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As for conventions vs home settings:
* Expect lots of background noise, you may need to talk louder then usual. This can be tiring, so bring throat lozenges and water as permitted by the venue.
* If you're GMing low-level games, expect players who've never played before. You may wish to bring dice and minis to loan them. Establish who is responsible for providing pregenerated characters and new society member cards. This will often be the event organizer.
* Be sure to print off plenty of chronicle sheets from the final page of the adventure. You may need up to 7 per table you run. I like to print 8 in case of major mistakes.
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The Raven Black wrote: Maybe they cost much more to produce too. I feel the overall quality of PFS scenarios has grown a lot. The overall quality of scenarios has definitely gone up since the early days of 1st edition PFS. They're also using more original art since those days.
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CorvusMask wrote: When people start making massive essays on east post, it becomes really hard to keep up with thread.
Anyhoo, I haven't commented on my feelings on multiple pairs of arm thing so I'll do it now: I'd honestly prefer more type of "you can only wield one heavy weapon at time regardless of number of arms" type balance than "we have to make sure you have only two active arms when balancing heavy weapons".
Like I get the idea of "what if big gun is balanced around with shooting and reloading taking all there actions, if you had six pairs you could shoot it three times per round instead of reloading!" but I kinda feel like balance should be on equipment rules side and not arm rules if that makes sense.
I agree, and it's an easy to solve problem too; "This weapon has the Unwieldy quality. Attacking with such a weapon is a Flourish action, meaning it can be done once per turn."
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Not PDF, but browser-based. Loads/saves to local files.
Link
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Unless the remaster removed the massive damage rule, 25 max HP minus 100 damage = dead, because you have taken damage exceeding double your total HP in one blow.
This may also kill the poor sap who cast share life if 50 damage is twice his max HP.
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And congrats, Jeremy, on your first published adventure!
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Starfinder 1e already had several weapon lines with the Stun property, letting you switch them between lethal and nonlethal. I hope these carry over into 2nd edition.
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Karmagator wrote: Arutema wrote: Karmagator wrote: And a big thank you to the devs for handling all of this without massively delaying the regular schedule. It can't have been easy, but you managed it! Starfinder's much-delayed APs say "WHAT?" Those are made by completely different people, are they not? Why would the Remaster affect them? The remaster was explicitly an all-hands-on-deck project that pulled folks away from said APs.
edit: Source
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Karmagator wrote: And a big thank you to the devs for handling all of this without massively delaying the regular schedule. It can't have been easy, but you managed it! Starfinder's much-delayed APs say "WHAT?"
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PossibleCabbage wrote: I don't think I've ever seen an Irorian PC. Irori's self-perfection aspect makes him an ideal deity for Monk players at least.
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Swiftbrook wrote: As I've posted before, a price increase from $3.99 to $8.99 is a 125% increase. All production costs for these scenarios has already been paid, years ago. The only ongoing cost is the cost to maintain the files on the server and the web description pages. Under Paizo's current business practices, customers have access to digital purchases on the Paizo servers until the practices change, so these are (small) ongoing costs. Server space isn't free. The choice may well be increase prices, or wipe old 1e content from the servers to save space.
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cmlobue wrote: Please make a boon for Novians, even if it's like 500 AcP, for the finale of SFS1. The boons page has been updated, and it's 120ACP.
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3-action combat.
Skills, saves, and attack rolls all using the same progression.
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Archpaladin Zousha wrote: My only question is this; Razmir already was too cowardly to take the Test of the Starstone before. That's why he set up the whole scam with Razmiran and his church in the first place. That's why he's been desperately trying to get his hands on the Sun Orchid Elixer to keep himself going. What about the gods infighting would actually make the actual Test any easier? The gods dont administer the Test or anything, it's essentially something Aroden set and seems to tailot istelf to whover makes it to the Starstone itself. And Razmir was at the peak of his power when he STARTED Razmiran, there's no indication he's done anything but stagnate. So what reason would Razmir have to actually try this time? Especially since it'd expose his lie for what it is? Even if he DID now have actual divine power his reputation would be ruined. Possibly desperation. If he's having no luck getting his hands on Sun Orchid Elixir and at an age where he's likely to run out the clock soon, he's got nothing to lose.
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Magus Tata wrote: As a player who is relatively new to RPGs (only since the summer of Covid) and is even newer to Pathfinder, I am interested in GMing and have already mentioned it to the local Ventureperson (I don’t know her rank offhand).
My biggest concern is exactly the concern I had when I first GMed for my kids, and later my friends. As a brand new GM, I felt that the adventure was vague in ways that forced some degree of adlibbing and/or improvisation. Not knowing the world or all the rules, that’s intimidating. I’m also an engineer, whereas my friend who is our regular GM was an English major and he has done this for years.
I would *love* to see some adventures written with a lot of handholding for new GMs. Even giving guidance and/or examples of how to deal with players not following the script the GM is reading would be an immense help. I don’t know how practical it would be, but it would definitely make it easier to onboard potential GMs who share my fears/concerns.
I like this idea. As a long-time 1e GM just starting to pick up 2e, it would be nice to see adventures designed and tagged for those learning to GM the system.
Currently, I have to look through available 1-4 adventures and rely on the reviews to see if a given adventure takes a more experienced GM or not. Having some scenarios designed around introducing GMs would alleviate that.
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JiCi wrote: I never expected translation to be a problem...
Were sci-fi TV shows and movies lying to us this whole time XD ?
Depends which ones you mean? See, for example, Ivanova's less-than-stellar attempts at speaking Minbari on Babylon 5:
"<Hat rack rat-catcher to forward weapons. Brickbat lingerie.>"
And yes, magic is the problem-solver here, if you can convince someone whose language you don't speak to let you touch them with a charged spell.
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Thinking of how heavily SF1e favors lots of guns and gunners, plus gunner and pilot feeling like the only roles that really move the encounter forward...
What if SF2e leaned into that and made lots of guns and gunners the norm? And finally, what if a starship gun's accuracy was completely decoupled from a character's proficiency in ranged handheld weapons? If a starship gun's accuracy was a function only of ship tier plus ship's tracking computer, it would solve a lot of problems such as melee fighters being sub-par gunners in SF1e.
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I wonder if the SF1 mechanic, with all its alternatives to the drone, isn't worth a hard-split in SF2. One class that does drones very well, another that does custom armor, weapons, or augmentations well.
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With Howl of the Wild coming out for PF, let's speculate if we'll get a generic uplifted animal ancestry for SF2, or if it'll be just bears again?
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Teridax wrote: I'm curious to know: for the people who dislike the active hands mechanic and the Switch Active Hands action, what would you do, personally, to balance having two, four, perhaps even more extra arms at level 1? Would you give those ancestries tradeoffs to offset that power, would you implement some other kind of mechanic to help balance those extra arms, or do you believe nothing more would need to be done for gameplay to remain balanced? What if multi-armed ancestries instead had specific limits on two-handed weapons and shields? (Which in real life tend to be held cross-body or covering the body.) But you can use all the 1-handed weapons or tools you have hands for?
Other destinations for the Maze from 1e:
A full map of the Grand Lodge grounds is printed in the 1e book Seekers of Secrets.
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My wish: a complete overhaul of the starship combat system to resolve such encounters faster and give stations besides pilot and gunners more impact on resolving the encounter.
I've always gone with:
Import chronicle sheet page of scenario into GIMP.
Add text fields with the needed info.
Export as PDF.
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Driftbourne wrote: We don't have a two-headed playable species yet I'f love to be able to have my character argue with themself, or have to bluff their other head into doing something. Zaphod, is that you?
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Totally Not Gorbacz wrote: Between the stated goal of full PF2 compatibility and the preview monsters, it's relatively clear that EAC/KAC are not going to make a return. What if most EAC weapons end up with the Agile trait instead? This makes them more likely to hit on multiple attacks in a turn without needing new rules in the system.
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Hartan wrote: Some of these changes seem to be incorporating the "streamline and sameify" approaches from 2e. Kasatha have 4 hands but can only effectively use 2 of them. Seems similar to the 2e approach to winged creatures that have wings but can't use them until PCs have access to flight via spells or equipment. From a player perspective, what's the point of being able to play as dozens of species if they all turn out to be pretty similar in how they play? I understand that this is being done in the interest of balance and ease of design but it has a real cost in terms of player customization and the joy of character creation. I'm waiting for the full playtest rules so I can get a group together to test whether the multi-arms nerf is really needed.
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AKA_Kira wrote: Noven wrote: So why is Starfinder Enhanced a thing? The timing seems really off. might be because SF2 won't be out until 2025, i.e. it is there to help the transition and tie us over until SF2 I'm guessing the attempted murder of the OGL also resulted in schedules changing.
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Agreed that I hope the systems stay mostly separated.
Except for the epic crossover AP that is Iron Gods 2.
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Totally Not Gorbacz wrote: It made literally no sense for Paizo to keep SF running on an adjusted PF1 engine and have designers keep switching between PF2 and SF frame of mind Especially with the PF1 engine being tied to an effectively dead license (OGL)
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Playtest doc wrote:
HANDS
Multi-Armed Characters: Characters that have more than two hands,
like kasathas, can hold more items and weapons than typically
expected. Performing actions with multiple pairs of arms concurrently
is a challenge and can’t be done without intensive training. You must
designate a pair of hands as your active hands. You can change this
designation from one pair of hands to another by taking the Switch
Active Hands action, which is an Interact action. You can only attack
with weapons wielded in your active hands.
Can you designate any 2 two hands you have as active with this action? Or must you choose top/bottom pair for a Kasatha or top/middle/bottom pair for a Skittermander?
Is this really meant to be a interact (therefore manipulate) action that provokes AoOs?
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Medical Professional:
Use medicine instead of profession to earn income during downtime.
Computer Professional:
Use computers instead of profession to earn income during downtime.
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Ramiyel species boon. (AP #21: Huskworld)
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Aaron Shanks wrote: RE: Starfinder: Angels of the Drift
We won't have the PDF. You can find them at: www.dynamite.com/digital
Any news on being able to order the physical through Paizo? Product page is saying " Preorder ... Will be available yesterday"
Usually, I'd check the adventure's product page to look for a sanctioning doc, but this year's Starfinder adventure doesn't seem to have one yet.
Will this adventure be sanctioned for SFS play by Free RPG Day?
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Kobold Catgirl wrote: I think this thread is the best place to rectify that! What are some of the great Golarion trans characters that didn't make the cut, or whose creators weren't available for this post? I don't know who Anevia or J are, but I'd love to hear more. :) J Dacilane is a Pathfinder Society NPC who first debuted way back in scenario #6: Black Waters.
He shows up again in #7-05: School of Spirits, where we get the first hints he's something other than a ciswoman.
By 2nd Edition, he's fully transitioned, and shows up as the headmaster of Dacilane academy in multiple scenarios.
(Did he have any other 1st edition appearances I missed?)
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There's also the lesser version of Audacious Gambit for when you don't want to spend resolve or can't reliably make that check:
SRD wrote:
Maneuver (Helm Phase)
You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).
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And here I was kind of hoping for the Ilee to retake their planet between editions.
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I wonder how much headache Paizo could have spared GMs if there was simply another value for rarity: Regional. Thus, something could be "Regional (Vudra)" or "Regional (Arcadia)" instead of the blanket "Uncommon".
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Jared Walter 356 wrote: Kobold Catgirl wrote: Rarity exists as a warning flag for players to check in with their GMs about something. I'd say it's definitely more to make it easier for GMs to say "no", as well as a way for players to identify which options they may want to be careful about. I agree wholeheartedly. The rarity flag is a reminder to the player that they should check with the GM. It also serves as a flag for the GM to say, you might want to review this option before allowing it.
This isn't about blocking players, its about encouraging upfront communication.
Unfortunately, this is not the way that the Pathfinder Society program uses it, and home GMs may take the wrong cues from said program.
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If it helps, the Starfinder version of Life Bubble explicitly doesn't protect against radiation, suggesting that neither should the PF1 version.
And, as mentioned above, Life Bubble protects against inhaled poisons. Radiation isn't inhaled.
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Electromagni wrote: Finally got my PDF and am excited to read through it! However, I’m worrying if my phone downloaded it weird because in the first 2 or 3 pages I’ve already seen 4 words missing letters. Anybody else or just me?
“Books like starfinde”, “This book explores four diffe ent”, “Reasons why traffi” “Almost definitel” .
I can’t download into my pic until midnight when I’m home but I just wanted to make sure it wasn’t just me.
There are a couple of references to "Starÿ nder" in the backmatter too. Did the PDF get hit with some sort of character encoding issue?
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The ship has long ago sailed on these, since they came up in playtest, but.
Bring back a general feat at 1st level.
Give us ways to have scaling proficiency not tied to class and archetype.
Lay off on tagging any vaguely interesting character options as Uncommon. (Seriously, is the purpose of the rarity system to enforce power levels, or euro-centrism? It seems even the writers can't decide)
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I hope the equipment scaling rules they announced in the upcoming book fix the worst of that. (You prefer small arms, heavy, or sniper weapons, the enemies in a given AP only drop longarms.)
Society play indeed gives you no way to advance from level 1 to level 4 with just short-form content. (At least so far.)
I can see the use if you want to quickly demo some 4th level content at a con in a short slot.
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I'm excited to see ability scores and the legacy alignment system ditched for pure modifiers and personal edicts and anathemas. Should help Pathfinder have its own feel instead of living in another system's shadow.
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W E Ray wrote: But I'm HOPING for some ideas from The Community on what happened to Aroden if he Didn't die, but rather just vanished.
ALL your thoughts are very Welcome.
In a related Starfinder campaign, Aroden pops out of a temporal anomaly in 324AG and is rather surprised that millennia have passed and he was presumed dead.
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Totally Not Gorbacz wrote: Arutema wrote: All I can say to OP is "Welcome to the 2e playtest, where almost exactly all these concerns were brought up, and swept under the rug." Luckily Paizo went out of business shortly after PF2 launch, proving its critics that it was truly a badly thought-out game that failed to respect the incredibly touchy sensibilities of PF1 diehards.
Except it didn't, lol, lmao. Eh, it's the job of a publishing company to make money, not create some mythical system that will appeal to everyone.
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All I can say to OP is "Welcome to the 2e playtest, where almost exactly all these concerns were brought up, and swept under the rug."
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