If you're just looking for a bunch of d6 just hit up Walmart and find the little section with poker stuff and boomer card games.
You should be able to find little sets of multiple d6s. I've even seen those at Walgreens etc.
I'm in the UK so there is no Walmart or Walgreens.
Like I said, I used to see d6s in pound land with packs of cards, but I've not seen them recently.
Starfinder2 being like pf2 is not remotely an endorsement for me, though pf2's rampant mediocrity comes in large part from original starfinder.
Sort of. Starfinder feels like an awkward half step between PF1 and PF2, and as a DM I kept wanting the game to pick a side and stick to it. Even before SF2, people were trying to homebrew the PF2 action economy into it, but failed.
That said, I want to try PF1e because I keep hearing people go on and on about the wild shit they pull, so I want to know what, if anything, I'm missing by only having played Starfinder or Pathfinder Second.
You're not missing anything.
If you're talking RAW. PF2 has better stuff in the form of late game feats. Things like being able to scare to death people if you go all in on intimidate.
But PF1 is broken in the same way 5e is/was broken later in life, just with worse math. To give a few 5e examples. One of the infamous "broken" builds in 5e was to take a fighter dip for heavy armour, and then go all wizard to have a spellcaster with 20AC from level 2. In practice nobody actually did that. Then there's the infamous druid exploit to turn into a t-rex early game and trivialise the campaign. The problem is a: that's not a thing RAW, and b: that only works in reddit theory craft where every combat takes place on a flat open field. Turning into a t-rex does nothing for a murder mystery, a cave, or against even a basic int save. Again, despite being the meta, nobody ever did this. Finally, there's the infamous "peasant railcanoon". Any DM with half a brain would say no, unless he's doing a comedy campaign.
PF1 is like that, but with more. I don't know the exact number, but 5e has about 100 feats to choose from. PF1 had more than 1400 by the end of it's run (but that includes third party content). As a result, someone with a degree in autism could find particular synergies that don't play nice together. I played PF1 for a few years and even after that time ...I still didn't understand it. To give a real example, during one game the boss stepped out, a PC used an ability that banished him to shadow realm, no save. The DM said no, and an argument began. I forget the specific rules, but it was some weird combination of of those thousands of feats and abilities.
Most are more mundane. "I get a +2 from this, +1 from that, +2 because the bard is playing, +1 because of the bards special song, I moved so this feat gives me an extra +2, -1 for flank, but because of flank fighter I get +4-" on and on.