can make it work.

Here’s a sketch of what a set of tiered Longswords might look like, from 1st to about 17th item level.

(Art by serikbaib)

I could carry this concept on through 20th level equipment, but since this is just a thought experiment, there’s no real need to do so.

Of course it would be nice if we could avoid having to do a table for every weapon we put in the game. But it might well be possible to break weapons down into a few categories, and have some standard rules (like “masterwork weapons are item level 5, cost 3,000 gp more, do one die step more damage, and gain a minor critical hit effect”), once we have a few exemplar weapons to work from.

This is very much early days yet, but equipment is absolutely the #1 thing that needs to be worked out to make DungeonFinder work. Some Starfinder classes could be ported over with little more than some new class features)soldiers are fine, just create new gear boosts and fighting styles, similarly envoys, mystics, and operatives envoys take little work), while other classes should be more extensively rewritten, or replaced entirely.

I could also carry this same concept into a theoretical ShadowFinder game…

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Comments

Jared Thaler

For the shadow finder iteration, I would recommend dropping the +N nomenclature in favor of: Weapon Weapon, Superior Weapon, Named Weapon, Storied Weapon, Legendary Weapon, Exemplar So for example: Weapon: Machete you bought at the hardware store. Superior Weapon: Blade forged by an actual sword smith. Named Sword: things like Carnwennan or Rhongomyniad (Arthur's dagger and spear, repectively) Storied Sword: Sigmund's Gram, or Cúchulainn's Gáe Bulg, weapons whose names are not only passed down through history, but some of their deeds as well. Legendary Weapon: Excalibur, Mjolnir, Masamune, etc. Weapons who have their own mythos about them that transcends their wielders. Exemplar Weapons: Weapons that have trancended name and legend are are quite simply the perfect form of the weapon they are, to the point where even legendary weapons are simply pale reflections of them. (In a golarion canon universe, these would largely have been borrowed / stolen from the vaults of Abadar. )