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Milo v3's page
5,363 posts (5,423 including aliases). 7 reviews. No lists. 2 wishlists. 1 alias.
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I hope this game has as little edicts & anathema as possible.
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Karmagator wrote:
I don't think so. It looks like SF2 will continue the "ranged combat is cool now" angle pretty heavily. It doesn't take in-depth guidance rules for a GM - even a new one - that when most of your PCs want to use their awesome new guns, then building most maps as tunnel fights or cqc urban combat will probably not go over well.
If it is just implied rather than actually giving advice and instruction, then no, most gms (especially new gms) will continue to design their dungeons the same as they do for the other D&Ds.
Karmagator wrote: Encounter/map design - While the good old 5ft hallway fight will probably still exist here and there, it looks like SF2 maps will be quite more open and can feature significant verticality. Both are a pain when you aren't primarily a ranged character. How much this can be a factor will be heavily limited to just people using official modules unless Paizo shifts to be far more informative and guiding in regards to encounter design then they have been in the past.
I can't imagine they'll let it work like 1e. Immensely likely it will be the 2e battle forms ruleset.
Karmagator wrote: Which is why nobody said any of that. There are worlds of difference between not having blanket immunity and removing species. Looks like my post lost the things I was quoting in the shuffle. The post didn't go through first time and I had to rewrite it, must have forgotten to readd the quotes. Was originally saying that to:
MadScientistWorking wrote: CorvusMask wrote: The whole toxic gas conversation also has this issue with it:
Isn't it also fun to have species which breath different gases than air and thus find air toxic and other gasses not toxic?
Like... Going for the "we can't have blanket immunity to gas!" basically says "everything in the galaxy is weak to same chemistry"
Considering the fact I know people who've worked on Starfinder no. No it is apparently not.
Not that they didn't enjoy the game but they definitely found the games imbalance hard to adjudicate fights for and this issue I remember being a thing.
Since Kalo would be one of the species that breathes different stuff to air. And they're saying "no, it's not fun to have those because of the following reasons".
Quote:
Given how Thurston (I think it was him at least) spoke about this point and diseases, as well as the plethora of tropes you see in fiction, it is at least important enough to not just brush aside like being able to walk around in space/ a vacuum.
Diseases sound they have a lot more vectors to be applied then just standard atmospheric stuff tbh. It is a fantasy-filled space opera, I feel like it'd be pretty easy to just slap advancements on some of the diseases to make it so it works on more things. Just like how biohackers could use their chemicals on machines fine. More people should probably be open to constructs and undead dealing with diseases and poisons in sf.
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The idea that we need to remove species like Kalo from the game because "gas needs to matter" is ridiculous. Tfw space suits existing is considered too broken for a space opera rpg.
Are gas dangers really that crucial to people's plotlines?
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I definitely find the mention of "every product will have at least one new ancestry" interesting.
Sanityfaerie wrote: ...and I see what your'e advocating for here, and it seems like it's calling for making ancestries even more bland than they already were. I mean, at the moment, ancestry differences are barely vague suggestions that are there to fill out the fantasy some. I guess i can understand the position of "I hate that biological differences are a thing and I want them to be less of a thing" but for me it's just stripping out even more of what could be making these characters interesting. Except these aren't biological differences being discussed, these are primarily cultural. I simply desire more diversity in the cultural angle to not be highly restricted when I make a character.
moosher12 wrote:
Another option is to use the Custom Mixed Heritage option to make Human a versatile heritage.
On top of Adopted Ancestry and allowing Custom Mixed Heritages, I made the Halfling ancestry feat, Cultural Adaptability, a universal ancestry feat that any ancestry can take as a home rule. (Though I also run Ancestry Paragon, so the rule was more made to prevent my players from running out of Ancestry feat options that interest them).
But you're free to make human feats available. Personally I'd be wary of making human feats universal for free, that it would hurt the benefits of being human, though, but if it works at your table, go for it.
Making it a versatile heritage would mean everyone but humans effectively lacks a heritage. The point is to give all players non-mono-culture non-stereotype options for their ancestries.
Human might suffer slightly as a result, but I'd prefer that then being restricted by ancestry so severely as PF2e.
Driftbourne wrote: Assuming SF2e has the Adopted Ancestry feat like PF2e does that should be easy to do.
Adopted Ancestry .
That just adds an extra tax in my mind. Better to just make a broad free change for all, rather than requiring people burn character options just to be able to not be constrained by their ancestry.
OceanshieldwolPF 2.5 wrote:
Hmm. Between the fleet (Briskwander), aquatic (Wavecrest), brutal (Warblood) and the armor plated (Plated) and mystical/psychic (Venomthought) options I feel even before you get to feats there are a lot of options…and that’s just at Heritage level. The feats look fairly expansive, if a little combat heavy.
The heritages are fine.
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The vesk feats look very focused on one very particular style of character. I worry this is going to be abit too mono-culture and restrictive.
I might have to just allow all starfinder characters to be able to take human feats or something.
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Zoken44 wrote: Oh, can you link to where a Paizo source mentioned they would be compatible enough to use classes from PF2e in SF2e? I hadn't seen that. The field tests themselves talk about it, as does starfinderplaytest/faq.
Quote: My understanding was that they had stated the meta-state of the games were going to be very different, which would lead to things like ancestries with flying at early levels, and classes with universal proficiency in ranged weapons that deal energy damage, and weapons that deal AOE damage. All of which would throw the power balance of a paty way out of wack from the current PF2e meta. Things like flight isn't a math change (and PF2e technically already has flight at level 1 options). High access to ranged energy damage is also not a major shift, cantrips exist. Weapons that deal out AoE damage will exist, but from what we've seen they aim to still keep their output controlled so that it fits with the rest of the game.
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Zoken44 wrote: On what is this certainty based? I mean, we've barely seen anything, the first 5 levels of a couple of classes, an a couple of monsters and items. While it's going to use the same "game engine" as Pathfinder 2e, that doesn't mean all the numbers will be the same. They have said that it's going to be same game engine to the degree you can use PF2e ancestries, classes, and monsters in SF fine. The core math is going to be the same.
It does have initiative/turn rules:
Quote: Once every PC declares what starship role they’re performing,
the GM chooses a tactic for each enemy ship. Then, each PC
chooses and performs a starship role action in any order.
Players decide on roles > Enemies > PCs in any order.
But yeah seems to be an oversight.
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I don't think I'd play in a mixed level party of SF let alone PF/SF2e where level disparities are even more severe.
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iirc, somewhere in those rules it mentions some rules that only apply to thrown weapons but lacks any means to make thrown weapon. So part of me wonders if the section was shortened and had wordcount cut.
Wonder if SF 2e's human options will lean on SF's identity for humans in the setting, or be 'the average' like they are in most rpgs.
Enhanced has rules for making weapons including sonic sniper rifles.
I used golarion for a short campaign once a decade ago. But otherwise I've used homebrew settings.
The latter. Just your stellar revelations, rather than zenith ones.
Calgon-3 wrote: Effectively, I think powered armor should be a Construct that you wear, with its own set of hit points and that can be independently attacked. And when your powered armor is disabled (or killed) you are either going to have to get out of it or haul it around by main force. That sounds like it would not be able to fit into most campaigns, so I doubt would be a very effective approach.
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That's very odd, there used to be an errata note that did state they had 4+Int but you are correct in that it is not currently present.
I can only assume it was accidentally removed.
It is odd, thus why I'm asking if there is a thing I'm missing or something.
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How have people been interpreting the line "Any skill check successes carry over into the next round."?
From my read it seems that once you surpass the threshold once and gotten a hit, that ship will be taking hits every turn because the skill checks are still carrying over.
Is it meant to be only the succcesses that didn't reach threshold and become hits that carry over? Is there something I'm missing?
I think Primal is an interesting choice for rhythm. I assumed it was going to be divine, but primal does mean you can play rock/punk connection and get a lot more bombastic magic.
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It's worth mentioning that techno-magic doesn't seem to be tied to technomancer in 2e. It isn't a core class, instead it seems they are making it so anyone can do techno-themed magic. Like how any caster of appropriate tradition can do magic ring tone spells or the new doom scroll spell.
Liking the preview, interested to see the player sides of the action. Though it does seem like it might need another editing pass.
As written all successes keep going round by round, so threshold will be automatically meet after the first round or two which doesn't seem to be the intent.
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Not sure why you would be thinking about a 3e so early.
It's possible mechanic is now part of Envoy, since that seems to be the 'skill monkey' of SF2e.
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There isn't much to be gained by trying to intentionally make futuristic weapons overpowered, especially since this is going to be a game where people do still stab each other with swords and where there are still t-rex style aliens to punch.
It doesn't look like you'll need to worry about runes in SF2e given the field test seeming to bake it into the weapons.
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mrkillwolf666 wrote: I just want to know if Starfinder 2e will have shotguns, l'm a big fan of them. There were shotguns in the first Field Test document for starfinder 2e.
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JiCi wrote: Aren't universal translators dirt cheap, if not given out to people like candies? The opposite, they basically don't exist.
Tech Revolution has a whole page dedicated to explaining the problems, limitations, and difficulties with translation tech in the starfinder setting.
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Ended up making the skeleton of a dead harvest god as a 10th level exemplar. He of course wields a +1 Striking Ghost-Touch Scythe and is in +1 Gliding Armoured Cloak.
50 ft. speed and loads of athletics feats so that you cannot escape death. His scythe leaves cursed bone fragments within his enemies preventing them from healing, he can 1/day decide that a person who dies actually doesn't, can burry his enemies beneath the earth, intimidates with just a look, is resistant to most forms of damage except blundgeoning but can make himself have resistance to blundgeoning and when he focuses on making himself so invulnerable he ends up causing people to remember their dead or forces them to contemplate their own death, if you do hit his weak point to ignore his damage resistance he just collapses into bones to negate the crit, can instinctively divine omens about those around him, and can grapple & trip even the largest foes. I also gave him that jar of infinite sand magic item that I think I'll reflavour as an hourglass of infinite sand.
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Quote: - A Moment Unending (Gaze Sharp as Steel ikon) doesn't really seem to be a very beneficial ability. Using an action to hope you get to use a reaction is kind of awkward, particularly because it's a Transcend ability and you have to spend an action on your NEXT turn to put your spark somewhere. Transcend abilities automatically immedaitely put your spark somewhere, you don't need to spend an extra action on that.
Admittedly, we are a long way from the playtest for starfinder. While that playtest started today.
Definitely need to add in a general bludgeoning option like how Piercing and Slashing has, so that they cover the many bludgeoning weapons they can't currently use.
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They have actually said what they are willing to change and what they aren't willing to change in the FAQ.
Quote: The playtest is going to focus on what we see as being key components to Starfinder. Since we’re going to be fully compatible with Pathfinder Second Edition, the base game engine is tried and tested. This leaves us free to focus on a few critical elements: classes, an item level-based equipment system, new core skills, updated relevant rules across the game, and a general testing of the gameplay experience. All of this, along with the usual stable of new ancestries, feats, spells, and more!
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My first idea for an Exemplar is actually a starfinder pc. Archeologist who specializes in the Gap comes across the tomb of a god that died during the gap and becomes empowered.
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There is literally a background in this game called Chosen One.
But that isn't even what Examplar is, Oracle is closer to that at this point. Exemplars sound like they get their power from a dead god's corpse unless I've been misinformed.
Getting divine power from a god corpse isn't anymore "OMG I'm the main character" than "Personally cursed by the gods with divine power" is.
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Exemplar isn't anymore main character syndrome than any of the other hundred ways your character gained special powers like oracle and sorcerer.
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Looking forward to the Exemplar, magical martials that manifest their magic beyond spell slots is my favourite type of class.
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Zoken44 wrote: The ONLY reason I'm not for the various dichotmies (which are really cool and creative by the way) is the class name "Solarion" indicating it should be about a star. It is. It just doesn't stop being about stars just because they die.
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Based on the new iconic, it looks like they're moving away from the monastic aesthetics and leaning into the charisma focus. They're a cyborg cat with sunnies & jacket, who fights via finger guns.
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Is unfortunate that such things will likely be standard in Paizo products going forward. Made port of call's location art really ugly.
Oh yeah ranks of spells. New terminology is def gonna take abit to get used to.
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I don't think anyone was arguing for "maintanence" to be the only thing an engineer/mechanic style class does lol.
The PF2e casting system sorta requires it's casters to be 10th casters unless you give them a different subsystem like kineticist or making them focus based. Which is why the variability in casters in PF2e is primarily based on "how do we configure their spell slots".
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That silliness did unfortunately exist in 1e starfinder as well tbh.
Haan PCs could not survive on their home planet because they lost their flight abilities.
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