r/Starfinder2e

▲ 42 r/Starfinder2e+1 crossposts

The Schedule for Know Direction's Resurrected PaizoCon 2026 is Live RIGHT NOW!

Finally, we now know the upcoming schedule for this weekend's revived PaizoCon 2026! Saturday and Sunday will have several seminars from the Know Direction crew, as well as official Paizo staff, talking about some of their upcoming releases! Panels about the Luminary playtest, Absalom Station, Tech Core, and Impossible Magic are amongst the offers to see this year!

I'll make sure to watch these panels this weekend, and in case the fantastic u/The-Magic-Sword is unable to cover these panels, I can make a spoiler document about these panels later in the week.

But time to get excited! We almost missed it this year, but it's time to get hyped over PaizoCon 2026!

knowdirectionpodcast.com
u/EzekieruYT — 8 hours ago
▲ 7 r/Starfinder2e+1 crossposts

What is the Cantlah System??? Mysteries of the Galaxy Map

I am a SF2e player. I love the Starfinder setting and I decided to learn every single thing I could about it. For the most part I found answers to almost all of my questions except for one: what is the Cantlah System?

To my knowledge, the Cantlah system is mentioned in exactly one place: the map of Desna's Path presented in the SF2e Galaxy Guide. I can find no reference to it anywhere else in 1e or 2e. This is strange given that the Galaxy Guide map mostly contains the most popular/important systems/planets in the Starfinder setting. What is this one random, 4-planet system doing in such a prominent location??? I have catalogued 450 named planets and moons accross Desna's path, but the Cantlah System eludes me.

Please, if anyone knows the Cantlah System, let me know the source. At this point, I conspiratorily think that it is a yet undisclosed setting for a future AP. However, I do not have access to the entirety of the Starfinder Society Scenarios. Perhaps it is mentioned there?

Interestingly, there are a few other parts of the Galaxy Guide map not mentioned anywhere else in the 1e/2e literature, though they are less intriguing:

  1. Daegox 1, 2, 3
  2. Tabrid MAJOR
  3. Galriona and Padrisine from the Morlamaw Colonies
  4. The star, Akoa, in Kazmurg's Absurdity
  5. Zinn-3 and Suovenir from the Zinn system
  6. Saaruq 2, 3, 4, 6, and 7, and Ruaan Prime, 2, and 3 from the Kreiholm Freehold
  7. The fourth moon of Vesk 5

There is also a single typo on the Galaxy Guide Map. Thenekral from the Azlanti Star Empire is a star system (containing the planets Desenev, Ghaggath, Parin, and Clasoon), and not a planet as shown on the map.

If you have information on the Cantlah system (or any of the others listed), leave a comment!

reddit.com
u/Duck_Suit — 21 hours ago

Looking for insight on the Luminary’s Platform Stagecraft Spells

As the title suggests, I have some questions about the Stagecraft Spells granted by the different Platforms. Namely about the second Spotlights they let you Set on creatures. It calls out that these Spotlights don’t move from the creature they are Set on. This obviously means that it doesn’t get to be transferred when that creature targets or gets targeted by another creature. What I want some insight on, is when/if this second Spotlight wears off when a normal Spotlight does. And if it does wear off, can you re-Set the second spotlight, or are you limited back down to one Spotlight? Or should the interpretation be that this second Spotlight remains for the duration of the spell? Honestly, I can see any of these being the correct interpretation, so any insight would be greatly appreciated.

reddit.com
u/PlaneCommittee — 24 hours ago

Galactic Ancestries and Anachronism Module for FoundryVTT

With https://www.reddit.com/r/Starfinder2e/comments/1syvvq6/anachronism_pathfinder_to_starfinder_foundry/ you can put Pathfinder stuff into a Starfinder game.

But the Galactic Ancestries also added some PF ancestries. So is there any conflict between SF2e Dwarves and PF2e dwarves if this module is installed? (or any other ancestries that are in both systems) Any "gotchas" I need to be aware of?

reddit.com
u/thedjotaku — 1 day ago

Question about weapon stats/proficiency bonus

Aight, so, hello folks, Im fairly new to starfinder2e, but theres seems to be a feature that i cant seem to wrap my head around. So im basing my campaign on the warframe module Project Orias, and in there weapons seem to have these numbers next to them that i think is the proficiency bonus, but im not sure. Essentially, itll just say +6 or +8 next to the weapon name, and im unsure if that just means i add that flat number to the roll as well as the dex modifier, cause otherwise that seems, well, a little busted, no? Like im not sure if this is a system where crits are more plentiful, but adding a flat number on top of the base d20 and the dex or str modifier seems weirdly strong, especially with how low the enemy acs seem to be.

Is it really just that simple, or am I missing something? I legitimately cant seem to find any info on this, which is why im turning to y'all for help.

reddit.com
u/boki_the_emperor — 1 day ago

Good Starfinder Puzzle Vibes

I'm planning a megadungeon inspired by the videogame Prey. Something I love about that game is the idea that different areas are locked behind different scientists' keycards, and I think that's an easily applicable puzzle to port to Starfinder (which a very hard computers check to hack the door would also work, of course. I like how Paizo handles doors, spells/tools aren't an insta win, it feels earned).

But I thought - derelict research ship, only recently broken by experiments gone wrong - What's good ideas for puzzles/puzzle hazard rooms?

I've already thought of rooms underwater from broken Kalo pipes; rooms with glitchy, variable gravity; rooms with atmosphere/biomes that can be enabled/disabled (Idea stolen Metroid: Other M, I'm ashamed to admit), but most of these are hazards, rather than typical dungeon puzzles.

I weirdly think Sci Fi might have an easier time for puzzles than fantasy, due to its closer parity to modern day and the kinds of puzzle solving that can happen in modern day, but I'm drawing a blank, so I dunno. I don't want to just throw in arbitrary riddles or anything, you know? Anyone have any success adding dungeon puzzles to their Starfinder games? Any ideas for me for any more hazards?

reddit.com
u/FledgyApplehands — 1 day ago

Starfinder Invasion's Edge coming as a Hardcover AP next year.

So someone noticed in the Pathfinder subreddit that Barnes & Noble, once again, leaked upcoming new book releases for Pathfinder 2E. So, I assumed they must've leaked something for Starfinder 2E as well. Sure enough, we got a leak overselves. The current Starfinder Society year's scenarios will be compiled into a level 1-5 Adventure Path, and will be set to release in April of 2027.

The description also mentions new backgrounds and ancestries, but they're likely the ones we've already gotten in the Player's Guide, but actually printed in the book. So, I guess look forward to some errata for those options, I guess?

barnesandnoble.com
u/EzekieruYT — 2 days ago

I'm running a campaign based on the warframe main story. Can use use advice on what creatures to use for the infestation land murmur.

Luckily I was able to operation Osiris so I got the corpo abs greneer stats. I still need stats for the murmur and the infestation.

reddit.com
u/I1AM2NOT3STEVEN — 2 days ago

Witchwarper questions: Int or Cha options, paradox?

Trying to understand how each type of witchwarper plays and what each is strongest at, especially with Free Archetype.

reddit.com
u/saintstardust — 3 days ago

Transformers!

I've been running a game in the Essence 20 system for nearly a year now, and want to transition to SF2e. I liked what I played of PF2e and am finding Essence20 to be just a bit lacking and really vague half of the time. It's aggressively fine, but I'm ready to move us on.

That said I needed to make transformers work in this system at least vaguely enough to get the job done, best I could figure with my limited experience is an Ancestry with Heritages. So I present the Cybertronian: https://docs.google.com/document/d/1wY1wlpFoSY2QOeTFoxqU1GaSoPrZxKYggyk9BxV1qfY/edit?usp=sharing

Looking for ideas or feedback, particularly in the levels 1~8 region. Beyond level 5 I'm absolutely at a loss, as I've never played or seen much beyond that. I think what I have will do the trick for getting that feel, and offering a proper incentive to actually switch modes (something E20 has ironically been lacking for us), but I'm ready to be wrong since I'm still very fresh to this system.

EDIT: It occurs to me it'd be worth mentioning that this heritage (or whatever this ends up being if I have to start over) wasn't written for balance with other heritages. The setting/Campaign I'm running is exclusively transformers on cybertron, which is largely why there are so many options.

EDIT 2: I'm realizing thanks to Wooden_Drummer that I could cull a bunch of the alt mode shenanigans by litterally just codifying the rules for sizes and movement, which would both be shorter and more flexable. I'll take a day or so to deletus/rewrite the Heritages to reflect that.

u/LunarFuror — 3 days ago

Guilt of the Grave World Chp 1 - Our Experience

Good Morning Starfinder fans,

My group has almost finished chp 1 of Guilt of the Graveworld over the last 3 sessions and I wanted to do a [not] quick recap of what we experienced, how play went and what I changed before my memory gets too shoddy. My group has finished up the dungeon crawl in the asteroid, but hasn't left yet, but next session should be the end of chapter 1 and the start of chapter 2.

Quick refresher on the cast

PooToo - skittermand precog witchwarper trying to be an jackass style influencer

Skaven - ysoki shadow mystic devotee of Lao Shu Po who is a festival medic

Bubble in Flight - Barathu solarion comic book artist, wanderer and free spirit

Emec EM - vesk mad mechanic (mash up of mechanic playtest and inventor) drone inventor

Last recap they played through Battle for the Nova Rush and Emec lied to the group that he was entering the coordinates for Star Citadel Theodrane and shanghaied the group into the Adventure Path because he needed to pay off his debt to Clan Ulkrikka.

While traveling 4 days through the drift, the crew got to experience some downtime. PooToo tried turning footage of them taking care of the pirates into a money making posting on his vlog, but nat 1ed the role with Emec nat 1ing an assist and his not only made zero credits on his posting but got alot of very hurtful comments posted by people that thought his very real footage was AI. Emec tried to hack the operating system of the Nova Rush to get full ownership of the starship and got about half way through the various firewalls. Bubble in flight created a portrait commemorating the Battle for the Nova Rush as well as crafting a medpatch or two. Skaven created and posted a festival zine to earn a few credits.

The group also got to interact with and gain influence with Bimmy (Orocoran monk artist and in house drug cooker) and ME Pebble (pearl dragonet technomancer and master engineer of the Nova Rush). Coming out of the Drift near Iovan Station Alpha, the PooToo grabbed the helm and annoyed with the warnings from Captain Concierge (after two failed barrel rolls crashed the ship into asteroid) turned off the AI and failed a third piloting check before managing to doc a battered Nova Rush at the station,

The airlock encounter with the first set of scrap rats was fun with both groups lobbing grenades back and forth at each other and they made relatively short work of them, probably the funest part of the encounter was having one of the scrap rats climb to perch over the doorway and ready a Strike for the first person to step through, taking out Emec's robot drone.

While Emek stayed in the corridor trying to repair his robot (took 30 minutes in game because of multiple failed rolls) the party split and went into the exercise room. Skaven scavened some supplies from the room while Bubbles and PooToo played with the treadmill traps trying to keep up with the treads for a while before getting bored and wandering into the bunk room. [the trap was basically useless unless a pc critically failed and felt pointless, luckily my players leaned into the idiocy of it and had fun, but if I ran it again I would remove it and add some sort of low level haunt to reinforce the themes of the game and teach the players how to deal with that sort of hazard]

The cyberzombies on the bunk room were a fun fight with Bubble in Flight charging in and taking some serious hits before finishing off the first one, which promptly exploded on her. Emec heard the commotion from the hall and entered through the other door with his finally functioning drone and managed to get in a few licks as well. Despite me reading out the text that spelled out the explode upon death feature of the cyberzombies and that it could be disabled, the team ignored the warning and took out the second cyberzombie which exploded as well. This ended our first session on the station. Narratively the second explosion worked well since Emec's player couldn't make the next session and the damaged caused Emec and his drone to fall through a collapse section of flooring the closed up behind him...

Down one character, the team soldiered on and backtracked and entered the auditorium, but having just lost the only party member that spoke Eoxian had no idea what the hostile hardlight scamps were chattering on about. The team went back and forth with them before Bubble in Flight managed to rip the hardlight project from the wall and derezzed the last scamp. Bubble in Flight has a head wear fetish (currently she has two sets of goggles and a pirate eye patch all strapped to her bell) and immediately put on one of the silver crowns, failed the save and did not enjoy the barrage of mental images shoved into her bell, but while flopping on the ground from the shock did notice the laminated instructions under the chairs and everyone was then able to safely use the crowns to get the rooms information.

[Each of the next 3 encounters were changed in some way. I did not like the animated fire extinguishers, just felt random and off theme for the adventure and removed it in favor of adding a boss fight in the last room which i'll cover further down. I did leave the mundane fire extinguishers at the ends of the hallways, which became very important later. I changed the scrap rat visionary to a tool rat from alien core. I removed the green orbs from the arcane laboratory since the alien core lore made no sense for them to be there and replace with two zombie shamblers and a weak combusted from the corpses already in the room to reinforce the themes of the adventure.]

Our reduced team decided to go into the hydroponics bay first and rolled horribly on initiative, and while clustered at the door got hit by two scrap rat grenades, luckily when the tool rat popped up in the trash-pile and aimed its tactical arc rifle at the group it failed and later crit failed on its roll, shorting out the weapon. What followed was a grueling fight which at took down at least one of the PCs (memory a little hazy - we do shots on crit fails and there were alot of shots that fight - lol). Battle highlights include PooToo leaping into the water for added cover and then popping back up to grapple one of the scraprats with his stomach mouth and then repositioning the rat to the water to drown it. Bubble in flight went down and Skaven brought her back up, lacking time to re manifest her weapon she shoved two tentacles into the mouth of another scrap rat and ripped its head in half. A bit later the tool rat managed to use inject nanobots on her and dissolved one of her tentacles. Battered the group managed to searched the room a little after combat, but once one the group had to be dug out from under the collapsed trash-pile they retreated to their ship to rest and regroup.

It was fortunate they regrouped because after the possible TPK in hydroponics, the arcane lab ended up with at one point PooToo and Skaven both unconscious and Bubble in Flight down to 3 hp. The battle started with Bubble in Flight charging in and getting mobbed by the three undead, both zombie shamblers managed to grab her, but missed on their bite attacks, while the combusted's aura burned her. (honestly it was like a scene straight from a zombie movie) She broke free and retreated, PooToo was grabbed and bit before his zombie was killed. Skaven went down, PooToo retreated to the hallway and brought back the fire extinguisher before he went down. Bubble in Flight grabbed the extinguisher and failed utterly in her attack rolls, but managed to coat the entire area in foam retardant, suppressing the combusted's flame aura for a round, allowing her to slap a med patch on Skaven, who grabbed the fire extinguisher and killed the combusted by shoving the fire hose in its mouth and blowing out the back its skull with fire retardant. Thus ended our second session on the asteroid with the team retreating for another nappy nap.

All the players came into the third session knowing that we had one encounter left before they got to level up to 2nd level and get a free archetype, so we worked their choices in narratively when possible. Emec's player was back for the third session, so we did a quick narrative recap with just a few die rolls. Flashing back to Emec falling into a dark micro grave cavern with no atmo, he activated his environmental protections and turned on his comm's flashlight. He found himself in a chewed out cavern on one side of the asteroid with several asteroid louse approaching. He threw his robot on his back and improvised it into a jet pack with his drones flame thrower and managed to escape the louse. Following various tunnels he eventually found another cavern with a cocoon in it. He immediately flamethrowered it and killed the asteroid nymph in the cocoon who released a death scream that knocked Emec out. When he came to he rummaged through the cocoon remains and the spirit of the dead nymph animated her shards and they circled and then pierced Emec, embedding themselves into his skin in rocky constellation patterns, knocking him out again. When he came to again he realized that he his environmental protections had failed, but he was fine in space. [He chose as his free archetype a version of the Gelid Shard updated to be space related. For now it gave him the Cosmic trait]. Sensing the asteroid around him, he was able to spacewalk back to the ship and collapsed again.

All back together the team caught up, healed and headed back to the asteroid. At full strength the team made short work of the botnibs in the computer lab, although one of them almost made a successful deception check against Skaven claiming that they were just IT. They unlocked the command module and decided to rest again before heading into the final chamber. [Meta, they all knew they had just leveled up to 2nd level and we took a break to do that. Skaven chose the Scout free archetype, super useful with its initiative bumps. Bubble in Flight chose the Accidental Sharpshooter to shore up her complete lack of ranged ability] In the middle of the night Skaven gets a med alert from his come that PooToo has stopped breathing and his heart has stopped. Skaven tries two med checks and fails both, the first is cpr and he hears multiple ribs crack, then mouth to mouth and all he gets his the foul stench of death in his lungs. Everyone gathers, freaking out ensues. [I give a not to the player] PooToo sits up and asks why everyone is in his bedroom? More freaking out. Skaven realized the truth, Bubble in Flight slaps PooToo a dozen times with her tentacles as his mentions he's feeling a bit hungry for brains...[PooToo took gained the Zombie dedication]. Probably twenty to thirty minutes of solid role playing ensured that was all amazing. Eventually things settled down and the group headed into the last chamber.

[I really hated that the last room was just a corpse that dusted as they opened the door. Even though it was a slight lore break, I added a Mosaic Soul from Tales of the Vast to the room as the amalgamation of the elebrian souls that had been trapped here for millennia, all focused on the last survivor, their commander. I feel this helps reinforce the adventure themes and foreshadow much to come. Plus I wanted a difficult combat for a team not yet geared up for incorporeal creatures. It also gave Skaven who has been primarily a healer a chance to shine as the only pc that could consistently do damage.]

This battle ended up being a lot shorter than I anticipated, but that is do to some truly epic rolls this battle. After realizing that their usual tactics wouldn't work or were minimized due to the mosaic soul's resistance to physical damage the team adapted. The mosaic soul managed to blind emec and dazzled everyone else but Skaven the first round. Bubble took brunt of the damage, but managed to use here unexpected sharpshooter feature to hit something with a ranged shot for the first time in the campaign, and crited at the same time. While blinded emec activated his overdrive ability and after his drone's flamethrower failed on the mosiac soul hail maryed a stab attack from the drone. He crited and max damaged, doing a completely unexpected 22 points of damage (minus 10 for 12 total) to the Mosaic Soul with his robot. Both Emec and PooToo got to use new 2nd level abilities that let them heal Bubble in Flight, keeping her in the fight while freeing up Skaven chip away at the Mosaic Soul with his divine lance. Bubble landed the killing blow and as a reward she got to use her solarion abilities to condense the fading mosaic soul into a solarion crystal. It adds the ghost touch ability to her solarion weapons and for now we are calling it the Mosaic crystal.

It ended up being a great capstone encounter for the space station everyone agreed it was a great add to the adventure. Thus ended session three.

Anyone still reading this long a** post, thank you for getting through my somewhat rambling narrative and happy gaming.

reddit.com
u/ckobbe420 — 2 days ago

Multiple Luminaries & different Cast Roles?

So the topic came up of what RAW/RAI would be for parties with multiple Luminaries, each assigning different Cast Roles on different characters/creatures.

RAW, I think the Cast Role action simply overwrites whatever the last assigned role was, regardless of who was the original Cast Role-er. Another person thought the different Roles would stick but not stack per ce, with a different role getting activated depending on which Luminary assigned each role and then put a spotlight on the character/creature.

What's the more correct logic here?

reddit.com
u/DemiurgeMCK — 3 days ago

Spell Database advancement seems really weak

Technomancer adds spells to their database as follows:

> Each time you gain a level, you add two arcane spells to your spell database, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your programming language to your spell database.

For comparison, this is how wizards add spells to their spellbook:

> Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. You can also add spells to your spellbook with the Learn a Spell activity. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).

Notice the difference? Unlike the wizard, the technomancer can't add more spells to their database by studying. Studying merely lets them choose learn the spell when they level up, like a spontaneous caster can.

This means that, for most ranks, the technomancer only learns four spells - the same mystics and witchwarpers do. But unlike the core casters, technomancer is prepared, not spontaneous. They have the tactical inflexibility of a prepared caster, and the strategic inflexibility of a spontaneous one. Download Spell makes them more flexible than a standard prepared caster, but it's not even close to spontaneous casting.

Now, sure, Spell Cache means that the technomancer does know one additional spell for each rank. However, the spontaneous casters have an additional spell slot for each rank instead, which seems much better, particularly at lower levels.

Am I not seeing something, or is the technomancer worse at casting than the spontaneous casters?

reddit.com
u/Superpossu — 3 days ago

Reducing armor penalties

Im currently playing as a soldier with heavy armor, is there any way to mitigate the -3 it applies to a ton of stats? There was an old post talking about gear boosts but i think those are only on 1e

reddit.com
u/Ok-Line442 — 4 days ago

I made a free SF2e one-shot adventure, available on Starfinder Infinite!

Hi! 'Company Protocol' is a published free one-shot adventure for Starfinder Second Edition. It is designed for 7th level characters. Explore the VCSV Quandary, a derelict science vessel in a far off system after you pick up its distress call. Discover new aliens, uncover what happened to the scientists, and see if you can save any survivors.

Run either as a one-shot or as a standalone adventure in a longer campaign. It should be about 3-6 hours of content and contains 600xp. I made this for a university project and it was a lot of fun turning my hobby of GMing into a piece of published content. The PDF is available at https://www.starfinderinfinite.com//product/568109/company-protocol?affiliate_id=1348320 and is completely free. Thanks for reading this post, I'd really appreciate if anyone checked it out!

u/Quazboxxy — 4 days ago

Thoughts about Timeloops in videogames and TTRPGs

I have been playing a ocassional timeloop game the last year or two. (Terraformental, if you want to take a look for yourself. I can only recommend it). And I think I grasped some core ideas of the time loop game design that might be usefull for anyone trying to make a Timeloop TTRPG Adventure. Unfortunately I am not enough of a GM to actually try those ideas in practice.

You definitely need notes

Notes about plot points, enemies, where important items are.

Even a single player game needed those, a TTRPG with multiple players and sessions will need it even more. And it should be one of the better lore management tools, as this will be relevant. Don't expect player to do this as they don't even know what is actually relevant.

Different routes need gating

If you want to have multiple routes, gating some stuff at first may be necessary. There are only two things that transcend the loop in Terraformental:

  1. The Artifacts the game is based around

  2. Information. Mostly Pin Codes, the names and routes to entire facilities. But since the PDA loops with you it can be the functions of Key Cards, other PDA's you find and entire programms that are normally stored on physical mediums.

It is worth pointing out that some people play without the PDA and Artifacts, just for a challenge. Hard gates are usually based enitrely around memory, while those two just offer shortcuts.

Time and resource limit

In Terraformental there was always a limit (when there wasn't, it got boring). Vital Resources were the first limit. Water, Food, Air all made sense for that game. But rover power was the fallback, for travel segments.

On the resource side, Power Couplers are a limit. You need them for numerous things - repairing certain buildings, using/setting up the Artifacts for next loop, solar panel mounts. And there are never enough of them. At first it was only 1 spare in Talos. Then a second one at the dam. 3rd and 4th with Astrape (but really far apart, on different routes).

And then there is Santorini which just explodes like clockwork.

For a TTRPG, I would say that a timeloop might be the one case where you can use a Gauntlet design - no or limited rests. But only becauase of the loop and fail forward.

Be exceptionally carefull about adding or allowing anything that improves those numbers without expending other resources!

One of the strongest artifacts in the game by far is the matter artifact. On the face "+25% resources" sounds boring. But that boost is so massive, Water and Air become non-issues while in the rover and food and power goes so much furhter. It fundamentally changes the math of entire segments. It was nerfed once (down from 50%) and will probably be nerfed again.

For TTRPG's, it would be stuff like: consistent Healing like a Pearly White Ion Stone or damage mitigation like SF2 Forcefields, Resistance (both Resistacne Charms or even Ancestry or physical resistance) can massively change the math. Consider limiting how much each PC is allowed to bring here (as you do not want to invalidate whole builds), but maybe exclude core class Features (like the Guardians Physical Resistance). Single use items are lower impact, but you might want to limit them too or keep to stuff they can find on specific routes. Just don't be surprised if the backtrack in a unexpected way. Ideally say you allow those things only provisionally, assuming they don't ruin the game.

Familiarity and Fail Forward Loops

In Terraformental, the game tracks how often you did each action. The first time you finish it is a massive speed up (x1.2). But there is also a slower growing one for the same and similar actions (varies by +0.05 or 0.01 depending on how spamable it is). There is also a "previous progress" speedboosts that largely mirros the "first completion" boost, but only for the parts you did before. As you accumulate successes, eventually stuff gets put into combined actions which can do a lot of stuff with a single click - it even comes with it's own additional speed up on top of the "I did that often" ones. Because those actions just get boring.

As for TTRPG, I would implement this by progressively decreasing the difficulty and eventually skipping entire scenes, as the PC succeed them or accumulate enough tries.

Before winning any combat or skill challenge for the first time, it should have the strong adjustment for enemies. Or the hard adjustment for Skill challenge DC.

After the first completion, that drops to no Adjustment.

After third completion, this drops to Weak/Easy.

After the 4th completion, it think it would be best to just skip the scene outright. It is a solved problem, the player probably no longer enjoy it and it only costs playtime. The characters have learned the enemies failures so much, it no longer makes a relevant difference in resources.

If the PC's keep failing, eventually you should awared progress on this as well. It is said "we learn more from failures than our successes", but mostly this is about avoiding them getting stuck on something that is clearly not working out for them.

The result is that loops are "fail foward" by design. Even if you fail the final fight again this loop, next time the preceeding fights are easier or skipped (draining less resources either way). And after enough tries, the difficulty actually goes down until you can get past.

I hope I did not forget any important elements in this writeup and that people that are better GM's can actually make something of my notes.

u/zgrssd — 3 days ago
▲ 350 r/Starfinder2e+1 crossposts

Here's a Skittermander I drew,

Hello, I've been working on this character over the past week on procreate, it took me 25-30 hs, I feel pretty good about the results but I'm looking for feedback of any kind.

u/DalaiFlama — 5 days ago