Starfinder 2E - Chapter 8: Playing the Game
Source URL: https://2e.aonsrd.com/rules/311-chapter-8-playing-the-game
Three Modes of Play
| Mode | Description | Timing |
|---|---|---|
| Encounter Mode | Highly structured; used for combat and stressful situations with initiative rolls | 6-second rounds |
| Exploration Mode | Flexible pacing with travel speed and exploration activities | Minutes to hours |
| Downtime Mode | Low-risk activities like crafting and research | Days or longer |
Check System (Foundation)
Four-Step Check Process
- Roll d20 and identify modifiers, bonuses, penalties
- Calculate total result
- Compare to DC
- Determine degree of success
Check Formula
d20 + attribute modifier + proficiency bonus + bonuses + penalties
Degrees of Success
| Degree | Condition |
|---|---|
| Critical Success | Meet or exceed DC by 10 or more |
| Success | Meet or exceed DC |
| Failure | Below DC |
| Critical Failure | Below DC by 10 or more |
Natural 20/1 Rule
- Natural 20: Improves result by one degree of success
- Natural 1: Worsens result by one degree of success
Proficiency Ranks & Bonuses
| Proficiency Rank | Bonus Formula |
|---|---|
| Untrained | +0 |
| Trained | Level + 2 |
| Expert | Level + 4 |
| Master | Level + 6 |
| Legendary | Level + 8 |
Bonuses and Penalties
Bonus Types (Use Highest of Each Type)
- Circumstance bonuses
- Status bonuses
- Item bonuses
Penalty Types
- Typed penalties: Use worst of each type
- Untyped penalties: All stack together
Special Check Types
Flat Checks
- Roll: d20 only, no modifiers/bonuses/penalties
- Auto-succeed: DC ≤ 1
- Auto-fail: DC ≥ 21
Secret Checks
- GM rolls for the player
- Result not revealed to player
- Fortune/misfortune effects still apply if player knows check occurs
DC from Modifier
Formula: 10 + total modifier for that statistic
Attack Rolls
Melee Attack Roll
d20 + Strength modifier (or Dexterity for finesse) + proficiency bonus + modifiers
Ranged Attack Roll
d20 + Dexterity modifier + proficiency bonus + modifiers
Spell Attack Roll
d20 + spellcasting attribute modifier + proficiency bonus + modifiers
Multiple Attack Penalty
| Attack Number | Standard Penalty | Agile Weapon Penalty |
|---|---|---|
| First attack | No penalty | No penalty |
| Second attack | -5 | -4 |
| Third+ attacks | -10 | -8 |
Rules
- Penalty applies only during your turn
- Calculate based on weapon used for that attack
- Does not apply to reactions taken on other creatures' turns
Range Penalty
| Distance | Penalty |
|---|---|
| Within first range increment | No penalty |
| Each additional increment beyond first | -2 penalty |
| Maximum range | 6 increments away |
Example
120-ft rifle:
- At 240+ ft: -2 penalty
- At 360+ ft: -4 penalty
- At 720+ ft: -10 penalty (sixth increment, maximum range)
Defenses
Armor Class (AC)
10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers
Saving Throws
All saves use: d20 + attribute + proficiency bonus + modifiers
| Save Type | Attribute | Purpose |
|---|---|---|
| Fortitude | Constitution | Bodily effects (poison, disease, physical trauma) |
| Reflex | Dexterity | Avoidance (explosions, traps, quick reactions) |
| Will | Wisdom | Mental/spiritual effects (fear, mind control, charm) |
Save DC
10 + total modifier for that save
Basic Save Results
| Result | Damage Effect |
|---|---|
| Critical Success | No damage |
| Success | Half damage |
| Failure | Full damage |
| Critical Failure | Double damage |
Perception Check
Formula
d20 + Wisdom modifier + proficiency bonus + modifiers
Uses
- Determines awareness
- Sets initiative order
- Notices hidden creatures or objects
- Searches for clues
Damage System
Five-Step Damage Process
- Roll damage dice (weapon/spell determined)
- Add attribute modifier
- Melee: Strength
- Thrown: Full Strength
- Propulsive: Half Strength
- Spells: Typically no modifier
- Determine damage type
- Apply immunities, weaknesses, resistances (in that order)
- Reduce target's HP
Damage Types
Physical Damage
- Bludgeoning (B)
- Piercing (P)
- Slashing (S)
Energy Damage
- Acid
- Cold
- Electricity
- Fire
- Sonic
- Vitality (harms undead)
- Void (harms living)
Other Damage Types
- Force
- Spirit
- Mental
- Poison
- Bleed (persistent)
- Precision
Damage Modifiers by Attack Type
Melee Damage
Damage die + Strength modifier + bonuses + penalties
Ranged Damage
Damage die + bonuses + penalties
- Thrown weapons: Add full Strength modifier
- Propulsive weapons: Add half Strength modifier (rounded down)
Spell/Grenade Damage
Damage die + bonuses + penalties (no attribute unless noted)
Doubling and Halving Damage
Process
- Roll normally with all modifiers
- Double or halve the total
- Round down when halving (minimum 1)
Immunity
Effects
- Complete negation of damage type or effect type
- Creatures still targeted but don't apply that effect
- "Immunity to critical hits": Converts double damage to normal (but other critical effects may apply)
Weakness
Effects
- Increase damage by weakness value
- Use highest weakness if multiple apply
Example
2d6 fire damage + weakness 5 to fire = 2d6+5 total damage
Resistance
Effects
- Reduce damage by resistance value (minimum 0)
- Use highest resistance if multiple apply
Example
Resistance 5 to fire reduces 7 fire damage to 2 damage
Hit Points and Dying
Hit Points (HP)
- Represent health and heroic drive
- Damage reduces HP on 1:1 basis
- Healing restores HP to maximum
Temporary HP
- Track separately from current/max HP
- Damage reduces temporary HP first
- Can only have one source of temporary HP
- Cannot be healed; only gained via new effects
Fast Healing and Regeneration
Fast Healing
Regains listed HP each round at beginning of turn.
Regeneration
- Regains listed HP each round at beginning of turn
- Prevents dying from exceeding death threshold
- Deactivates when taking specified damage type until end of next turn
Getting Knocked Out (Reaching 0 HP)
Non-Player Characters
Typically die immediately at 0 HP.
Player Characters
When reduced to 0 HP:
- Move initiative before their next turn
- Gain dying 1 condition, OR
- Gain dying 2 if knocked out by critical hit or critical failure on save
- If damage was nonlethal, become unconscious instead (without dying)
Dying Condition
Rule
Dying tracks death status with value 0-4. At dying 4, character dies.
Recovery Check (Start of Each Turn While Dying)
Flat check, DC = 10 + current dying value
| Result | Effect |
|---|---|
| Critical Success | Dying value -2 |
| Success | Dying value -1 |
| Failure | Dying value +1 |
| Critical Failure | Dying value +2 |
Taking Damage While Dying
- Increase dying value by +1
- Increase dying value by +2 if from critical hit
Losing Dying Condition
- When dying reaches 0, remain unconscious at 0 HP
- Gain wounded 1 or increase wounded by 1 if already wounded
- Full recovery at 1+ HP automatically removes dying and unconscious conditions
Unconscious Condition
Effects
- Can't act
- Fall prone
- Drop held items
- -4 status penalty to AC, Perception, Reflex saves
- Gain blinded and off-guard conditions
Waking Up
If Unconscious from Dying
Wake only if restored to 1+ HP.
If Unconscious at 0 HP (Not Dying)
Naturally recover after 10 minutes to several hours.
If Unconscious with 1+ HP
Wake from:
- Taking damage (unless reduced to 0 HP)
- Receiving healing
- Being shaken (Interact action)
- Loud noise (Perception check against noise DC)
- Restful sleep
Wounded Condition
Gaining Wounded
- Gained when losing dying condition
- Stacks: Increase by 1 each time you lose dying
Effect on Dying
If you gain dying while wounded: increase dying value by wounded value
Removing Wounded
- Successful Treat Wounds activity
- Full HP + 10 minutes rest
- Decreases by 1 daily with full rest
Doomed Condition
Effect
Maximum dying value reduced by doomed value
Example
Doomed 1 = die at dying 3 instead of dying 4
Removal
Decreases by 1 after full night's rest
Death
Instant death if maximum dying value reaches 0
Heroic Recovery
Cost
Spend all remaining Hero Points (minimum 1)
Timing
At start of turn or when dying would increase
Effect
- Lose dying condition
- Stabilize at 0 HP
- Don't gain/increase wounded from this recovery
Death Effects
Rule
Spells/abilities with the death trait that reduce you to 0 HP instantly kill without reaching dying 4 first.
Massive Damage
Rule
Instant death if damage ≥ double your maximum HP in a single blow.
Actions System
Per Turn Resources
- 3 actions
- 1 reaction
- Free actions (no limit)
Action Types
Single Action
Brief, self-contained effect.
Symbol: One action icon
Activity
Multiple actions in succession. Must spend all at once. If interrupted, lose all committed actions.
Symbol: Two or three action icons
Reaction
- Uses 1 reaction
- Has a trigger
- Can occur any time trigger is satisfied
- Regains at start of your turn
Symbol: Reaction icon
Free Action
- No action cost
- With trigger: Acts like reaction
- Without trigger: Acts like single action on your turn
Symbol: Free action icon
Simultaneous Actions
Rule
Only one single action/activity/free action without trigger at a time.
Free actions with triggers and reactions can interrupt.
Subordinate Actions
Rule
Actions called within another action don't cost extra actions (cost already included).
- Retain normal traits and effects
- Modified as specified by parent action
Speaking
Cost
Requires no action
Limit
Can speak brief sentence (~1 per 6-second round)
Skill Actions
- Deception and persuasion require appropriate skill actions
- Speech has auditory trait
Exploration and Downtime Activities
Exploration Activities
- Have exploration or downtime traits
- Occur during non-encounter play
- Can perform other minor tasks alongside
- If interrupted: Lose time spent but no additional penalty
Common Exploration Activities
- Avoid Notice
- Detect Magic
- Scouting
- Searching
- Investigating
Downtime Activities
Measured in days:
- Repair/craft equipment
- Research spells
- Prepare for adventures
- Recover from injuries
Key Conditions Reference
Blinded
- Can't see
- Automatically fail Perception checks relying on sight
- -4 status penalty to Perception
- -4 status penalty to attack rolls
Broken
- Item can't function normally
- Doesn't grant bonuses
- Must be repaired to function
Concealed
- Harder to find and target
- Attackers must succeed DC 5 flat check or miss
Dying
- Unconscious
- At death's door
- Value 0-4; reaching 4 = death
- Attempt recovery check each turn (DC 10 + dying value)
Frightened
- Value indicates fear severity
- Penalty to checks/attack rolls equal to value
- Decreases by 1 at end of turn if no triggering effects
Hidden
- Observers unaware of location
- Can't be targeted directly
- Attacks get flat check
- Detected by successful Perception check or when attacking
Invisible
- Observers can't see you
- Treated as undetected
- Can't be targeted by attacks needing to see target
- Attack penalty based on concealment
Off-Guard
- Extra defense vulnerability
- Reduced AC
- Surprised creatures begin combat off-guard
- First attack against off-guard targets may gain advantage
Persistent Damage
- Recurs each round at end of turn
- After taking damage, attempt DC 15 flat check to recover
- Critical success/failure vs. attack roll doubles/halves damage like normal damage
Example: 1d6 persistent fire damage
Quickened
- Gain extra action each turn
- Extra action specified by effect granting condition
- Condition removes with effect end
Slowed
- Lose actions equal to value
- Value decreases by 1 at end of each turn
Unconscious
- Can't act
- Fall prone
- Drop items
- -4 status penalty to AC, Perception, Reflex
- Blinded and off-guard
- See detailed rules under "Unconscious Condition" section
Undetected
- Observers don't know you exist in area
- Can't be targeted
- Assumed position unknown
- Detected by successful Perception check or other means
Unnoticed
- Observers unaware of presence
- Treated as undetected to those unaware
- Observed by those who noticed you
Wounded
- Value tracks injury severity
- Gained when losing dying condition (value = 1 + previous wounds)
- If gain dying while wounded: increase dying by wounded value
- Removed by full HP + 10 minutes rest
Movement System
Speed
Defines movement distance per action.
Stride action moves up to Speed distance.
Basic Movement Actions
| Action | Cost | Effect |
|---|---|---|
| Stride | One action | Move up to Speed; can trigger reactions for each 5 feet moved |
| Step | One action | Move 5 feet without triggering reactions |
| Crawl | One action | Move 5 feet while prone |
| Drop Prone | One action | Fall to ground |
| Stand | One action | Rise from prone (if on ground) |
Movement Modes
| Mode | Description |
|---|---|
| Burrow Speed | Underground movement |
| Climb Speed | Vertical surfaces |
| Fly Speed | Airborne movement; falls if speed exhausted mid-round |
| Swim Speed | Underwater movement |
Difficult Terrain
Effect
Costs extra movement (typically double).
Special Cases
Climbing, swimming, flying may cost extra based on specific terrain.
Forced Movement
Definition
Another creature moves you involuntarily.
Reactions
Forced movement triggered by attack doesn't trigger reactions based on movement except for Reactive Strike equivalents.
Cover
Effects
- Grants +2 circumstance bonus to AC
- Blocks line of effect for some effects
Types
- Lesser cover: +1 bonus
- Standard cover: +2 bonus
Flanking
Requirements
Two allies on opposite sides of enemy.
Effect
Each ally reduces enemy AC by 2 (no stacking).
Flat-footed condition represents exposed position.
Basic Actions (Partial List)
Interact one-action
Draw weapon, pick up object, open door, etc.
Leap one-action
- Jump distance up to 10 feet (horizontal) or 3 feet (vertical)
- Athletics check for longer jumps
Seek one-action
Attempt Perception to find hidden/undetected creatures or objects.
Sense Motive one-action
Read creature's intent. Perception or Insight check.
Step one-action
Move 5 feet without triggering reactions.
Stride one-action
Move up to Speed. Triggers reactions.
Strike one-action
Attack with weapon or unarmed attack. Compare result to target AC.
Spell System (Brief Overview)
Spell Attack Roll
d20 + spellcasting attribute + proficiency bonus + modifiers
Spellcasting Attribute
- Class spells: Key attribute (Wisdom for mystics, etc.)
- Innate spells: Charisma (unless stated otherwise)
- Focus spells: Specified in ability
Spell DC
10 + spellcasting attribute + proficiency bonus + modifiers
Used when spell requires saving throw instead of attack roll.
Hero Points
Gain
- 1 per session start
- Maximum: 3 Hero Points
- Reset: Each session
GM Awards
For heroic deeds:
- Selfless actions
- Daring feats
- Beyond normal expectations
Hero Point Uses
Use 1: Reroll Check
Cost: 1 Hero Point
Effect: Reroll check; use second result (fortune effect)
Not an action: Usable when unable to act
Use 2: Avoid Death
Cost: All Hero Points (minimum 1)
Timing: When dying would increase
Effect:
- Lose dying condition
- Stabilize at 0 HP
- Don't gain wounded from this recovery
Not an action: Usable when unable to act
Describing Heroic Deeds
Requirement
When spending Hero Point, describe how your character's:
- Deed
- Determination
- Remembered item
Enables the success or survival.
General Game Conventions
GM Has Final Say
Uncertain rules resolved by GM considering fairness and fun.
Specific Overrides General
Specific rules supersede general ones in conflicts.
Rounding
Round down unless specified.
Halved 1 = minimum 1.
Multiplying
Multiple multipliers combine (each after first adds 1 less):
×2 and ×2 = ×3
Duplicate Effects
Only highest level/rank effect applies.
Newer effect if equal rank.
Ambiguous Rules
If interpretation seems too good/problematic, collaborate with group on sensible solution.
Key Mechanics Summary
Checks
d20 + modifiers vs. DC
Degrees of success matter.
Combat
- Initiative determines order
- 3 actions + 1 reaction per turn
Damage
- Apply modifiers
- Determine type
- Reduce by immunity/weakness/resistance
- Subtract HP
Dying
- Recovery check each turn (DC 10 + value)
- Value 4 = death
- Wounded gained when exiting dying
Actions
- Single action
- Activity (multi-action)
- Reaction
- Free action
- Activities disruptable
Defenses
- AC: 10 + Dex + proficiency + armor + modifiers
- Saves: Fortitude/Reflex/Will
- Basic save: Results by degree of success
Movement
- Speed-based
- Stride triggers reactions
- Step doesn't trigger reactions
- Terrain modifies movement cost
Summary
Chapter 8 provides the complete mechanical framework for playing Starfinder 2E, from the fundamental d20 check system through complex combat mechanics, dying rules, conditions, and movement. The three modes of play (encounter, exploration, downtime) structure gameplay, while the action economy (3 actions + 1 reaction) provides tactical depth. The dying system creates dramatic tension with recovery checks and the wounded condition tracking cumulative injury. Hero Points offer narrative control and dramatic saves from death. Combined with clear damage resolution, comprehensive condition effects, and detailed movement rules, these mechanics create a robust and engaging play experience.