|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I think that is the reason Starfinder classes tend to have more skill points than Pathfinder classes.
They don't need to avoid destruction. Getting destroyed is what they are for. The in-game logic is that if the necrogliders are being shot at then the carrier isn't.
But the true purpose of any monster is to die at the hands of the PCs.
Actually, we know quite a lot quite a lot about how starship combat works, and have seen it in action. We know that each PC - not each ship - can perform one action, and one quick action in a turn.
So yes, each ship can (and must) perform basic movement. But anything else it wants to do - mavouver, fire weapons, perform a sensor scan, recharge shields, repair system damage, give an inspirational order is limited by the number of PCs on the crew.
And in order to do those things, you will need the appropiate skill Pilot, Gunnery, Engineering, Computer, etc. A fighter pilot would need to have all those skills, which would make their options a bit limited on the ground.
This thread: http://paizo.com/threads/rzs2uczk&page=last?Adventuring-Party-Starships
CKent83 makes a particularly insightful post on the drawbacks of a fighter campaign.
Action economy does seem to be a major factor in starship combat, but it's tied to the number of players, not the number of ships.
I was going to ask why a pc would even want tehir own personal ship outside the party ship.... unless your pc is unhappy with the party and wants to leave....
That's no different from a character wanting to leave the party in Pathfinder. Generally, they are written out of the story.
As for fighters, we have discussed elsewhere why they are likely to be sub-optimal with the Starfinder starship combat rules, an why they are limiting on viable PC builds.
Just thought I would repost some of my calculations, based on the iconic character sheets sedn at level 1 and 5.
And the mystic gets 6 + con bonus SP per level, and 6 per level + race bonus HP.
Since the racial hp bonus doesn't scale with level, its only really significant for 1st level characters. Class and level are the main factors after that.
Con is important for stamina, but has no effect on hp.
do you think you can get AP ammo that is adamantium cored to ignore hardness of 20 or less and DR/Adamantium? couple that with a Good fusion and basically be set? Really being amused by a "holy" machine gun. every bullet accompanied by an angelic choir singing and the powder flash always forms feathered wings behind the bullet...
I am reminded of the Doctor Who story "Battlefield". The Brigadier is going through UNIT's special ammo: "we have teflon for daleks, gold for cybermen..."
The Doctor: "do you have silver?"
[I'm quoting from memory, so may not be exact]
If EAC is almost always just 2 pips less than KAC, why not just have one AC and give energy weapons +2 to hit?
The problem with all this balancing that goes on "under the hood" is the GM at least should understand it so they can exercise thier creativity without breaking the game.
I've been ignoring the 5th edition monster rules though, and so far I have gotten away with it without my players noticing anything amiss.
Yes, I said 4 was the low band. My guess is soldiers and solarians are on 4, envoys and operatives are on 8, and everyone else is on 6.
And I'm dyslexic, so only one letter wrong is pretty good going for me.
I think a paradigm shift is needed. In PF 2 SP is low, 4 is medium, 6 is high and 8 is very high.
In SF 4 SP is low, 6 is avarage, and 8 is high. Mechanics and Mystics are average, soldiers are low.
NB does Int still have it's usual effect? Do humans stil get an extra SP?
NB most of the backgrounds seem to give situational bonuses to Culture skill, which suggests that the developers are expecting most characters to take it.
This being a science fiction game, I expect skills will be more important than in an avarage fantasy game, especially given that Pilot, Gunnery, Engeneering and Computer are so important for space combat. So lots of high-skill classes.
As for soldiers not having perception as a class skill, if it bothers you so much why not house rule that they do?
I would see Mechanic as another skill monkey class (especially if they have an AI assistant) and a choice of skills to represent scientists and doctors, not just engineers.
Class skills: Computers, Culture, Engineering, Life Science, Physical Science, Medicine, Profession, Disable Device.
And Perception. If you want to fix something you have to be able to spot what is wrong with it.
Given that spellcasting classes can choose this AT I would assume it grants spell like abilities rather thsn actuall spellcasting.
I would guess some sort of telepathy at level 2, with mind control and psychic blasts at higher levels.
NB, since the first ability isn't granted until level 2, does that mean you don't need to choose your AT until you level up?
Yes, I queried the wording earlier. Somewhat consernifying that the wording isn't clearer.
My understanding would be that any time you fail saving throw against an eligable attack you can activate the ability if you have resolve points available. If you then fail again the ability reduces the damage or duration of the effect. This raises the issue of abilities that do half damage on a successful save (if such abilities exist). Since you made your save you can't use this ability to reduce your damage.
I would say the reason it says "the first time" is to prevent you from activating the power again against the same attack, potentially rerolling the same save until you win or run out of resolve.
Not every archetype replaces every replaceble class feature. As stated, if you choose the Forerunner AT it replaces the replacable ability at 2, 4 and 6, but you keep the base class ability from level 9, 12 and 18.
So you could potentially shop around for an AT that only replaces the abilities you don't want, and not the ones you do want.
That is once more ATs have been published. I expect they will appear quite regularly.
I would say that the main difference is that 5th edition spells don't scale with level. You have to cast it at a higher level if you want it more powerful. To compensate for this the spells tend to be stronger out of the box.
I suppose the issue is, not "can you do it" but "why would you do it?"
Starfinder includes detailed rules for starship combat, but only perfunctory rules for cyberspace.
Shadowrun has no rules for starship combat but detailed rules for cyberspace.
Which is the best choice if you want a campaign with lots of cyberspace and no starships?
Yeah, the themes are more job descriptions than character motivations. "Member of an order dedicated to seeking justice", (which reduces to Priest) is the way to go. Or "cop /mega city judge/Batman" which all reduce to Bounty Hunter.
But there are a lot of possibilites not covered, which is where Themeless comes in. It should really be called "Other" though - there would be less confusion that way.
The archetype replacement ability is based on class level, rather than character level so it's not an issue.
Say you have class A with archetype 1 and milticlass to class B with archetype 2. The archetype replaces a class feature at level j. When you reach level j in class A that class feature is replaced by the archetpe 1 feature. This is irrespective of how many levels of class B or total character levels you have.
I.e. Even though ATs are usable with any class they must still be assigned to a specfic class which will have abilities replaced.
The GM could add a pseudo-PC to the party I guess, in the same way as you might in Pathfinder if you didn't have enough players, but generally it is supposed to be covered by having lower challenge rating enemies if the number of players is small.
The idea is to make things managable for the GM by not having to make dozens of skill rolls every turn for the opposition.
Players can double up on roles, but they can still only take one action and one minor action per round, so if they do a pilot manoeuvre they can't restore the shields or use the sensors and so on.
Extra PCs are useful as additional gunners or engineers, but NPCs don't count. So if you have 60 players they can all be useful, but 54 NPCs are just a liability.
In Star Trek RPG the NPC crew are tracked, and if too many die the efficiency of ship functions is impaired. There is also a role for a Medical Officer who can mitigate crew damage. But the Starfinder starship sheets have no box to track crew damage, and there is no medical officer role.
Shadrayl of the Mountain wrote:
Yes. Only player characters can perform actions and make skill rolls. That's true if they are crewing a light freighter or a megadestroyer. In gameplay terms there is simply nothing for your 54 NPCs to do.
Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.