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Starfinder vs The Expanse Roleplaying Game

Compare Starfinder and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

StarfinderThe Expanse Roleplaying Game
GenreScifiScifi
TagsTactical, Crunchy, Character Building, Heroic, Ascending AC, Space Opera, Ship-Based, ExplorationLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
Core Mechanicd20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.Roll three six-sided dice, two matched and one differently colored Drama Die, and add an ability score plus a focus bonus of +2 if applicable. The total must equal or beat a target number set by the GM or an opponent's result. Rolling doubles generates stunt points spent on combat, exploration, or social effects. The Drama Die's value sets the degree of success.
Diced203d6
ComplexityHighHigh
AccessibilityVery HighHigh
RunnabilityVery HighVery High
LicenseORCAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherPaizoGreen Ronin Publishing
Year20242019
Best ForSci-fi fans who want Pathfinder 2e's tactical depth with plasma rifles and starships. Great for PF2e veterans looking for cross-compatible space adventure.Groups who want a character-focused science fiction campaign of crew jobs, faction pressure, and danger across the Solar System. It suits tables that want structured action, investigation, and social encounters alongside ship travel.
HighlightsFree rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identityBackgrounds, professions, talents, and focuses build characters with mechanical ties to their lives before the campaign begins. Action, exploration, and social encounters each use dedicated stunts, giving different kinds of scenes procedures beyond a single skill roll. The Churn turns accumulated complications into escalating story events, giving the Game Master a structured way to introduce setbacks.
ConsiderationsSteep learning curve, fewer classes and options than PF2e (still growing), tactical starship combat rules deferred to a future supplement with current rules being narrative onlyCombat stunts are drawn from six separate category tables covering roughly sixty options, requiring both players and the GM to check charts mid-fight to keep pace. Ground and air vehicles receive no example statistics, leaving their combat rules almost entirely improvised. The forty-page setting guide summarizes the solar system's factions and history at a survey level, so groups wanting deeper political detail need outside reading of the novels.