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Note that, unless the disease rules say differently for it ( I don't have the AP ), one successful save merely moves you one step back on the disease track. So, if you've failed one or more prior saves, you'll need more than just one successful save to be cured. So, yeah, you *really* want someone to Treat Disease.
Also, yes, Fort saves can be *nasty*, treat Constitution as a dump stat at your peril. You don't always need to Fort save, but when you do, you *really* do.
There's also level 0 spells, a few of which could be useful. Also, don't forget the use of various skills, like bluff and intimidate.
However, I am going to give the answer that is probably closest to the truth, that you don't want to hear: the problem is your player. Just because they want to play an exclusive-healer, does not make this a valid party role. They either need to accept that they need to do things *other* than healing, or they need to create a different character, or they need to leave.
As a universal tip to avoid mook crossfire death: *PCs should use cover*.
Seriously, a lot of discussions about how Starfinder is 'broken' seem to assume that all fights occur on flat featureless planes, and that PCs just run around in the open all the time. If you behave like that, you really shouldn't be surprised that you get shot. Use cover. Spend movement getting to cover. Even when charging the enemy, try to at least position yourself so the enemies provide you cover against each other.
I would go with, yes, it reduces the penalty, even if you have a four-attack class ability. No, you don't need more than two weapons. And yes, *all* the attacks have to be from two-weapon fighting valid weapons, no using two pistols to get a reduced penalty with that plasma cannon you have in the other hands.
Yeah, your going to have to rephrase, because I can't even figure out what you are trying to ask. I mean, the cost to build *any* item is the same: the market value listed. This applies to vehicles and robots. And the answer to "How do you build ship systems?" is "You don't, refer to the ship BP rules".
Again, why are you even fighting opponents that weak? If you so exceed their power level that you only ever can miss on a critical failure, why are you even rolling out the encounter? "You run into a few bands of goblins on the way to the dungeon, which you effortlessly defeat, gaining no meaningful XP or treasure". There, done.
How is a 5% miss chance "bad enough"? That implicitly assumes that this miss chance is normally the only miss chance you should be dealing with, which is. . . problematic, to say the least. If your literally never missing except on a critical failure, than *something* has gone wrong ( or else your still fighting level 1 mooks for some reason ).
The main thing keeping players from nuking the boss from orbit? That the rules basically forbid directly targeting character-level targets with ship-scale weapons. :p
Basically, there are times when "just nuke it" is a valid options, but most of the times, its either inadvisable, ineffective, or unnecessary.
Only using your radically-beyond-level gear when masked and disguised is certainly a good idea. Of course, a mysterious band of operatives with bleeding-edge gear is a mystery, which will *also* draw attention. Congrats! You are now the new "power players" that everyone else is trying to suss out or get on their side. Have fun. ;)
Eh, its weird, but weird is not bad. Note that the same dynamics which make it quick to invade the Pact Worlds, also means its quick to *reinforce* the Pact Worlds. In particular, literally no portion of the system is more than a couple hours away from the rest, so wherever the enemy puts their ships, they get to face literally the whole defensive fleet present in-system. As long as Absalom Station is the most heavily reinforced point in known space ( which it basically is ), this results in a very stalemate-y status quo. Otherwise known as "good fodder for adventures".
I would argue the opposite. Things that enter the drift without a drift drive to escape with appear to be trapped there, such as the outsiders on the chunks of planes it eats. This is reinforced by the existence of Driftdead, which are the ghosts of travelers who died in the drift (and were trapped there as a result, unable to escape into the outer planes where they belonged).
That really is tangential to what I said. That connections to the Drift can be made from any plane doesn't mean that any given deceased soul is capable of making said connection. After all, deceased souls normally can't make any planar jumps at *all*. There are just existing mechanisms for channeling dead souls up and out to the Outer Planes.
The main way to hold PCs and PC-equivalents prisoner is the best way to hold anyway prisoner: observation and reaction forces. Which is to say, you don't hold someone prisoner by putting them in some absolutely inescapable box that negates all their powers and skills. You hold someone prisoner by putting them in whatever containment seems appropriate. . . and have it under extensive surveillance, with heavily armed guards/robots/whatever ready to deploy if someone does something funny. Which is to say, the walls aren't to keep people in, they are just for form. At the high level, this becomes at least somewhat obsolete, but at the high level, it *should* take something crazy like a custom pocket dimension to reliably keep people prisoner for long.
This all is not a flaw. This is a feature working as intended. PCs *should* be able to make dramatic prison breaks, just like suitable enemies should be able to slip their captors, too.
Also, lets say a party of level 1 heroes do luck out and have a level 20 character drop dead in front of him, and loot the corpse. Is some magical Item Level Police going to show up? No, of course not.
However, if they aren't careful with where they *use* said gear, than word is going to get around that these random noobs have bleeding edge equipment that would make a spec-ops team jealous. This means the relevant authority figures *are* going to get curious. Even places that have no regulations about private citizens having beyond-milspec gear are going to be very interested in why this random group of people has tech *waaaay* beyond their ( apparent ) means. This certainly *looks* like something weird, and worth investigating.
More worrisome for the party, though, would be all the *other* groups of adventurer-equivalents out there. From their perspective, you all have now become an easy loot run. For a group of level 10 mercenaries, killing you to take your stuff is just good common sense. . . and not really *that* much harder for you having that level 20 gear.
Eh, we know that the Drift 'connects' to other planes, because it can literal leach off pieces from them. I don't see why you couldn't use a Drift Drive to fly to and from, say, the Outer Planes. This is not the same thing as the Planar Aperture Drive, because that is just flat out "open a gate to whatever plane you want". It doesn't stop over in the Drift, the Drift is just one of many places it can go.
Note, however, that being able to theoretically use the Drift Drive to go to, say, the Abyss, is not the same as being able to plot a course there. Especially with the lack of Drift beacons there for navigation. Also, just because you can go to some other plane, doesn't mean you can *leave*. . . . not because you can't connect to the Drift, but because the local laws of reality interfere with the Drive *itself* working. Can't return to the Drift if you can't turn the thing on anymore.
Steven "Troll" O'Neal wrote:
Oh, definitely true. However, in a non-Vesk area, this would still draw at least some attention, even if only in a "Oh, those silly Vesk and their full plate mail" sense.
Unless I am completely missing something, Dragonborn are not a Pathfinder player race
I don't know, the Azlanti strike me as more. . . when they go bad, they go megalomaniacal. While they'd certainly go *big*, I think they'd tend to go less "sterile" and more "bombastic". Like, their Star Destroyer-equivalent would probably be functional on the inside, but with a decent amount of aesthetic flourishes within the boundaries of practicality, to remind the crew of how awesome being Imperial Azlanti is. And the outside? I imagine elaborate painted displays that tell the ( stylized, and propagandized ) history of the ship and its victories in battle to all that see it.
Only because historical armor is heavy and cumbersome. Sci-fi armor isn't necessarily either, nor even especially noticeable. The boundary between "armor that would be silly to wear all the time" and "clothing, that just happens to provide considerable physical protection" becomes much less clear.
And its rather moot, because the Space Suit item is more bulky, more cumbersome, and more obvious than *any* light armor. There's really no good reason to ever wear it, if you can afford light armor; the circumstances where light armor would be unacceptable, would also make a space suit unacceptable.
My own rule of thumb is that, light armor pretty much never raises eyebrows. Light armor, even the stuff readily identifiable as such, is all purpose. It provides environmental protection, useful utility functions, and defense in case of emergencies. Plus, its usually fairly comfortable, no less so than clothing or protective gear.
Its only heavy armor that draws attention, because the *only* good reason for wearing it is an expectation of combat. Nobody would wear heavy armor just as clothing or environmental protection, its too heavy and cumbersome.
As for the Eoxians and fashion? I imagine they are generally in favor of anything that normalizes undead. The more people look on undead as just people, even in a vague subliminal "that's where I get the cool fashion from" sense? The less likely the Pact is going to decide to burn Eox to the mantle.
Its not the energy that's the limiting factor, its the space and staff. Every giant bay spent on hydroponic farming for food supply, is a giant bay of space not being spent on something with a much higher profit margin that benefits much more from "limitless energy". Its also people doing what amounts to basic agricultural work, when they could be doing something else.
Its not that there wouldn't be any agriculture, since "not being 100% dependent" has value. However, I think the tradeoff where people will stop thinking it worthwhile will happen *well* before the 100% independent point.
Eh, while missile launchers in real life *can* be direction-agnostic, they don't have to be. Its perfectly reasonable that a missile system in Starfinder either has the launchers or the targeting systems in a particular quadrant. Systems that can drop the missile and have it go whichever way would be what you have if the missiles are on a turret mount.
Renata Maclean wrote:
And the game supports Setting To Stun. . . by giving various weapons the Stun property.
There reaches a point where "attack nonlethally with weapon" just doesn't pass the basic sanity test. "Using a fragmentation grenade non-lethally" is well past that line. If you want to stun somebody with a grenade, buy a grenade that has the Stun property.
Why not just focus less on "prevent spellcaster from spellcasting", and focus more on "just win the fight outright"? Yes, its hard to interrupt spellcasting. Its also hard to disarm a soldier of his guns. Its hard to keep an envoy from speaking at you. Its hard to do a *lot* of things that boil down to "prevent opponent from using abilities".
This is probably because the *intent* is "You don't win a fight by preventing the opponent from using abilities. You prevent an opponent from using abilities by winning a fight."
You know, as a side issue. . .even if this kind of thing were available as a PC choice, wouldn't that just lead to complaints about how its a trap choice and waste of a revelation? After all, it sounds an awful lot like "spend a revelation to get the ability to. . . shoot a gun, without the gun". Its spending class ability choices to do something easily done by money.
Technically, the wizard option only gets rid of aging penalties, it doesn't actually say anything about removing the lifespan limit. Which is, I admit, kind of dumb, but still.
Also, on top of really truly immortal individuals, there are additional filters at work:
1. They need to have actually *survived* that long. Sure, the kind of people who can conceivably live several thousand years are going to be level 20+ badasses, but that's a *lot* of time to potentially run into some kind of dead.
2. They also need to have not wandered off from the Prime Material Plane in a lasting sense. A mortal being who achieved eternal life, but has spent the last several thousand years in a wizard's tower on the Plane of Earth, or serving as a Proxy on the Outer Planes? Likely wouldn't know much more about the Gap than anyone else.
I liked Star Drive, somewhat, and still have a bunch of books for it. I think it suffered a bit from trying to be too "sandbox of everything" in a really artificial manner. Most of the stellar nations felt a little too cardboard stereotype.
( Also, seriously, did Microsoft brick is computer partway through writing the game? Voidcorp felt like somebody had a *serious* grudge. )
It was a nice idea overall, and a good box of tools to build your own setting, but it couldn't compare with Dark*Matter for setting design. That one still is arguably the best written conspiracy setting sourcebook ever.
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