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I can agree on the megacorps, at least for some nations. I really like transhuman stuff though. I love the idea of uploading consciousnesses and the ramifications of that, especially for what it does to one's soul if they become digitized. I'll admit, it would be a bit of a logistic nightmare if you could implant yourself into another biological body. Do you get the stats of that body? How do you balance it, if even? If the body can cast magic, do you suddenly cast magic? Do you lose some class features, all, or keep them? Maybe for sleeving, it would be confined to being downloaded into robots, androids, and cyborgs.
Arturius Fischer wrote:
The drone control isn't a half bad idea actually. It would give all of the players something to do in combat. Would be a cool way to handle it.
What I don't want to see is a gutting of anything deemed a sacred cow or D&D-ism just because of presence. I get that it's a new ruleset and a good opportunity to try new things, but at the same time, there is a lot of this I'd like to use in my basic Pathfinder game. And I'd personally prefer some aspects like Vancian magic to other systems. While I don't want Starfinder to just be copy paste Pathfinder, I still want some of the more iconic d&d isms to remain in.
I actually use this similar concept for Weapon Degradation. And I've seen it done for ammo and consumables in The Black Hack.Works really well.
Dragonchess Player wrote:
I like that idea and it'd be pretty simple for the GM to do that. If a civilization is known for thier gravity tech, then their gravity guns would be a different price than elsewhere.
I'd actually prefer if they kept magic. I think there is something cool about space wizards on the moon. And magic keeps this system unique and opens up cool options. Removing magic from the game would just make this Traveller and at that point, I may as well play that. Why throw out the baby with the bath water? If we can have aliens and tech in our fantasy, then we can certainly have magic and elves in our science fantasy.
There's a lot of futurism I want to see in this game.
- Uplifts: I want to see animals or other creatures uplifted to sentience, and made as a playable race.
- Digitizing Consciousness: Seen heavily in Eclipse Phase, I'd love players to be able to upload their consciousness into other bodies. Definitely robot/cyborg bodies. Maybe flesh and bone bodies.
- Digital Lifeforms: I love the idea of either advanced A.I. as PCs or people that have chosen to remain digital and on the net as an option.
- Mecha: Power Armor is awesome, don't get me wrong. But giant robots are super cool. And with giant Pathfinder monsters, at least we'd have a reason to have them around. We dig giant robots yo!
- Cybernetic and Bioenhancement options: I really want to be able to upgrade our people with different abilities tied to either technology or bio enhancements.
If Distant Worlds is the template, then we can really expect standard sci fi technology, especially seen in the 50's as well as 70's retrofuturism, combined with some sci fi stuff from the Victorian/Edwardian authors (H.G. Wells, Edgar Burroughs), with some magic in there. I definitely want there to be magic, but I also want technology to have at least an equal power in the world. I just want to play a fighter with a rocket arm really :)
I mean, the thread is title "What you don't want to see in Starfinder." So it's going to be what people don't want to see in Starfinder.
Yeah it would be weird if they were completely separate. Though I could see a Campaign Setting book that details more Golarion system specific creatures alongside the Bestiary 6.
I'd love to see some of the famous aliens from folklore and the movies. The Flatwoods Monster in the bestiary would be pretty awesome. Little green men would also be really cool, maybe called something else. We already have greys. I'd love to see the tripod creatures from War of the Worlds (the newer movie). They looks really awesome and having their tripods stated would be cool. I remember just ad hocing stats for them when I did a one shot that was an alien invasion of Faerun, but I forgot what they were.
In terms of technology, while we have robots, I'd like to see more on digital life. People who have uploaded their consciousness or advanced AIs. I've always liked transhumanism so I'd love to see a little Eclipse Phase in the game.
Lord Fyre wrote:
Honestly, modern day WH40K has kind of acknowledged their grimdarkness and has really become a parody of itself rather than taking it too seriously. Though the same can't be said of their fan base...
You'd be pretty surprised. In close quarters combat, there is a great deal of use of your free hand and a knife against someone with a rifle. Pretty much all modern day armed forces teach that.
Of course, I just want lightsabers dammit! :)
Also for the anti-net people I think it'd stretch my disbelief way too much if there wasn't some kind of internet analogue in this. Especially given how we have one and how quickly it has changed our world. I'd actually love to see some transhuman, Eclipse Phase stuff in here.
As for stuff I don't want? Gotta agree with rehashing old rules. Don't want to spent money on the same feats or classes. Other than that? Can't really think of anything I don't really want.
A lot of it is the removal of meaningful restrictions on casters, especially as they level. Most metamagic feats help them get around such restrictions which really makes them ramp up.
What I've done in my games is that for spells, I take a lot of inspiration from novels and such on restrictions on magic. Wild Magic, magic that harms the caster, turning most high level spells into long rituals.
Dice rolling worked better in older editions because ability scores werent so tied to things like saving throws and the math was flatter. Look at LotFP, Beyond the Wall, or really any retroclone and you can see that. In 3.X, stats are more important, so you can really feel the sting. Also, many retroclones have funnels where you basically make a bunch of charcters and run them through an adventure. Whoever survives is your character.
sure you dont mean dice roll?
There are three main types of encounters. Combat, social, and skill. Every other class can contribute something to these encounter types. Rogues have sneak attack and skills to deal with people, obstacles, and traps. Unchained rogue has other stuff that I don't recall right now for combat. Barbarians have a good skill list, rage, and some nifty rage powers to help them deal with obstacles. Wizards and clerics have magic and with more feats that let them break what little constrains they have, plus are consistently buffed by additional spells added to their list. . Rangers have skills, spells, weapon styles, an animal companion... You get the picture.
Fighters though don't have that same versatility. In combat, they do damage, but so does a barbarian. More often than not, the barbarian and ranger can come close and occasionally out damage while still having utility outside of combat. Without a great deal of investment, they can have some decent skills while still contributing greatly in combat. If a fighter wants the same skill points as a barbarian, they need at least an Intelligence of 14 to get the minimum 4 points that a barbarian straight up gets without any intelligence investment. They'd need an 18 in Intelligence to get the same 6 that a Ranger starts off with. And while they can get feats to shore up the weaknesses of a lack of skills, they become less effective in combat. Remember that while they get a feat every level, half of those must be combat feats. And putting points into Int or Charisma makes your Wisdom suffer, which is really bad because your will save is terrible. Bravery only works on one type of Will save. Mind control is pretty much your enemy, even with Iron Will. If you put points into Wisdom, then you will be hard pressed to find room for Int and Char.
It's not a matter of being a "dirty rotten min-maxer". I'm actually a firm believer that you don't NEED an 18 in your primary stat. But I've played a two handed fighter that didn't have an 18 Strength or a negative Charisma. And it was still difficult to contribute to anything outside of combat. With 20 point buy and the intent to not min-max, I found myself with a 14 Strength, a 14 in Dex, a 14 in Con, and a 13 in Int, with a 12 in Wis, and a 10 in Charisma. This is without picking a race mind you. That gets you 3 skill points and if you pick a trait that gives you Diplomacy as a class skill, that's really only a +4 to Diplomacy, which is okay, but nothing special. And now you have only two other skill points to use. Your perception is going to be +2 unless you can find a way to make it a class skill. Plus, your other physical skills are lower. You have a lower AC and HP, so you will feel that pain. Your Will save is +1. It's going to be a long rough road unless you pick a race to compliment your stats.
Meanwhile, a barbarian has their rage and rage powers to continue to rock out. Superstition is like an Iron Will that levels with you, and the drawback has rarely come up in game. So that makes up for your poor Will save, along with the bonus from Rage. Meanwhile the ranger has their spells and weapon styles and two good saves that make them still rock and roll in and out of combat without nearly the investment that the fighter needs. With 20 point buy, I can give my ranger similar stats and they will bring more to the table. Without min-maxing, I decide to give my ranger a 14 Strength, a 14 in Dex, a 14 in Con, and an 8 in Int, with a 14 in Wis, and a 12 in Charisma. . Since I have six skill points, I don't need Int, so I can give myself some more Con for HP or Dex for AC. With me purposefully dumping my Int, I have 5 skill points, the same AC and Health, but a better Will save, more skills, a better Perception, and if I take the same trait to make Diplomacy a class skill, a better Diplomacy. Hell, I could be better at Intimidate (the only social skill a Fighter gets as a class skill) than a fighter. And comparing feats, yeah a Ranger only gets one while a fighter gets two, but both are probably snagging Power Attack. While the fighter can get another fear (combat or social), the ranger still has a better Will save, way more skill points, and later one, will have spells and a cool pet to kick ass with. Or the ability to support my allies with the other Hunter's option. And some of your skills improve in the right terrain, so unless you are travelling to a different terrain type every session, you're covered.
The problem isn't actually balance. It's equity. It's everyone having something to bring in during combat, skill, or social encounter. They don't have to bring the same thing as another, or even be 'equal'. But they have to bring something to do so they don't stay silent and twiddle their thumbs while the grown ups are talking. A bard can fight, surprisingly well in combat. But they bring their spells and Inspiring Song to the table for combat. For skills, again, spells are useful and they have a wide variety of skills they can use, plus Jack of All Trades. For social encounters, bards can use their Performance skills in place of their social skills to have duels of wit. They aren't damage dealers like barbarians or reality shapers like wizards, but they still bring interesting options to the table. Same with a paladin and ranger and even a barbarian! Every other class has class features that help them bring something different to the table in any of those three scenarios, and most of them have spells to boot, which are stronger than feats. To do the same with a fighter, you have to sacrifice more than any other class to have an 'okay' Diplomacy that has a 45% chance of success against an indifferent person. And you still only have two more points to spend, assuming you don't go human or favored class skill. And that's it. No spells, no class features, no nothing. Just that and the hopes that the GM will throw you a bone with magic items.
With only three skill points in a non-min-maxed Fighter build, what can they bring to the table in a social encounter? Or a skill encounter? That's the problem They don't NEED to be skill monkeys or faces, just like the bard isn't a massive damage dealer. But the bard still has options in combat. And the fighter needs options in social and skill encounters. That's essentially my problem with the fighter in just about every iteration of D&D.
I live in Ft Lauderdale and commute to Miami a lot so here is what I can tell you.
Avoid drinking the tap water. It was recently discovered that there is some kind of nuclear leakage getting into Biscayne Bay.
Have an umbrella on you. It gets really rainy, especially in the afternoon.
Be careful where you go. Some areas are not friendly to outsiders. Liberty City and Overtown are no gos. Wynwood is lovely but it is in the middle of gentrification and so there are still some rough areas. Be careful at night. Hialeah is great for Cubans, but definitely a rough neighborhood.
Like said before, public transportation is absolute garbage. Cab drivers are also shady down here. Best to avoid them. If you're going to drive, be careful with traffic, Traffic in Miami is terrible. It's like Mad Max down here. People will cut you off with barely an inch between you. You absolutely have to be aggressive. Uber may be your best bet, but so is walking. Just be careful, because cars have very little regard for pedestrians. And parking isn't cheap, just a heads up.
The food scene is really eclectic in Miami. I've worked many events down here with fellow cooks. Seafood is big. You'll get fresh fish and seafood daily, which is nice. There are some nice Cuban places and bodegas to get some great Cuban food. American food down here is southern food (biscuits and gravy, fried chicken grits, barbecue) mixed with American classics (hamburgers, pizza, hot dogs) and a wide variety of ethnic foods. Since we have a large Italian and Jewish population, you'll find some amazing pizzerias and delis.
Also a big thing is upscale casual gastropubs. Essentially pubs that have good food, and takes pub fare and elevates them to be more fancy but still way more relaxed than a fine dining area. You'll see a lot of local microbrews with great beers (Like Funky Buddha and Wynwood Brew), fancy but delicious pub fare (big fancy burgers, high quality fish and chips, delicious mac and cheeses), and a good mix of other foods, like Korean bbq or Hawaiian poke salads. Wynwood is king here. Wynwood Kitchen is an amazing restaurant that I've had the pleasure of working with, and I know the cooks there. They are amazing and love their job. Jimmy's Kitchen has amazing Puerto Rican food. As a Puerto Rican, I can say they do a pretty great job. Joey's and Kyu are also good, Kyu especially if you like Japanese and Korean inspired food.
If you want to take a break from Miami and come more North, Ft Lauderdale has some good restaurants in the Las Olas and Himmarshee areas. Foxy Brown and Red Cow are great and owned by the same restauranteer. Roco's Tacos is a great Mexican area. Tap42, where I work at, is an awesome gastropub with 42+ kegs of beer.
Hopefully you enjoy South Florida. It's great to visit, just not live in :)
When running this, just be aware to make sure that the players understand this part. Tell them and encourage them to try creating tactics to deal with these monsters. With a limited set of options, you really need to be open to them about this and allow some crazy but innovative ways to deal with an encounter. Running away is always on the table of course, but if every encounter involves running away and you aren't running a Dr Who RPG, then it's going to get frustrating to your players.
Milo v3 wrote:
I feel the witch class would fit that role of gaining spells from an outside r our aberration.
Part of it is that. Part of it is lack of writing, an alphabet, agriculture, and a city state society, which would make it difficult for wizards or really anyone that uses spell research and spell books to exist. Part of it is flavor. I could see wizards in a Bronze Age era or beyond. But I think wizards and magi and arcanists might be the three scholarly classes I couldn't see fitting in the story of hunter gathering ancient men and women in a more primeval age.
I'd also say the same for classes depending on more ecclesiastic, organized religions, like the cleric or inquisitor.
doc the grey wrote:
On the issue of bows, they weren't that rare. Certainly no composite bows, but many hunter gatherer societies had bows along with javelins and atlatls and slings.
Definitely agree with Wizards and Clerics being really limited, maybe even non existent in a Stone Age setting. There aren't any city states at this point because there hasn't been an agricultural revolution. Although story wise, it would be cool to see a city state that has conquered agriculture and fire and is developing these wizard spells that you see nowadays.
In regards to the barter economy for early age, it actually wasn't very common in the early days. Many people theorize that people had more of a favor/debt economy, where you do something for someone with the hope that they repay your favor to them. This would be great of a stone age style game. If you are doing Bronze Age, there's still evidence of currency, but it's generally used for big transactions and was based on cattle and later grain standard.
Watching Crash Course on YouTube is really good for historical stuff. I'd definitely suggest taking a look.
As for magic, I went the opposite way and make magic more common, but way more dangerous and all casters have Wild Magic rolls. I also have the wilderness as a naturally magic, almost Feywild meets Wonderland area that gets stronger and more dangerous with the presence of magic and casters.