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Starfinder vs TimeWatch

Compare Starfinder and TimeWatch side by side. See differences in complexity, dice, genre, cost, and more.

StarfinderTimeWatch
GenreScifiScifi, Historical
TagsTactical, Crunchy, Character Building, Heroic, Ascending AC, Space Opera, Ship-Based, ExplorationInvestigation, Mystery, Mission-Based, Cinematic, Narrative, Resource Management, Tactical, Gonzo, Hackable, Strong GM Support
Core Mechanicd20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.A relevant Investigative ability reveals necessary clues without a roll or point spend. For General ability tests, roll a d6 and add points spent from that ability's pool before rolling to meet or exceed the difficulty.
Diced20d6
ComplexityHighHigh
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseORCAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherPaizoPelgrane Press
Year20242016
LanguagesEnglish, French, German, Italian, SpanishEnglish
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 investigative missions across historical eras with action-movie combat and opportunities to solve problems through time travel.
HighlightsFree rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identityInvestigative abilities guarantee necessary clues, keeping mysteries focused on interpreting evidence rather than failed searches. Paradox Prevention spends let agents arrange helpful circumstances through time travel, including assistance from their future selves. Campaign frames change the premise and rules for alternatives such as body-hopping missions or time-traveling heists.
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 onlySpending General ability points commits limited resources before the die result is known. Paradox can reduce Chronal Stability far enough to rewrite an agent's identity or erase them from existence. The GM can refuse time-travel tactics that contradict established events or make the game less workable.