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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber. Pathfinder Society Member. 6,712 posts (6,922 including aliases). 11 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 21 aliases.


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Silver Crusade

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Dungeon World gives you xp for setting and achieving goals and playing to your character.

Silver Crusade

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Do not play RPGs with people you wouldn't have dinner with, or take a long car ride with.

Silver Crusade

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What about temporary access to mythic feats?

Silver Crusade

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Anarchy_Kanya wrote:
Only as far as I can smell them.

This is perhaps a hobby where that particular unit of measurement can lead to incredibly poor results.

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In all seriousness there is a place for this kind of thing, but boy howdy is it incredibly rare and it shouldn't be a GM "Gotcha" to the players but a tool for a particularly evil brand of villain.

A demon that possesses an innocent so the players have to figure out a way to get the demon out without hurting the host.

An arch-villain that mind-control's the player's friends and loved ones.

Or who puts those loved ones in full armor with convenient face-covering helmets so that when the players sneak up and kill them with an incredibly well organized ambush the helmet falls off and the PCs realize with horror what they've done and have to spend precious resources bringing their loved ones back to life.

That's some eeeevil but it's done as a personal attack on the players' characters, and their morality. It's something in the toolbox that you save for special occasions like when you're finally pulling out Tar-Baphon from the toybox, or taking down the Thrice Damned house of Thrune. It should be an emotional gut-punch, to drive a point about the irredeemable evil they're trying to overcome.

The original example is just kind of terrible, what was the point of the moral dilemma there? Just to confuse the players and make them madder at some nobody villains that really wouldn't have a major impact on the campaign? Lame. What was the emotional punch there? Confusion, is pretty much the worst emotion to evoke at a table.

If I pulled something like that, my players would be absolutely justified in throwing dice at me for just being a jerk. It also encourages players to just play neutralish characters, because then they're immune to stupid morality challenges that don't have any real impact other than for the GM (who holds all the resources, cards and secrets) to lord how clever they are over the players.

Silver Crusade

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I only just noticed this. I'm going to download all this sweet goodness tonight.

Silver Crusade

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Very useful.

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I'm a Jade Regent GM and my party is just about to enter the Uqtaal Necropolis. I'm really enjoying your journals, it's an excellent reminder of the journey my party have taken so far (with some differences due to GM styles and party dynamics).

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I think Drax the Destroyer is a pretty good model for this kind of character.

Silver Crusade

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magnuskn wrote:
The low level cap made me cancel my preorder at Amazon for the first volume. It's too bad, I was quite excited about the idea of running the AP, but I'm not supporting the idea of only doing low-level stuff. Paizo had enough time to try and balance high-level play for their new system, I hope they have the confidence to let players experience it. In the future, at least.

They made the game in a year and a half.

I think starting off with a low-level campaign so that they'd have something ready by release is reasonable.

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Tom Marlow wrote:

We have one session left in the Reign of Winter AP and my players are talking about what they want to ask Baba Yaga for as a boon (I had baba yaga tell them she would reward them). So one of my player, knowing we are going to play Wrath of the Righteous next, is going to ask here to help Seal the World wound. Apparently he did the log con on me for this AP, He made a Paladin of Iomedae whose backstory involved family in the fourth crusade, and has been planing this from the get go.

I don’t see any problem with it, I just don’t know what or when it should occur. Thoughts?

Convincing your GM to run an AP to make your next AP easier?

That's good stuff right there.

Silver Crusade

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J4RH34D wrote:
John Lynch 106 wrote:
DM_aka_Dudemeister wrote:
As NPCs go they’re easier to run than the Cleric or Witch NPCs, because prepared spells are truly complicated to play competently.

Simpler than 9th level casters does not equate to simple. Nor does choosing another complex class (brawler) make the kineticist simple.

Again, are you looking to understand why people don't like OA or are you looking to argue with people for not liking OA?

I personally am trying to show people reading this thread that yes, some people don't like them. However people disagree with their reasoning.

I am not trying to convince you it isnt complicated.
I am trying to prevent someone who has never looked at OA coming in, reading this thread, and saying "Everyone says they are so complicated so I wont bother."
I feel that is something that needs to be done

^This^ is the thing, there are always going to be GMs and players who are going to be intimidated by the depth and breadth of content available in what is now a matured game.

I certainly can't stop people from deciding that CRB and APG (or whatever arbitrary book they decide) is all they care to learn and they don't want anything further.

But there have been posters here who dismissed OA out-of-hand due to community opinion, or a bad first impression due to advanced rules who have taken a deeper look at the classes within and found something that they may like.

Silver Crusade

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I’ll bet you most players don’t know that they might die if knocked unconscious while raging when they first try a barbarian. Or forget the -2 penalty to AC while raging. Or know what “rage-cycling” is or how it functions as a tactic.

Barbarians can actually get pretty complicated, I prefer the unchained version myself.

I have about 3 kineticist NPCs that are recurring cast in my Jade Regent game. As NPCs go they’re easier to run than the Cleric or Witch NPCs, because prepared spells are truly complicated to play competently.

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Jon Goranson wrote:

Late to the game but will offer my opinion.

Occult Adventures turned me off due to the name, both of the book and the class names. Occult, Mesmerist, Spiritualist, Medium, Psychic, and mind powers in general, aren't fantasy to me. These terms in particular, evoke Victorian London, seances, and eventually Houdini debunking them. I, personally, never found psionics or powers like this satisfying in fantasy.

The question was asked why it doesn't fit fantasy and, again only for me, it evokes a later time than the fantasy I prefer or think about. Again, I think more of a Victorian/Edwardian times than fantasy when I hear these terms. I also see combat having changed from melee to ranged, with revolvers and rifles, with little or no armor, which again isn't fantasy to me.

(As much as I loved Dark Sun, the 2E psionic system was rough. I think I like it better now that I think of Dark Sun as magical post apocalyptic world.)

Having said that, the discussion here has made me want to relook and reevaluate, and try and get past those terms. The Kineticist sounds like the 3.5 Warlock, which I liked.

So, thanks for the discussion and want to look again at this and see what I think about it with, hopefully, fresh eyes and insights into it!

This is a great outcome for a thread like this, I'm glad people are taking a closer look at the classes to see what they like about them.

There's a lot a different coat of paint can do.

Calling a Kineticist an "Elementalist" is perfectly fine.
You could call a Spiritualist an Ectomancer.
A Medium could be called a Champion. Call Seances Rituals.
An Occultist could be renamed Totemist (or Fetishist depending on the maturity level of your group).
A Mesmerist could be renamed a Anti-Bard (if you can have an Anti-Paladin, why not?).
A Psychic could be called a sorcerer or Mind-Mage and most wouldn't tell the difference.
A Spiritualist could be renamed "Haunted Necromancer" and most folks would be none the wiser.

I like the original flavor, but flavors are easily the most adjustable part of the classes.

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Darksol the Painbringer wrote:
DM_aka_Dudemeister wrote:
stuff

This is literally all I gathered from your post (no offense to you of course).

Even when somebody tries to simplify what a Psychic/Psionic class is supposed to do, I still don't understand what the heck their mechanics actually are, which only tells me that they took a bunch of random nouns and randomly crafted sentences and called them "class features."

It only tells me that the Psychic/Psionic classes are overly convoluted and add a whole other level of confusion and complication for no reason other than to make them different from our currently-defined traditional features. Which is basically what Mythic does. And numerous people aren't a fan of Mythic for that very reason (myself included).

Sounds like a reading comprehension problem.

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If you're the only damage dealer in your party, archery isn't he best path because yes you will be in melee too often for it to be useful. However if you do have a melee warrior/barbarian/paladin to tank and draw melee attackers to them, an archer does amazing damage and can be a lot of fun to play.

I've been in a party with an archer inquisitor, and the sheer number of full attacks they can achieve compared to the melee focused paladins is crazypants. They can start full attacking from round 1, can full attack flyers, can full attack foes with height advantage and full attack foes with cover thanks to improved precise shot.

Archery is indeed the bee's knees. The cat's pajamas. The third out-of-date reference for a cool thing.

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So Occult adventures has 6 classes.
I just want to post a quick run-down for GMs or players who haven't read or understood the book and for those who for some reason think it is the same as Psionics:
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Kineticist:
An elementalist/telekenetic that can do Spell like abilities at the cost of their physical stamina.


  • Unique abilities Blast SLA, works like a Spell Like Ability.
  • Burn: A pool that counts up, deals non-lethal damage to user equal to kineticist level.
  • Overflow: When your pool reaches certain threshholds gain bonuses.
  • Infusion Specialization/Composite Specialization/Metakinetic Specialization: Discounts for Burn costs.

Medium:
A character that becomes augmented by legendary spirits that resemble mythic paths.


  • Spirits: Choose one of six spirits, gain a listed bonus and abilities based on the kind of spirit. Based on the 6 Mythic Paths.
  • Influence: A pool, it counts up instead of down. Try not to get 3 points.
  • Psychic Spellcasting: Use Emotion/Thought Components instead of Verbal/Somatic components.

Mesmerist
A different kind of bard, makes enemies feel bad, allies feel good. Great at mind control


  • Hypnotic Stare: Make enemies feel bad, helps you achieve your will targeting magic.
  • Tricks: Small buffs for your allies.
  • Psychic Spellcasting: Use emotion/thought components instead of verbal/somatic.

Occultist
Carries cool stuff, specializes in Wizard spell schools to be the epitome of what those schools represent.


  • Focus Powers: You gain a free power based on the School (Implement) you have, then more later.
  • Implements: Pick a wizard school, you'll gain spells based on those wizard schools. You'll carry a focus item based on that school with you.
  • Mental Focus: A pool of points. Each day invest points into implements to gain passive powers. Spend points from implements to activate powers, lose the passive if you spend all the points.
  • Psychic Spellcasting: Use Emotion/Thought Components instead of Verbal/Somatic components.

Psychic
You are a sorcerer, with mind powers and a pool.


  • Discipline: It's like a bloodline with a way to recharge your pool.
  • Amplifications: They're like bloodline powers except they cost points from a pool.
  • Psychic Spellcasting: Use Emotion/Thought Components instead of Verbal/Somatic components.

Spiritualist
You are good at influencing emotions, and have a ghost pal, like a summoner except you can only summon slimer.


  • Phantom: Fully manifested - Fights for you or acts as incorporeal scout. Confined to Consciousness: Save bonus, skill focus for spiritualist. Unique abilities based on emotional focus.
  • Bonded Manifestation: Ectoplasmic: Gain ghostly armor/weapons. Incorporeal: Get stealthy/spooky powers.
  • Psychic Spellcasting: Use Emotion/Thought Components instead of Verbal/Somatic components.

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Tectorman wrote:
thejeff wrote:
Ramarren wrote:
DM_aka_Dudemeister wrote:
When Canon gets in the way of a story, ignore canon. Some nerd will no-prize a solution.

If you want to make a story without running afoul of canon, don't set it in an established franchise just to get a cheap boost in popularity.

As Set said, then they should have stopped Star Trek part way through the Original Series. Certainly shouldn't have done Next Generation.

All long running series have conflicts with canon. Keep them relatively minor, avoid sacred cows, but don't tie yourself too tightly to decades old bad decisions or technical limitations.

It isn’t how Discovery runs afoul of TOS that’s the issue. It’s how Discovery runs afoul of TNG, DS9, and Enterprise which managed to somehow not run afoul of each other. Ramarren is right. They could have told any story they wanted with any antagonists they wanted. But by calling it Star Trek and making it part of that shared history, it has an obligation to that shared history. Right now, it’s coming across as some fanfiction involving a race at another point in time that has nothing to do with Klingons in the 23rd century that the execs wouldn’t let them run unless they reskinned them as Klingons in the 23rd century. This isn’t some minor canon conflict; this is Vulcans are boisterous jokers and always have been.

Unless the later episodes have somehow explained how we go from Enterprise to here in such a way that it’ll make sense when we get back to TNG. I wouldn’t know, since the DVD box set isn’t out yet, so I can’t truly discuss this series beyond the one episode that actually got aired.

Nah, just retcon stuff. It’s faster and easier, Star Trek is all imaginary anyway.

Silver Crusade

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I understand the criticism that the Kineticist is complicated, because it does have a lot of moving interactive parts. But really it comes down to what element you prefer.

During the first five levels you're basically going to be blasting or if you took elemental weapon smacking in melee. Focus on Dex/Con and then whatever role play stat you like.

In play throw blasts, use utility talents where they're useful, only take burn when you feel it's important or assured. Once you have elemental defenses throw a point of burn into it, you'll get a small bonus to hit and damage if you have taken some burn with elemental overflow.

I find it's useful to put abilities on cards to keep them in mind.

At mid-levels you get a discount on burn costs thanks to infusion specialization, so infuse your blasts a bit more freely. Throw metakinesis on your blasts when your facing high hit-point foes, make sure to spend actions gathering power to mitigate burn if you do. If you're really wanting to bring the hurt throw a composite/empowered blast.

Before resting each night, take enough burn to fill your internal buffer. It'll give you some "Free" uses of your class features the next day. Use the bonuses you get from Elemental Overflow to mitigate the hit point loss from burn by putting your Size bonuses into Constitution.

At high level use Supercharge to mitigate burn and throw composite blasts and empowered blasts and even the odd maximized blast. Your utility wild talents will help determine what you're doing outside of combat, for the most part the elemental breakdown works mostly like this:

Aether: Do rogue stuff or cleric stuff depending on talents chosen.
Water: Do cleric stuff.
Air: Do rogue stuff (mostly scouting)
Fire: Do fighter stuff.
Earth: Do fighter stuff, some rogue stuff.
Wood: Do druid stuff.
Void: Do evil cleric stuff.

Silver Crusade

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The only small race in the setting is Goblins, and I don't wanna Goblin. (We're playing in the Magic the Gathering: Zendikar setting, my TK is flavored as channelling Colourless Mana).

Once I get a bit of gold I'll grab either a ring of invisibility or something that gives me a stealth bonus, but if I'm spotted my plan A is to get back to my party as quickly as possible so the front-liners can do their job. If I'm not spotted, I'm gonna do stuff like tie shoe-laces together, or set up alchemical item traps (alchemist's fire over a slightly ajar door).

I'm strongly considering Toughness.

Our party has no cleric or druid, our nearest thing to a healer is a Paladin so we'll throw in for a wand of CLW once we get the money. But healing ain't free.

Climb is gonna be important for the race that I am which lives on floating islands with a lot of cliff faces. I don't need a lot of climb, a rope a grappling hook, and telekinesis is gonna make most climbs fairly easy.

Weapon Focus (Kinetic Blast) will probably be my 7th level feat (assuming we get that far), before that I'm not worried I'm going to fall behind on my attack bonus before then.

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Franz Lunzer wrote:

hmm... CR1 monster array for melee is +5 / 1d6+1+STR. Drow have +5 / 1d4+2.

Ranged CR1 monster array for energy is +8 / 1d4+1. Drow have +8 / 1d8+1.

am I missing something?

Hey looks like you're right, except melee damage is listed as 1d6+1+STR, and Drow have 1d4+2.

But as Deadmanwalking says, Drow are the exception rather than the rule and the gear they're wearing explains what's so difficult about the encounter.

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Sorry, I meant their Melee to hit/damage. Their ranged to hit/damage is still on par for CR 1. Which fits for your dexy/ranged drow archetype even in spaaace.

Silver Crusade

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Looking at the Drow stats, they are wearing Heavy Armor (included in the Gear), normally the gear stuff wouldn't really affect their stats but in this case I think that's the explanation.

Looking at their damage they have normal amount of ranged damage for CR 1, but their melee damage is about 2 points lower on average than the assumed combatant array. Their bonus to hit is also about 3 points lower than what the table for CR 1 states for a combatant array.

So if Drow are a combat puzzle, the answer is to get into melee or use suppressing fire to give your soldier or Solarian their best chance to hit.

Also these are CR 1 creatures. At level 1, you're assumed to be fighting one at a time, maybe two if you want a more challenging fight. By level 3ish you can start encountering Drow in greater numbers.

There's plenty of other examples of CR 1 creatures with EAC/KAC at the 11/13 mark.

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I always like Swashbuckler, decent damage output and parry/riposte punishes basically anything in melee with you and keeps you from getting hurt.

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When Canon gets in the way of a story, ignore canon. Some nerd will no-prize a solution.

Silver Crusade

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So I'm finally getting to play a Telekineticist this week.
I've read the various guides and right now the build looks basically like this:

Class/Level Telekineticist 3
Race: Kor (Racial features as Halfing but Medium, +2 Dex, +2 Wis, -2 Int)

Ability Scores (20 Point Buy)
Str - 07 -1
Dex - 18 +4
Con - 16 +3
Int - 10 +0
Wis - 14 +2
Cha - 10 +0

Trait: Trap Finder (From Mummy's Mask, gives Trap Finding, and Disable Device as Class Skills)
Wild Talents: Telekinetic Finesse
Infusions: Extended Range, Pushing (Was considering Boomerang)

Feats: Point Blank Shot, Precise Shot

Skills: Acrobatics +11 (+2 Racial), Climb +4 (+2 Racial), Disable Device +10, Perception +8, Stealth +9, Sleight of Hand +9

Now I'm trying to figure out what to take for my level 5 feat when I get there. At this point I'm basically considering Toughness (to help with Burn), Combat Vigor (to keep myself topped up on hp between combats) or Kinetic Leap (to save Wild Talents by not taking Self Telekinesis) or Skill Focus (Perception), or Alertness (to help with trapfinding).

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Don't make me choose between my babies.

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Name Violation wrote:

what about batteries in powered melee weapons?

what about power armor?
can i put a holy fusion on a battery, put the battery in power armor, and make holy melee attacks with the armors slams?

As all things up to your GM.

If I'm GMing, yeah, I'm for it.

Silver Crusade

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There's plenty of great explanations here, and I enjoy a pleasant philosophical debate.

If a person is good, then they do good acts. That's how the "good" alignment works for mortals. If you kill someone good they can no longer do good. You have decreased the amount of good being done in the world by the difference between now and the good person's natural death.

If you have reduced the amount of possible good being done in the world, then that act must be evil. As you have subtracted potential good from the world. It is why, killing an evil creature (one that does and intends to continue doing evil acts) isn't inherently evil. As you have decreased the amount of evil in the world.

Why is killing a neutral character evil?

Well, a neutral person may be neutral now but had the capacity for good. Yes, they had the capacity for evil, but in my opinion the capacity for good must be weighed more heavily than a capacity for evil. A neutral person at the very least does no significant harm to the world, and is probably loved, cared for and loves, cares for their friends or community. Their death causes fear, despair, anger and all sorts of tiny cuts that increases the capacity for evil in the world.

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eakratz wrote:
I don’t hate them, but I don’t have time to learn new rules nor try and understand a class that needs 15 pages to explain it, so I just arbitrarily ban anything released after ACG. If a player were to talk me into letting them play occult, I would just treat it like regular magic (I have no idea if it’s different or not) so as not to deal with any “nun uh it’s psionics not magic” talk.

It is treated as regular magic in the book.

The only difference is instead of Verbal, Somatic, and expensive Material components you have Emotional, Thought and meaningful components.

Otherwise Psychic Magic works the same as Arcane/Divine magic. Heck, it's less rules to learn than Alchemist casting.

PRD wrote:


Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell's energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect's emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.

Thought Components: Thought components represent mental constructs necessary for the spell's function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.

The most complicated class is probably the Kineticist, but mostly it functions using Supernatural and Spell-Like Abilities, which are rules that are already used in the game.

Most importantly, as a GM, I actually don't know how the rules of every class works at any given time. When I'm running a game I only need to know how the classes my players are playing work. It doesn't matter if one is using a CRB Ranger, another an Unchained Rogue, a third an ACG Warpriest, and the fourth an OA Kineticist. It's only four classes that I need to know, six if I'm running a big table.

Please understand I'm not specifically calling you out on this, but there is nowhere in Occult Adventures that Psychic Magic is called out as different/interacts different with Arcane/Divine/Alchemical magic.

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I'm nearing the end of Book 3 of Jade Regent now, I'm having a blast running it. I would definitely be down for a hardcover version.

Silver Crusade

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Plus it's not out of line (particularly at early levels) for the GM to drop APL+1 or APL+2 Armour or weapons in an adventure for the PCs to loot. Particularly if they know the players will be going into an adventure without much in the way of combat loot, so a set of armour might actually be viable for a band of about 3-4 levels.

Say you're level 2, and gain a Level 3 armour.

That armour will be viable levels 2, 3, 4 and possibly even 5. Which is roughly 1/5th of a character's entire career.

Silver Crusade

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In the past I've run games with a mix of local and online players.
Here's some tips:

- Basically before their initiative each turn I'd take a picture of the battlemat, and message it to them.

- Invest in a decent omnidirectional microphone so the online player can pick up everything at the table.

- Specifically ask for the online player's actions even in non-combat situations. Be ready to recap, and repeat often even the most attentive player might zone out or miss something. Active listening is easier in person than on a phone call.

- Be patient with technology, yes there will be hiccups, drop outs and the like. But the alternative is that you don't get to play with your friend.

Wherever possible I prefer to have all my players at the table, but life is tricky and living in the future does have some benefits.

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Basically flying over terrain isn't exploring it.

By the time they get access to those flight/teleportation spells and can use them consistently enough to affect a whole party, they're probably just going to use those abilities to skip flyover country and get to the as-yet-unexplored locations.

With any luck those locations are high-level, and full of tricky dungeons, fantastic rewards and challenging beasties that take those high level abilities into account.

However, as previously noted E6-E8 are fantastic options for a setting that doesn't anticipate those high level abilities. I highly recommend them for a harried GM who doesn't want to spend time on the extra prep-work high level play represents.

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Metaphysician wrote:
I would definitely not allow anyone to put a fusion on a battery in my game, that's for sure. At that point the setting logic is completely nonexistent. If you want your laser to have a fusion, put a fusion on the laser.

I think it's rad.

The battery has a seal that affects the weapon, the energy within it converts the magic of the seal to fire from a blast from the weapon.

I'm not saying necessarily that's the way it's expected to play per the rules. But it's a great idea for some fun magic items.

Silver Crusade

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This idea is rad.

Silver Crusade

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Thurston Hillman wrote:
DM_aka_Dudemeister wrote:
I for one am excited for the upcoming Starfinder FAQ.

Disclaimer

This is by no means us setting ANY expectations for the Starfinder team to get out a new FAQ/Errata in X/Y/Z theoretical time frame. Instead, I mentioned this, just so that people are aware that the Organized Play ruling on pulsecaster rifles is consistent with the thinking process of the Starfinder team and how they intend on seeing this one specific issue more formally FAQ/Errata'd in the future.

Understood, expectations managed :)

Silver Crusade

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I for one am excited for the upcoming Starfinder FAQ.

Silver Crusade

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I mostly just winged it, most of the notes here were written after I ran it. Mostly I just put post-it notes in my book that said something like:

"Make this bit more interesting."

Then after I ran the thing, I wrote it down here. Except the mass combat stuff, I planned that out a bit before hand because I knew there would be issues with low-level armies and playtested against myself before bringing it to the table.

Silver Crusade

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I've played a swashbuckler across multiple levels.

It's rare that I need to worry about saves at the same time as ripostes.

If I'm fighting a monster that has a save rider on its attack I'm going to be parrying it.

If I'm fighting a spellcaster then I'm using Charmed Life.

If I come across a trap: Charmed life.

If there's a breath weapon: I have good Reflex anyway.

Against touch attacks: Parry, riposte.

The Swashbuckler actually needs the weakness to saves, because a swashbuckler with parries and ripostes has great hp and rarely ever gets hit.

I love playing a swashbuckler, it punishes literally every creature that comes into melee range. People's fears over its weaknesses are overstated, and rarely a result of actually playing the class.

Silver Crusade

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Just so folks know, I have a copy of the Starfinder CRB that is not defective. So it's not all the way across the print run. Just a higher than acceptable rate of defect.

Silver Crusade

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Have an adult conversation with your party, tell them you're not having fun, and why. Ask them if they are having fun, and then discuss how to fix it.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Yeah, though I do want official Starfinder minis, two undelivered campaigns and then taking on another?

Sorry, but I'm gonna have to skip this one, because while I don't have a high expectation from kickstarters, and usually buy them as a present to future me, this is a lot of money for a risky return.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Here you go Morrigan:

Archives of Nethys, Random Item Generator Just select Kingdom Treasure, throw the items in the slots and go for your life :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

So I've been mulling over a house rule for the past couple of weeks and I wanted to hear some feedback before I implement it.

Houserule


  • If the target of a spell with "Saving Throw negates" succeeds the save, the caster does not expend the spell-slot, but the caster may not target the creature with the same spell again in the same day.
  • If cast from a scroll, wand or item with limited uses per day, the scroll, charge or use is not expended, but the item can not be used to cast the spell against the target who saved successfully.
  • If the spell targets multiple creatures, and even one creature fails the save, the spell slot is expended as normal.
  • If a prepared caster prepared the spell multiple times, they may attempt to cast the same spell on a creature who saved successfully again, a number of time equal to the amount of times they have prepared the spell.

Reason for the rule:

The most frustrating thing for a player is if they spend both an action and a resource, and it fails. As a GM when I roll a saving throw for a monster, the luck of the dice can basically mean a player feels like their turn is wasted for trying to cast anything other than a summon or damaging spell.

Basically on a "miss" with a spell that has a negating save, the PC doesn't expend a resource, but still must try an alternative tactic against the particular foe they're facing in subsequent turns.

Anyway, I'd like to hear feedback, do you think it'll improve quality of life at the table? Overpower particular spells?

Silver Crusade

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Mesmerist is a great choice for that particular brand of character.

Basically put your highest stat in Charisma, pick a race with a Charisma bonus.

I'd probably have a decent Intelligence just to make sure I had room for all the social skills.

I'd focus on the Mesmerist feats that allow you to broaden your tricks and stares.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Jhaeman wrote:
At first I assumed they did, just like personal weapons, but I've been reading pages 320-321 and I don't see it. Perhaps the only effect of critical hits is (potentially) damaging ship systems?

As far as I can tell there is nothing to indicate double damage on a crit. Critical hits only affect ship systems.

Silver Crusade

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I've run two starship combats against a fully crewed level 2 PC ship, and some Tier 1/3 and 1/4 ships piloted by some space goblins.

What I've found is similar to what Steve says, you're going to mostly jump between concentrating on piloting and gunnery, using your minor action for one or the other.

Since they were goblins they didn't really do much to restore their shields, or scan very much. Just trying to focus on swarming to punch through one side of the ship's shields.

Silver Crusade

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I feel so much could have been avoided if they were called Stellarian. The "So" at the beginning really trips up the end of the word.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

I would buy a compilation edition if they fixed the plot/motivation problems. There are some great set pieces and ideas, and I really want to adapt it to Starfinder.

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