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Pathfinder Starfinder Roleplaying Game Subscriber. 794 posts. No reviews. No lists. No wishlists.


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And no, this has zero effect on a Mechanic's ability to supply equipment to their party.


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Its because WBL *isn't* a 'restriction'. Its a guideline. The players having a little more wealth doesn't break anything, its only if they have a *lot* more wealth that issues arise.


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Not me, certainly. I like having fewer, more substantial books.


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Okay, my replacement replacement arrived. I checked it, and its definitely second printing, and definitely shows no signs of out-of-the-box binding detachment.

Thanks!


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Eh, it doesn't really devalue it more than the current tech options already do. You still would need to invest in a class with access to technomancer spells, and spend one of your spell picks on it. No different than investing a bit of credits on nightvision gear.


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I suspect most gods would largely be irked by the social changes, more than the metaphysical ones. Its not like there aren't species that are really long lived, after all, and even universal cortical stacks only reduce your annual probability of death, they don't eliminate it. Eventually, pretty much everyone is going to have the bad luck to die from something bad enough to prevent revival ( stack destroyed, stack lost, etc ). This might be ten or twenty times longer than the prior lifespan, but meh.


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OTOH, just because other people will *eventually* reverse engineer it, doesn't mean they have it *now*. Given Pact Worlds heavily implies only the Hellknights have it, I'd take it as a given that its recent tech. The only other people who might have it, probably got it by literally stealing it from the Hellknights, and they probably don't advertise this yet.


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Basically what people said above. The "earn a living" rules are for adventurers, not for people with actual reliable day jobs. The cook or lawyer or janitor or soldier who works for an organization, and shows up on time eight hours a day, five days a week, fifty weeks a year, earns more per day than the moonlighting freelancer.

Mechanically, there are probably any number of feats and such that do not have writeups in the game, because no adventurer would ever take a feat like "x2 to Earn a Living payout for a given Profession skill". The people who actually do regular jobs *do*, by contrast.


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I suspect there will be more rules in the future that allow you to break off "monster" abilities into things like feats, or archetype abilities. That way, you *can* gain stats similar to those of the higher CR monstrous races as a PC. You just have to spend class resources on doing so.


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If its universally selected to that degree, I'd almost be tempted to nerf it a bit, but make it a 0th-level spell. It suggests the issue is that its provides a basic utility which is universally desirable for good adventure play. After all, its not like its getting picked because it lets you destroy the difficulty of broad swaths of encounters.


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I try to stay roughly around the recommended wealth rewards per encounter, but I try to be generous. When in doubt, I "round up".

It helps that the majority of the "wealth" comes in the form of their paycheck from their employer, in big credit payouts. Not only does this make it easier for me to calculate, but it means I can adjust the value to be higher ( if they skipped picking up a lot of gear drops, or achieved extra goals ), or lower ( if they acquired loot that wasn't planned, or require excess GM kindness to dodge avoidable failure ).


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The radiation doesn't have to "penetrate" the tier 20 dreadnought armor. . . because the nuke itself isn't hitting the ship with "Medium Radiation", its hitting the ship with "a couple hundred points of damage". The radiation is what is left *after* the armor and shields got done with it. If you weren't sitting behind said armor and shields, you'd not need to worry about radiation poisoning, because you'd be a cloud of plasma.


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I am for some reason reminded of Ryoko Tani, the Japanese judo champion. . .


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Don't see why it couldn't be that latter, or even that it would need to be. Note that the souls of people destined to be resurrected basically get to hang out in a Boneyards waiting room until they actually are revived. So, if you have a cortical stack, it doesn't need to contain your soul, it just needs to facilitate revival.

So, why record the mind state? Easy: because recording the mind state makes resurrection easier. Its effectively a really, *really* strong sympathetic connection to the decedent, facilitating the restoration. Hence why, instead of requiring a high level spell with five figure costs to raise someone, you just need a spare "empty" body and an intact ( relatively cheap ) stack.


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Telok wrote:
Vexies wrote:

And.. once again we find ourselves staring at the reason the Starship and Game economies are separate. No matter how this gets rehashed it never works without a huge headache and a lot of micromanaging.. which is why it works the way it works.

I don't see why this has to be an issue. Traveller dealt with it in 1980, Spelljammer in the mid '80s, and every version of the Star Wars games has found solutions. It really is a solved problem if you do a little research.

Then solve it. If its so easy, do it yourself and present your results.

. . . and then we find out one of three probably answers:

1. No results at all, because it turns out Things Are Hard, and designing properly balanced games is not, in fact, trivial.

2. You come back with your results, and then we all poke it full of holes, proving that your "solution" was nothing of the sort, and just swapped out different flaws.

3. Your solution actually does work. . . by fundamentally changing the underlying assumptions of the game, to the point that its not recognizable. Turning Starfinder into Traveler does not produce a win, because Starfinder wasn't ever meant to be Traveler.


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Xenocrat wrote:

I think there’s an implication that radiation from city killing bombs that can penetrate dreadnought armor and shields is not stopped by personal armor. Just as individual class abilities don’t affect ship combat, character equipment shouldn’t, either.

The real problem with radiation weapons is having to assign HP to crew members and deciding how many low CR ones have to die off before a big ship’s second/third shift survivors can’t backfill the losses enough to run the ship.

I think you are drawing an implication that doesn't exist. Medium Radiation is Medium Radiation. At no point in the rules does it even suggest that its some kind of 'special' Medium Radiation, that follows all the same rules as normal, except it ignores ( some? all? ) protections that would normally stop such.

Note that your "individual stuff doesn't effect ship combat" is one way. The standard rule for "does ship stuff effect individuals" is "it doesn't, at all". Note the extensive and explicit rules on "No, you cannot normally shoot at non-ship targets with ship weapons, and even if you can, use the hazard rules instead."


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johnlocke90 wrote:
Losobal wrote:

hm. Thinking a bit more about piracy, pirates in Starfinder have something of a disadvantage compared to the Pirate Kingdom of former Golarion.

Starfinder pirates have a benefit of being 'kinda hard to find' in the asteroids, but they no longer really have the protection that the big old hurricane gave the Golarian pirates. Barring the adventure hook which had the Chels do some pretty significant sacrifices/bargains to get their fleet able to pass through it, the hurricane provided access limitation and thus early warning, and it made the normal travel to the region a pain in the butt that other nations didn't just sortie their forces to crush the pirates.

In real life, the most recent example we have are the Somali pirates. Born of weakened national security local piracy popped up, harassing the international community traveling through the area. Lack of coordination by international forces, inconsistencies in law/precedent led to early piracy success.

Well...at least until the Russians decided 'yknow, if things remain unclear, we'll just revert to age old responses to pirates (f#@* em up!).

In the long run, better management and security by outside forces resulted in a pretty big reduction in piracy in the region.

So with the Starfinder stuff...the 'pirate kingdom' (not yet developed) is kinda localized, and anyone could probably figure out where pirate attacks happen over time. In a sense, the biggest thing the pirates have going is that they haven't done enough to really trigger a response. The smuggling stuff probably pays for the piracy cover, the illegal trade stuff providing enough cash to non-pirates, but the corrupt dudes outside the pirate zones that are the market that corruption/influence gets used to keep things on the down low a bit. But if you end up getting more hijackings and murders and the like, that'd probably go beyond what can be protected easily.

But if Pirates in starfinder try to pull the "Lets be Pirate KINGS!" that might just be

...

Pact Worlds has the Free Captains possessing a base in the Diaspora that is heavily defended and also theoretically secret. I say "theoretically" because. . . honestly, I really don't believe that the major powers that be in the Pact Worlds System couldn't have tracked it down. My theory, which I feel fits the facts known, is that the major governments view the Free Captains as a lesser evil. Yes, tolerating their existence means their members engage in piracy. However, they have customs and standards, which they generally enforce among their members, which include things like "not simply killing everybody to take their stuff".

The perfect world would have the Free Captains, and all other pirates, wiped out, but the world is way too filled with existential threats to be perfect. So you keep the Free Captains around, they police themselves ( and compete with independent pirates ), and everyone is generally better off.


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Sigh. Once again, the item level rules are not "without explanation". Their explanation was about as explicit as they could possibly be without having an entire sidebar printed in day glo ink. The explanation is "Character level vs Item level represents *all* forms of access, whichever are relevant to a given character." For some this will mean legal permits, for others underworld contacts, for others membership in an organization, for still others simple fame and reputation. It is a unified abstraction so as to avoid having to deal with a million different, but dramatically unimportant, distinctions.

Is it theoretically possible for a PC to be in a situation where they should have either drastically less, or drastically more, access to equipment? Sure. . . but the rules heavily suggest that this should not be the *norm*. A PC saving up a ton of money to buy a APL+4 piece of gear is not a good idea, and neither is the GM keeping a PC from buying gear ever again because they got caught by the local police once.


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My game is basically "Guardians of the Galaxy meets Suicide Squad". The PCs were all sketchy types sharing a jail cell after each of them tried to steal the same macguffin, and got caught. Not!Waller then showed up and offered them a job, a ship, and a pardon, in exchange for doing various jobs. Also for accepting geas chips in their brains, which amplify the feeling of guilt if you do something you know you shouldn't. *cough*

So far, most of their tasks have involved breaking up piracy and slaver rings.


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My inclination is "ridiculously overpowered". Its at least as powerful as the relevant Envoy class ability, if not much moreso, at the cost of only a feat. Not only does it scale much faster, but there is no limit on using it multiple times on a given character per 10 minute rest. It also, depending on how you interpret certain rules, can be used multiple times right in a row, because I don't think there is anything in the rules that limits the use of Treat Poison to someone who actually is poisoned.

I envision a really, really cheesy build, where a medic purchases dozens of really really weak poison doses, and uses them as a way to provide functionally infinite stamine recovery outside battle ( or even within battle, if they take the feat that lets them do most of these treatments as a standard action ).


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Except not, because PCs have higher average AC.


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I question whether credits are actually harder to come by. IIRC, the wealth tables still have you getting approximately the same wealth per encounter. You just can't sell your old gear for nearly as much.

If the GM is counting every single piece of dropped gear as full value, despite them being useless and inevitably sold? Your GM is in error; loot that is not expected to be used by the PCs is supposed to only count at the 10% rate.


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I suspect anybody could *learn* Shortwave. However, actually speaking it without the right power or cyberware would be impossible unless you have an external transceiver. . . and if you have an external transceiver, why not just have the device translate it into Common?


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I know that they aren't that strictly useful, but I love the Stage Magic feats. Partly because I love the idea that magic has become so ubiquitous and tutorable that any random class can pick up a few spells pretty easily. And given how there are a lot fewer expansive feat trees, a lot of players *will*.


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Somewhat relatedly, I'm vaguely creating a new Connection of my own for a PC, one based around warrior-ness and unstoppable-ness. Thankfully, its just for a Divine Champion archetype, so I only have to pick spells rather than create a full set of abilities.


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I tend to use the first Starfinder name generator I get on Google search. ;)


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Note that "Pachydermata" is no longer an active scientific category. Scientists eventually discovered that most of the animals in that order were not actually related to each other meaningfully.


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The Technology Guide is supposed to have more starship stuff in it. That said, I imagine a Starship Guide will be down the road eventually.


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Yeah. I suspect there will be rules for variable crew quality in the inevitable Starships supplement.


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Also, given the state of affairs, even their "coast guard" would qualify as one of the major naval forces in the system.


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Eh, they are the relevant body for enforcing laws in interplanetary space. They are not *only* a navy, but the Stewards certainly *have* a navy.


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Also, it only makes sense that people would prefer more damage over more shots. More shots mean you reload less often. More damage mean the fight is over sooner, making reloading irrelevant.


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Also, bear in mind that there is a practical cap on the tier for smaller ships, as eventually you run out of either space or power for more systems.

That said, we will probably need rules for carrier air wing design, eventually. After all, it'd be silly and useless for a Tier 15 carrier to have a squadron composed entirely of Tier 1 fighters.


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The Barathu may not "count" in the same sense as individual sentient humanoids, but the thing is, functionally speaking, they still count in terms of economic and military impact. A million barathu merged into one giant hive mind composite is still going to have the economic and military power of a million populace worth of humanoids; it just achieves this via a different result.


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The current standing is that, yes, birds are dinosaurs. They descend directly from the therapods, quite a few of which pretty closely resemble various modern birds. The main difference is the beak, which didn't actually replace the jaw and teeth until sometime after the end of the Cretaceous, anyway.

So why do they seem different? Because the dinosaurs who best survived the big extinction were the small therapods, with their flexible diet and low energy need. Coincidentally, some of them also had the ability to fly. Nature then hammered on those advantages, and it ballooned out from there.


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Hull repairs only even cost that much when they are patched up by the PCs manually. Shipyards charge. . . basically, GM's discretion, but generally little/nothing ( because its looped into the 'starship build point' abstraction ).


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Luke Spencer wrote:
Big Lemon wrote:
Counter point: Assuming a person CAN make such a device (any method to do which musy be added and approved by the GM anyway), it stands that a character must be at least 16th level in order to have 16 ranks in mysticism, and 16th level characters of any class would be equally rare (all are presented as equals in the CRB)
I understand what you mean, but if we're just going by the crafting rules all level 16 weapons would require individuals with 16 ranks in engineering to produce. In the future economy of mass production, I'm sure they could create a machine capable of reproducing the effects without needing a 16th level caster to manually cast the spell into each device. The rules presented by the game don't really hold up to anything larger than PC scale so we have to use some creative license.

Pretty much this. An adventurer needs to be level 16 to make level 16 gear, because they are an adventurer using adventurer resources. They aren't a highly paid chief engineer running the build team in a cutting edge factory designed and built by a billion-credit corporation.


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I don't see any problem with sticking a bomb in a NSC, though its an expensive way to deal with a bomb. Probably best to save it for genuine WMD scenarios.


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I do wonder if it will also include *offensive* Polymorph spells. AFter all, while "save or die" is largely eliminated, Polymorph Other doesn't *have* to be save or die. It could, like Polymorph Self, have a list of valid form alterations with greater and greater debuffs. Low level offensive polymorph is limited to stuff like ability score and skill penalties. Higher level offensive polymorphs can eventually do stuff like change or eliminate limbs or senses.


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I'd not go that far. Rather, the pathfinder monsters that get redone should be ones that either:

1. Need a *lot* of work to make work under Starfinder's design assumptions, and are iconic/useful enough to warrant the effort

2. Have notable, interesting new context in the Starfinder era, vis a vis their culture and activities


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Though my theory is, there's a limit to how 'uncharted' a nearby system can be. A solar system just a handful of light-years away, where you can get good astrographical data on it even just from telescopes? Even if it has no drift beacons, its still not *that* hard to navigate towards.


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Aballon probably has even more naval power than that, either more ships or just more powerful ships. A Veskarium "recon force"/assault fleet that was otherwise just kind of rampaging through the system was utterly wiped out by Aballon the moment they took the matter seriously. If I had to guess, Aballon has a mightier navy than any three of the other major worlds combined, minimum.

Bretheda is a giant question mark, because they don't just build ships. The Barathu can also become ships via merging. They might or might not have an especially powerful navy, but that could change tomorrow.


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Even just sticking to the spell Plane Shift, note that you don't need to be a level 16 caster to *build* a Device of Plane Shift. You merely need someone with a +16 skill ratings in Engineering and/or Mysticism. In practice, its probably even easier, at least if you assume the typical Device of Plane Shift is a large installation with logistical demands, rather than something you carry in your hand.

Also, I tend to figure that the nature of the Outer Planes tends to filter and bias visitor attention. There has always been a Kasatha Heaven, for instance, but even a LG planewalker visiting the Upper Planes was vanishingly unlikely to ever see it, because they had no conception of 'Kasatha'. The Outer Planes are psycho-reactive, after all. Where you go is as much based on your intent as actual geography.


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Of course, there's nothing to keep an efreet from *not* twisting a wish they grant. After all, its not like someone is compelling them against their will, like the classic genie in a lamp. The wish-seeker just needs to be able to pay what the efreet is able to charge for the service.

Needless to say, this is probably *also* a bad idea, because efreet are old and canny LE elementals, and most things a Wish could provide could also just be bought on the open market. If your going to the Burning Archipelago to patronize an efreet, its probably because what you want is either beyond your means or rather illegal. And since the efreeti know that. . . well, this seems like a great way to end up enslaved, one way or another.


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I mean, even using the hazard rules, using big spaceship weapons is probably still a good idea against kaiju. It just doesn't solve everything, since no, your not getting a free x10.

Probably a good rule of thumb would be "If its big enough to be accurately targeted by starship weapons, its big enough to have starship durability stats".


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I could maybe see bonuses, but only if they are very rigorous in making sure that the polymorph options come with real limits.


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I think the bigger problem would be "Why would anyone *ever* want to disable their own exocortex?" Even if it were an allowable interpretation, it would be an incredibly stupid idea to actually use such.


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The planet's atmosphere is both extremely thick and extremely windy. Accurate fire upon surface targets from orbit is basically impossible, you basically can't target anything smaller than a small city and expect to hit it. So, you *could* theoretically nuke from orbit that kaiju, but you'd need to write off so much collateral damage that it wouldn't be worth it. Bringing a ship into the atmosphere to take shots from much closer ( ie, just a couple miles away ) could work, but then the thick windy atmosphere produces other problems.

Another option: the local kaiju are burrowers. You can shoot at them from orbit, but its only really possible when they surface. And, if stuff starts exploding around them, they tend to respond by burrowing again. So, orbital firepower only works if you can arrange things to get either one clean lethal salvo, or else catch the kaiju on a spot where they can't burrow.


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Xenocrat wrote:
Metaphysician wrote:
Don't forget that UPBs are an extreme bulk good. Even if your manufacturing cost is 0.9999999cr per UPB, that still leads to huge profits if you manufacture them by the trillion.
That's true of total costs, not manufacturing costs. Sales, distribution, etc. will get tacked on.

Okay, rewrite that as "per unit amortized costs", same thing still applies. Especially since most of the other costs, like marketing, would be fixed.

Easy way to zero out distribution costs: don't distribute at all. Purchasers must come to you. They get to eat their own transport costs, which they will because UPBs are useful. ;)


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I still tend to think the best option for introducing "higher level" spells to Starfinder is via a ritual casting mechanic. After all, basically the only 7th-9th level spells actually producing distinct, useful effects are the ones that either already have extended casting, or could readily have such conceptually. So, you either introduce ritual casting as a class feature for the Esotericist, or if you want to be *really* subversive? Make ritual casting an aspect of the Mysticism *skill*, where anybody with the correct supplies and formulae can "create" ritual effects, just like anyone with Engineering can build items.

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