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Its that time of year again! The Christmas in July Sale at DriveThruRPG/RPGNow will be starting on 21st of June (tomorrow!!!) and running through the 29th. JBE will have quite a bit on sale for Pathfinder this year. If you wanted anything of ours, this is the best time to pick it up. Here are a few of the highlights:
Add everything you want to your Wishlist at DriveThruRPG/RPGNow today so you don’t miss a deal.
Nutcase Entertainment wrote:
I don't see any reason why all PCs can't be hobgoblins. But then again, I never see a reason why that can't be the case. Humans, elves, and dwarves are overrated.
Coffee Demon wrote:
Your reviews would be much more helpful to me if you gave more (any?) products something other than a 5/5.
I would hazard a guess that the only reviews of his that you are reading are those by exceptional publishers, and even then only their best work. EZGs reviews are tough. After reading the same book, I tend to feel that he gives them a lower rating than they deserve. When he gives something 5 stars, they earn it.
Personally, I like Exalted's way of handling them: their androids (autocathonians, if you really want to know) have a soul gem. It is the captured soul of a person that is then used to be the living soul of the android. This slight modification may satisfy your fellow gamers.
In Book of Heroic Races: Advanced Androids, we didn't go the above route, instead staying true to Paizo's vision of androids. Be sure to check it out, it has a 5-star rating.
Distant Scholar wrote:
Yea, 2011 was our best year. Hard to believe it was 5 years ago. I do find it funny how we're just off the top 10.
I suspect it'll actually be about as generic as Pathfinder is.
It won't. Paizo has already said that the setting will be apart of the core book.
Starfinder will be even more extreme - first of all the vast majority of SF isn't science fantasy (or at least isn't the kind of science fantasy with actual spellcasters and gods and things).
I've actually been looking for science fantasy fiction since the game's announcement and all I am coming up with are the most obvious sources that are still pretty far from what the game is aiming for: Star Wars (best source thus far), Dresden Files (modern), Dune (well, its Dune). I'm going to try Princess of Mars next, but still, it is hardly what they are aiming for.
So yea, I'm hoping that it'll inspire some authors to write their own science fantasy fiction, making it the standard.
I see Starfinder as a specific sort of thing, along the lines of "Th8e Strange", rather than a generic Sci Fi RPG.
I am more hoping that Starfinder will be the new standard in a Generic Science Fantasy RPG. I mean, sure it will have the starfinder setting inside, but I'm hoping it will be (mostly) contained to a single chapter and easily ignorable if I want to play my own homebrew setting.
Fantasy RPGs always outsell SF RPGs. I mean the numbers have never been close. D20 modern was never close to D&D in terms of sales. Paizo knows all this and from Vic's words, it sounds like they budgeted and have their expectations set accordingly.
So comparing Pathfinder and Starfinder sales wise is not the best measure of the game's success.
Why, if I had the currency or engineering skill, could I not just buy and attach new and better parts?
Because you didn't have the engineering skill. That's exactly the point. Its like adding new spells to a wizards spell book every level, it represents you working more stuff for the ship over time.
Actually, that could be apart of every class. Every class gets X points to add to the ship every level, like skill points. So it is hp per level, skill points per level, and ship points per level. This way, if you don't get a ship until everyone is 4th level, you should expect to see the total number of ship points you get would be the sum of everyone's ship points multiplied by 4. The GM can add or subtract the number of ship points as he sees fit from that starting ship. The engineer contribute more than anyone else, the figher analogue would contribute the least, etc.
However, in it's own RPG, it could be easily described as the crew growing more experienced, the ship's spirit (like in WH40K) getting more powerful, etc.
Or the ship from Farscape.
Back when I was writing Book of Multifarious Munitions: Vehicles of War, I quickly realized that vehicles are not going to get much use because there is no real way to balance them. Sure, they have gold pieces to balance their worth, but how do you balance vehicles in combat? A basic kobold is a CR 1/4, but what about a basic kobold with a kobold flame dragon? There's no information in the rules on how vehicle A is more combat effective than vehicle B and there is no XP for defeating a vehicle, only the vehicle's crew.
Proposed Solution: Ships have levels. The Ship "Class" (if you will) should be ripped straight from the Summoner's Eidolon, except you don't get to cash in all the points every level and make a whole new ship, the way you do with the eidolon. You get a few more points to upgrade the ship. If you happen to get a hold of a ship above your level, you take a penalty to all operations since its complexity is beyond your capability of handling it, and you don't get any points to upgrade the ship that level. But if you get a ship that is your level, when you gain a level, you can add modifications the ship. And a ship with a level will figure into XP nicely.
I was thinking of this problem over the weekend and here's my conclusion:
Regular combat is fun because you have alot of options. Classes give you lots of options in personal combat. Sure they give you a few tricks out of combat, but mostly they player have lots of options. Fighters choose feats to tailor their unique attack style to how they want to play their character. Rogue players have to figure out how to set up their sneak attack. Various classes have some resource to manage (various pools of points, abilities that work x/day). Spellcasters have to figure out which spells they prepared that day work best on the monster at hand. And at the end of the combat, players get to feel that their choice of tactics, the way they maneuvered through combat, their choice of spells paid off.
Ship combat (and mass combat as well) is not fun because all those options are gone. I know mass combat better than ship combat, but from what I've seen, they are similar in this respect. In mass combat, all those spells you prepared, all those class options and feats you earned, all those tactics you honed are simply gone. You have one options: have your mass combat unit attack/fire your ship's gun and do damage to the enemies hp. That's it. There is no rewarded feeling of "something I earned or choice I made really helped." A mass combat unit of fighters feels identical to a mass combat unit of rangers.
For Ship Combat to be fun, it has to integrate with class abilities and have LOTS of options in it. In regular combat, a rogue has to set up a flank with a teammate. But in ship combat, the ship moves, and not necessarily where the rogue wants it to go. This means the rogue already has less options. In order for ship combat to be an integral part of Starfinder, class options/feats/etc have to present a reason why character X should be at the plasma guns while character Y should be arming the torpedoes. Does one class provide a bonus to energy weapons (i.e. a tech class) while another allows you to grant a bonus to physical weapons (i.e. a magic class). Can the pilot do something other than steer the ship to where the other characters on the guns want it to go? Like can the pilot try scrambling their sensors to give their enemy a blanket penalty to hitting them or adjust the shields to give the ship resistance to certain kinds of damage. Is there a reason why a low-BAB spellcaster be on a gun over the fighter that doesn't involve a spell?
This is what I think ship combat needs to be a serious part of the game.
Its in the works. But an adventure that long is taking a while. Don't expect it before the end of the year, if not later.
I would like class skills to change, but I would like all races to receive a minimum of 2 skills they can choose as class skills and 2 skill points/level (while humans get more). This way if you are playing a game where everyone is in a figher (ala star wars), you don't have to choose your class based on which has the pilot skill as a class skill. You can just use one of your racial skills and call it a day.
Ambrosia Slaad wrote:
Whatever JBE releases under the Starfinder license, I hope it is a great success.
Ambrosia Slaad wrote:
I am hoping that the core rules encourages more 3PPs to jump in with their own worlds, races, and histories/lore
Judging from Vic's words here, I am quite sure they will. I have full faith in Paizo.
Ambrosia Slaad wrote:
I personally very much against "good vs evil" and do hope that alignment does not have a mechanical component in the game, even if it is kept for a shorthand to describe a character.
As I have said before, these posts are for some theoretical future home game. It might get published; it might not. I am not committing myself, since I have over committed myself in the past and I am trying not to do that in the future. Also, I don't have a final clear vision as to where I want to go at this time. The basic Empire/Rebellion model is my starting point, but I want it more complex than that. The Rebellion side is obviously sympathetic to all gamers and and is a logical starting point for any game. Having said that, I want the Empire to not be clear cut evil. Take the Evil League of Evil as an example. That name is a very rough sketch of what I want. I mean, sure there is going to be warlord tyrant that hires space orcs to savage anyone that stands in their way. There is also going to be a more reasonable warlord that will take care of the people in his/her domain. There are going to be corporations that outright deals in slaves or simply treats their employees like slaves. There will also be corporations that believe their empowered people work harder and produce better results, resulting in higher profits. All the other sides are going to be the same way.
I am also deviating from the Empire/Rebellion model in ways I haven't discussed yet openly, and frankly I am not sure exactly what form they are going to take yet. Posting these is helping me work through my various ideas to form something cohesive. I do know I am borrowing from RuneQuest and 13th Age some and am incorporating the idea of factions/icons. I think they work well and help invest players without having to have them become masters of the setting before their first game. Doing this lets a player make a meanful contribution to the game with little information. For example, a rebellion space pilot can have a contact inside the Evil League of Evil on the sheet and use it to get a safe harbor to stop over and refuel before striking the cybernetic undead. Something like that.
Excerpt from Book of Heroic Races: Advanced Androids
BoHR: Advanced Androids wrote:
I hope this helps.
Danger and Death Await in the Forbidden Woods
Deep in the heart of the Forbidden Woods lies a group of monsters that is too terrifying for most adventurers to face. Animals of enormous size, creatures part spider and bear, terrifying crocodile beavers—and things much, much worse. Only the bravest heroes dare to stand up to these foul abominations of murderous intent and save the people from a fate far worse than death.
Monsters of the Forbidden Woods is an exciting new supplement of monsters in Jon Brazer Enterprises’ best-selling Book of Beasts series, and is for use with the World’s Oldest Fantasy Roleplaying Game. These monsters are designed to frighten characters and leave your players recounting their tales of heroism time and again. Inside this volume, you’ll find:
Face What Goes Bump in the Night.
Jester David wrote:
Which is an adventure path in itself. I mean heck, that would like a great first adventure in that adventure path. It would work really well with several evil powers (like, I don't know, a cybernetic undead faction and a whole bunch of space nazis, just to grab a wild example) taking over all the main races home worlds, driving away those that don't want to live under cruel rulers. You'd still be dealing with the implications of this decades to come. Some would risk life and limb to fly back in there and get more people out that couldn't in the the early waves. That sounds like a great early adventure, doesn't it. Some might even call it ... the iconic adventure for the setting ;)
But still, staying in the killing zone never felt like a smart options to me. Potentially dying trying to get to safety makes more sense to me than definitely dying by staying in a war zone. Fight or flight: if the danger is more than I can handle, I'll run; option C of "stay put" doesn't sound appealing.
Jester David wrote:
It forces a choice between the official content and the 3rd Party stuff.
Pathfinder does that know. And I am sure that there will be those that will instantly say "no" to it just because it is a Compatible Product and not from Paizo. And to be honest, that is one of the reasons why I am not committing to it at this time. I don't really relish being told yet again how I am "ruining the game."
Which is why I am only talking about what I would do in my own home game at this point. This might end up being for sale; it might not. I really can't say for sure at this time. But if I do support Starfinder, this is what we are doing...
*Puts point in quibblemuch's score*
Lord Fyre wrote:
I wouldn't say I'm aiming for the same kind of setting that Paizo is. Paizo is aiming for "Golarion in Space," a generic setting where you can play any type of game that can break down if you make the suggestion too hard, "let's just go somewhere that isn't having a problem," (i.e. the way many Brits are saying, "Let's go to Canada," post Brexit.) I mean this solves CotCT, CoT, HR, and others. To me it feels that Paizo 's Starfinder setting is going to be the same way since it allows for the widest possible variety of APs. Some tech is running amuck and killing lots of people on the Red Planet, move the people to the Pluto analogue would be my first answer. Not, "let them all stay and keep being killed while a small band of adventures stops this thing."
Should I stick with Starfinder, I'm not interested in doing a generic setting. I always pick Dark Sun over the Forgotten Realms. And the same is true here. I'd want something where the standard race's home worlds and many of their former colonies are captured and the default game is to free your home.
There is still lots of room for other games within: settle a new world without much resources (ala Kingmaker), diplomatic mission to turn a warlord to your side, recruiting others to your cause, star fights against overwhelming numbers of enemies...
I mean which sounds more exciting: dying in a desperate space battle against overwhelming numbers of zombies chewing through the hull of your fighter, protecting materials your resistance group needs to build more fighters... or dying at the hands of random space pirates that wNt to make a quick buck while protecting a cargo shipment that some corporation hired you to guard? At their heart, both are guarding stuff and dying in the fight. The only difference is why your character died, for money or an underdog cause. I'll take the latter.