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The friend in question said she's gonna consider making the major villains into her evil-aligned gods.
I said "I hope someone else wants to think of what domains/weapons Beryl, Metallia, Demande, Death Phantom, Nehelennia, Pharaoh 90, and Sailor Galaxia have, because I'm spent. XD"
One of the friends in our D&D group has been invited to make a region in our campaign setting. She needs gods. I came up with half of these as a joke; my best friend helped refine these.
I apologize immensely for what you are about to read.
THE AMETHYST PSYCHOPOMP
THE AZURE SCHOLAR
THE CHILDISH PRINCESS
THE GUARDIAN OF TIME
THE HEAVENLY FENCER
THE KING IN BLACK
THE THALASSIAN POET
THE TITIAN GUARDIAN "Titian" means "orange!"
THE VERMILION SEER
THE VIRIDIAN WARRIOR
THE WHITE QUEEN
It was hard to find favored weapons for Sailor Mercury and Neptune.
And I still think Sailor Uranus's elemental domain should be Air. ;_;
I'd prefer it to be abstract, cuz in advanced societies with economic systems there's gonna be loans and interest rates and stuff like that and I'd rather keep it all background. I also don't want to adventure to seek out neosheckels. Traveller is dull because of the trading and stuff.
G*$%@&n it, man, I want to line my pockets with space bucks! =p
One final nice card game here. One with absurdly high stakes (No. Seriously. Caesar's Entertainment lists profit/loss from this on their quarterly financial reports. I am not making this up.) One that is the preferred card game of international superspies everywhere.
Tonight, we're talking about baccarat. Specifically, Chemin de Fer, the way 007 plays it.
Get six decks of cards, ditch the jokers as per usual. Shuffle them well. (To quote Casino Royale, "there's absolutely no chance of tampering with the shoe. The cards are shuffled by the croupier and cut by one of the players and put into the shoe in full view of the table.")
One player, starting from what we'll call Seat Number One, is offered the chance to be the banker. If he declines the bank, the opportunity goes clockwise around the table. Once somebody accepts the bank, he makes his wager. We'll call him the Banker, and the other players seated at the table the Punters. Starting from the Banker's left, each Punter has the opportunity to match the Banker's wager; this is called "going bank," and only one Punter is allowed to do this.
If nobody goes bank, each Punter is allowed to wager as he or she desires starting from the Banker's left. If the Punters collectively wager less than the Banker, the Banker can either remove his excess from the table, or the observers watching the game can stake the difference. (This being a casino game, you can be sure people will gather 'round the table to watch.) If the Punters' stake exceeds the Banker's, he can either increase his wager or the croupier can refund the Punters' bets (starting from the Banker's right) until the two stakes match.
Once the two stakes are even, the Banker deals two cards to himself and two cards to the Punters as a whole. The Punter who has the highest stake is chosen to look at the two cards. (If two or more made the same bet, the Punter closest to the Banker's left looks at the cards.) If they add up to 8 or 9, he declares this and reveals the cards. The Banker reveals his at this point. If the Punters' cards are closer to 9, they win. If not, the Banker wins. Ties are played again.
If the cards don't add up to 8 or 9, the Punter does one of the following:
The Punter is, like in any other game, free to accept or decline a third card as he wishes, but considering he's literally playing with other peoples' money, they'd be very cross if his screwing around with betting convention lost the hand, and most social circles would force him to repay the other Punters. (If he went bank, he can do as he pleases. It's his money, after all.)
In case you're wondering, aces count as 1, tens and court cards count as 0, and 2 through 9 count as the value printed on the card. If the value of the cards you have add up to more than 10, you drop the tens digit; holding a 9 and a 7 means you have a total of 6, and would stand.
Once the Punter either has his third card or not, the Banker gets to play. If his initial two cards add up to 8 or 9, he turns them over and wins. If he does not have an 8 or 9 total, he can accept or decline a third card as he sees fit. (Again, to quote Casino Royale, "Otherwise, he is faced with the same problems as I was. But he is helped in his decision to draw or not to draw a third card by my actions. If I have stood, he must assume that I have a five, six, or seven; if I have drawn, he will know that I had something less than a six and I may have improved my hand or not with the card he gave me. And this card was dealt face up. On its face value and a knowledge of the odds, he will know whether to take another card or stand on his own.
Once the dealer makes his decision, the cards are revealed. If the Punters' hand is closer to 9 than the Banker's hand, the Punters each receive their wager back and the same amount from the Banker's stake, and the player to his left becomes the new Banker. If the Banker's hand is closer to 9, he adds the Punters' money to his bank and remains the Banker. He can withdraw at any time, in which case the player to his left is the new Banker.
Look, as much as Casino Royale is my second-favorite Bond movie and as much as I understand why they did this, they really should have kept the baccarat in instead of changing it to poker.
Barto the Bard: Pfft, he's just a mage! What can one mage do to us? We're adventurers!
Freddy the Fighter: Do you not read the Adventurer's Handbook!? Mages are dangerous!
Rita the Rogue: Yeah, seriously! Someone get behind him so I can knife him in the back!
Barto: Guys. He's just a man wearing a funny hat and dress. What's the worst he can--
Enemy Mage: (Color Spray)
Freddy: (was out of range, so he's fine)
Rita: (somehow managed to make her Will save)
Barto: (failed his Will save) @_@ oh god my lungs are filling with blood
Okay, I have a third actual played-on-Earth card game that should be more popular. It's called Trente et Quarante, or "Thirty and Forty" in Roman Catholic.
First, you get six decks of cards, toss the jokers out (notice a theme going on with these games?) and shuffle them all together really well. Then the players place their bets. There are four possible bets in this game:
Rouge: You're betting that the row marked "red" will be closer to 30.
All four bets pay even money.
You can also buy insurance against a refait; that costs you 1% of your wager, to a minimum of 5 gold pieces. What's a refait? You'll find out in a minute.
Once everyone makes their bets, the dealer starts dealing cards out to Noir (aces count as 1, face cards count as 10.) Once he exceeds 30 points, he then starts dealing to Rouge. Again, he stops once Rouge has more than 30 points.
Whichever row is the closest to 30 after going over wins for that color. (If Noir has 35 and Rouge has 34, Rouge wins.) If the first card in the winning row is the same color as the winning row, Couleur wins. If not, Inverse wins.
If both hands tie, that's a push. There is one exception to this:
Refait: If a refait happens, you have two choices here: You can withdraw half your wager and forfeit the rest to the house, or you can just grin, bear it, and leave your wager on the table for the next hand. (If you paid for insurance on the refait, you get even money on the insurance. Unlike blackjack, where insurance is a step above just giving a ten dollar bill to the dealer, refait insurance is a legitimately reasonable offer, considering a refait happens about once every thirty-eight games.)
All right lads, here's another nice and easy card game before I head to work. It's called Newmarket (it's also called Chicago and Michigan; Newmarket sounds more fantasy-ish, so let's go with that.)
You need one full deck of cards (minus the jokers, of course) and four cards from another deck: one jack, one queen, one king, and one ace, each of a different suit. (Traditionally, I've seen the Jack of Clubs, Queen of Diamonds, King of Spades, and Ace of Hearts, but so long as you have those four ranks and those four suits, you're good to go.) You put the four spare cards down in the middle of the table.
Everybody has to wager five gold pieces: One goes into the central ante, and the other four go on the four spare cards we just placed in the center of the table. You can wager those four GP however you want, whether all four on one card, or one on each, or two each on two cards.
The dealer then shuffles, cuts, and deals every card out. One extra hand, called the "widow" or "dead hand," is also dealt; this is not played (or even looked at) but will be important in a few minutes. This may mean someone gets less cards than the others. That's fine.
The player to the dealer's left gets the first play. He can play any suit he wants, so long as it's the LOWEST rank he holds. (If I have the eight and six of clubs, I have to play the six.) Whoever holds the next highest rank plays that, and so on. If nobody is holding the next card, whoever played the last card gets the honor of leading the next run. (Again, he can play any suit so long as he starts with the lowest rank he has.)
If anybody plays one of the four cards with coins we put in the middle of the table, they win the coins on it. Whoever empties their hand first wins the center ante. Any coins still on the cards after the ante is won are left there for the next deal.
Some people say poker is the best card game in the world. I say they are F*&*ING *WRONG.*
The best card game, and one that really really needs more play, is called Napoleon. (Problem is, Earth's the only place that HAD a Napoleon, but don't you worry, the game's also alternately called Nap.) Though traditionally played as a five-card game, I prefer the seven-card variant which I'll talk about below.
You get one deck of cards minus the jokers and a total of five people (you can play Nap with three to six people, but five works best.) Everybody gets seven cards. The player immediately to your left gets the first chance to bid.
HOW BIDDING WORKS: You look at your cards and bid based on how many tricks you think you can win. The bids, from lowest to highest, are:
Three - You try to win three tricks. If you do, everyone pays you three gold pieces. If you do not, you pay everyone three gold pieces each.
Four - You try to win four tricks. If you do, everyone pays you four gold pieces. If you do not, you pay everyone four gold pieces each.
Five (or "Nap") - You try to win five tricks. If you do, everyone pays you ten gold pieces. If you do not, you pay everyone five gold pieces each.
Misere - You think your hand sucks, so you're gonna play this game to lose. If you lose all seven tricks, everyone pays you ten gold pieces. If you take one trick, you owe everyone five gold pieces.
Six - You try to win six tricks. If you do, everyone pays you eighteen gold pieces. If you do not, you pay everyone nine gold pieces each.
Seven (or "the lot") - You think you have a real boss hand and think you can win all seven tricks. If you're right, everyone at the table pays you 24 gold pieces. If you're wrong, you pay everyone twelve gold pieces each.
Wellington (or "the double," because the Duke of Wellington was never on Golarion) - You can only call this bid if someone bids seven. A Wellington bid is you saying your hand can totally take all seven tricks and is better than everyone else's. If you win all seven tricks, everyone owes you 48 gold pieces. If you lose one trick, you pay everyone 24 gold pieces.
Blucher (or "the redouble," as again, Gebhard Leberecht van Blucher was only on one planet) - You can only call this bid if someone bids Wellington. A Blucher bid is you saying that a) You have the best seven cards in the deck and can totally win seven tricks, and b) You are a deranged lunatic. If you actually win all seven tricks, everyone owes you 96(!) gold pieces. If you don't win all seven tricks, you owe everyone 48 gold pieces (and will probably get brutally beaten if you can't pay up because you're only a first-level adventurer.)
Starting from the dealer's left, everyone gets a chance to bid or pass. Once everyone has a chance to bid, whoever had the highest bid has the honor of playing the first card. The first card's suit is the trump suit for the entire round (unless you bid Misere, in which case there's no trump suit) and everyone has to follow the suit, just like in Hearts.
Play continues until the bidder makes his contract or becomes unable to. Everyone pays up, the cards get gathered and shuffled, and a new round begins.
Anton's name was added to the To Absent Friends memorial at Earth Spacedock if you play Star Trek Online. (At least on the test server.)
And this isn't just a case of "We added Anton's life years and an optimistic quote to the first page of the flavor text." When I say "Cryptic added Anton Yelchin to the memorial," I mean "The graphics design team made the memorial taller and added 'Anton Yelchin' under 'Leonard Nimoy' and 'DeForest Kelley.'"
Your Second Achievement Rights: Achievements about firearms in Pathfinder!
The Colonel Anthony Rogers Memorial Achievement
format c: /u
Fry 'Em Clean, Soldier
Indistinguishable From Magic
I Don't Think That's How This Feat Works
I Only Have Ten Bullets, So Some Of You Will Have to Share
(INSERT GUILE'S THEME HERE)
Mutilated Monster Meat
Not An Improvised Weapon
Not As Cool As I Thought It Was
Not As Cool As You Think It Is
Nuke It Till It Glows
One Shot, One Kill
PC Like Big Boom
Set Phasers to Frag
There's No Kill Like Overkill
There's Only Two Settings: "Keep Firing" and "I Need To Reload"
There's That Word Again, "Heavy"
WUT KILD ZE DINOSAURS? ZE ICE AGE
Zap Zap, You're Dead!
I'm gonna type this up, and I'm gonna do something I never do: I'm gonna favorite my own post so I can come back to it after Starfinder comes out and see where I went right/wrong.
Anyway. Snorb's completely baseless class speculation/wishlist is go~!!
Soldier: Even in the far future, war is won and lost by boots on the ground. Soldiers have one job on a team of adventurers, and that is to be the best at killing new lifeforms and civilizations. I'm guessing that they'll have some kind of weapon training like the fighter, possibly some kind of favored enemy like the ranger. Possible options here include shock troops (lightly-armored glass cannon soldiers), ship gunner (good at ground combat, better at space combat!) and genetically-engineered freaks of nature designed for combat (think like the Terrines from Buck Rogers XXVc: barbarians and/or the Helix Warrior from d20 Future.)
Pilot: When you wanna go where you wanna go. Pilots are great at flying anything, from the Tarrasque-class heavy carrier to that pathetic little airspeeder you got second-hand from your uncle in a game of seven card Napoleon. My speculation here is that pilots would be able to grant bonuses to the ships/wrecks they fly, whether in speed, accuracy, or firepower. Guesses as to class options/archetypes include ace fighter pilots (better at flying fighter craft, like the A-Wing), or battleship line crew (better with larger ships, like the Odyssey class starship. If you prefer Star Trek Online to not be canon, pretend I said "Sovereign class" instead.)
Medic: Look, I work in a pharmacy, it's 2016, people still get hurt and sick. You're always gonna need someone to help you get better. I posted my speculation about this earlier in my post history, but the gist of it: You have a great first aid kit. You can use it to
Engineer: While a pilot flies a ship, the soldier kills things that try to hurt the ship, and the medic fixes the people on the ship, the engineer tries to fix the ship. I'm guessing that they would be able to Repair Light/Moderate/Serious/Critical damage for a ship (and maybe androids!), jury-rig damaged ship components, and possibly engage in electronic warfare (like unbuffing enemy ships in combat.) As for their non-ship abilities, I think they'd be able to build some insta-turrets for ground control. (I was looking at the STO wiki.) No real thoughts on class options/archetypes here, guys. Sorry. I am disappoint ;_;
Hack: There's always gonna be rogues, even in the year Four Hundred Billion. Their lockpicks are more the futuretech equivalent of a smartphone, though. Hacks would be able to break electronic security, whether they are biological scanners, coded entry locks, magnetic locks, or simple modern deadbolts. I think they'd have an ability to generate a personal cloaking field for stealth purposes (but God, nothing like the ninja's Greater Invisibility ninjutsu. Having one of those made running Jade Regent a nightmare.) and, that tried and true rogue favorite, sneak attack. Possibilities here? Fixers (guys who know a guy who's friends with someone whose brother is married to a fellow who traded business cards with someone the next urinal over who can get you what you need) and smugglers (who can hide all the illegal stuff you're gonna sell for space bucks. Of course, one world's perfectly legal battle rifles are highly illegal the next system over...)
Scientist: Every game about science fiction/science fantasy needs at least one class who's there for SCIENCE~!! and this guy's it. You know the type. Can create effects similar to alchemist formulae, can create technological devices, is really REALLY smart.
Esper: Look, "psychic" is already taken, it's 2 am, and I was never creative to begin with. Espers get a small suite of psychic abilities, and I don't mean "wizard spells but psychic" like the actual psychic class. I mean stuff like telepathy, telekinesis, pyrokinesis, psychic blades like the soulknife (which I forgot was OGL because of the Expanded Psionics Handbook) pre/postcognition, remote viewing, and astral projection. Smaller scale stuff than making a dragon up and vanish like a fart in the wind because it failed a saving throw. Possible variants could include a technomancer (trading the telepathy for machine empathy; I bet you never saw "I'm going to read your hard drive's mind" in the English language until now!)
This is a real card game.
I'm not sure about the level you're playing at, but one of my friends had a 12th level cleric/paladin who specialized in Channel Energy and Lay on Hands. He did indeed take Extra Lay on Hands, Extra Mercy, and Extra Channel.
He only prepared the Cure Wounds spells from his paladin spell list, despite his 26 Charisma.
He also only used Light and Stabilize from the cleric spell list, but I think that was only because having 10 Wisdom limits a cleric to his zeroth-level spells.
If there's only one type of humanoids, you still have Aberration, Animal, Construct, Dragon, Humanoid (Human), Magical Beast, Monstrous Humanoid, Ooze, Outsider (Air), Outsider (Chaotic), Outsider (Earth), Outsider (Evil), Outsider (Fire), Outsider (Good), Outsider (Lawful), Outsider (Native), Outsider (Water), Plant, Undead, and Vermin as favored enemy choices! =p
(Note that having only one type of humanoid deletes goblins, orcs, bugbears, and hobgoblins from the setting; they're Humanoid (Goblinoid).)
Star Trek Online handled this in a way I enjoy: Starfleet finally (finally!) reissued personal force field belts (last seen in The Animated Series!) and those serve as a per-encounter HP pool.* Body armor reduced damage by a percentage depending on armor and quality.
I'm guessing this can be handled in Starfinder by having shield belts grant temporary HP (like a much better False Life), and armor grants damage reduction/energy resistance.
*Being physically attacked bypassed this pool and directly damaged your actual HP, but the only weapons that do this that I know of are your fists, Klingon targ bites/claws, bat'leths, lirpas, Tsunkatse swords, and Zephram Cochrane's Shotgun.
Minor note about "If it has stats, you can kill it:" Decipher's Star Trek: The Roleplaying Game has stats for the Borg Collective. (Well, one stat, actually: the Collective's ability to resist mind melds. Individual Borg have Strength/Vitality buffs, social penalties, and can assimilate to phaser fire with an extremely convoluted mechanic.)
(SPOILER: Directly connecting your brain to the Borg Collective IS A SUPREMELY BAD IDEA and can result in serious injury and/or death. Data was extremely lucky in The Best of Both Worlds that Locutus/the Collective didn't bodyjack him.)
Anyway, no Borg. At least, not the technozombie "assimilate all non-Kazon at any cost" Borg we got in BOBW and Voyager. If there's Borg, make them technovores like they were originally supposed to be.
(Fun fact: The disappearance of Federation and Romulan observation posts that came up in TNG Season One were supposed to be the Borg's doing; the Bluegill from that episode* were supposed to be their heralds. Then the Writers' Guild strike happened.)
*You know. "Conspiracy." That episode where Picard and Riker phaser a guy until his head explodes in an embarrassingly s@*#ty special effect that somehow manages to look even worse on the Blu-Ray release.
When you cast a spell normally, you can deliver one free touch attack with it. Ranged Spellstrike replaces that touch attack with a bow attack.
For example, you can cast Magic Missile and fire your bow; your target takes the bow's damage and is hit with Magic Missile if you hit your target with the bow, so long as your target's in the range for Magic Missile.
If your spell creates more than one projectile (such as with Magic Missile at higher levels), you only get one projectile per attack you're entitled to (based on either your BAB or how many projectiles your spell creates, whichever is worse. If you can cast Scorching Ray and get two rays, but you only have the BAB for one attack, you're only firing one ray.)
The drawback to this is your attack against your target's Touch AC is instead an attack against their normal AC.
This replaces the Spellstrike ability in the vanilla magus, which let you do basically the same thing except with a melee attack.
Fun fact about why Spellstrike is fun: There's a magus arcana that lets you use Spellstrike with another spellcasting class's spells, if you have levels of that class. I picked cleric. (We fought a lot of undead.)
Freehold DM wrote:
"You took a direct hit from a starship-scale rail gun. I don't care what the rules say about rolling dice, you're dead meat, man."
"But I've got 129 HP--"
"The barrel opening on that rail gun was the size of a Buick."
* A-Wing Starfighter (Star Wars: Return of the Jedi)
* Serenity (Firefly/Serenity)
* Your unnamed ship (Solar Winds: The Escape & Solar Winds: UNIVERSE) I LIKE OLD COMPUTER GAMES FROM THE 90S ALL RIGHT
Some new stuff, some reissues.
Are We Guardians, or are we Scouts?
For Professional Paranormal Investigations
Gaze Into the Face of Fear!
Gaze Into the Fist of DREDD!
If You Saw This Coming, You Must Be Psychic
Just Like Rosangela Blackwell
Sometimes I Think *All* My Friends Are Imaginary
Technically, An Evil Miracle Is Still a Miracle
Then the Fire Nation Attacked
Who the Hell Do You Think I Am?
You'll Bring Honor to Us All
You Feel Like You're About to Have a Bad Time
On the one hand, Tomb of Horrors is a s~+%ty adventure.
On the other hand, it's a gaming rite-of-passage, isn't it? "See how close you get to Acererak before something bends, folds, spindles, and mutilates your character."
Fun fact: John Wick, the creator of Legend of the Five Rings, is probably the smartest person to ever play through the Tomb of Horrors. The DM gave each character in Wick's party 70,000 gold to buy gear, and said to Wick that if he knew what a trap in the Tomb was (he played through it once already) he was allowed to tell the rest of the group what it was.
In John Wick's own words:
"Wait a minute," I replied. "Seventy thousand?!"
"One gold piece feeds a family of four for a year. And we have seventy thousand of them?"
The GM nodded again. "That's right."
I told the other players, "F@$$ this dungeon! Let's go home, live like kings. We don't need to go in there! We each have seventy thousand gold pieces! Let's buy a tavern... no, let's buy a city and be done with this."
To their credit, each of the other players considered that notion for a moment... then they decided they wanted to play the adventure anyway.
"Okay," I said, and I bought the one and only magical item I would need.
He bought a Bag of Holding.
He then convinced the rest of the party, one at a time, to leave all their stuff behind and crawl into the gaping demon's maw in the first room of the Tomb.
You know. The one with the Sphere of Annihilation in its mouth.
He then said "F@+% this dungeon," sold the magic items, and proceeded to live like a king.
Why didn't John tell the rest of the group about the Sphere of Annihilation?
Because it's an artifact. Not a trap. =p
So, the starship crew. Obviously, the pilot flies the ship and prevents it from getting shot full of holes. And anyone serving as a gunner gets to roll the d20s that send beam weapons, missiles, dumbfire cannon slugs, rail gun bolts, &c. at the bad guys.
But what of the rest of the crew?
Engineers can do things like repair the ship, of course (if only to jury rig the hull or get a weapon powered so it'll fire again) but they're also responsible for jeeping the ship powered. I don't see why they couldn't temporarily divert power from one system to another during combat (say, -2 to attack rolls in exchange for +2 shield bonus to Defense by diverting power to shields, similar to fighting defensively.)
Scientists might be able to use electronic warfare from their bridge stations (acting as Aid Another, grant a Blur effect against incoming missiles, using the ship equivalent of Dirty Trick...)
Security teams (including some particularly daring PCs!) could be set up to repel boarders, and possibly lead boarding parties to sabotage and/or capture enemy vessels. (There's nothing like seeing an enemy vessel suddenly swing about and open fire on her comrades!)
Point is, space combat isn't just (and shouldn't just) be about two or more ships just trading lasers until one of them goes up in a s@*~ty 1960s Star Trek special effect. Everyone can have their role in victory.
EDIT: Oh, and leveling the ship up with the PCs (like the caravan rules) would be awesome too.
Better medkits, of course. =p
Or a class outright called the medic. They can fight meh-tacularly, but they shine in using their medical kits to Cure Light/Moderate/Serious/Critical Wounds, or to Lay on Hands, or to Neutralize Poison, or to Cure Disease, or to Regenerate, or to Breath of Life, or to even pull off a medical miracle and Raise Dead... (And they'd have medical knacks to make stuff like this easier/better/faster/easier to treat outside your species. Not everyone keeps their
Or empathic psychic healing. Think of it like Lay on Hands, except you take the wounds you healed your patient of.
I want space battles. Ship-on-ship space battles. Battles between two ships in atmo, with the winner soaring triumphantly above the cumulonimbus layer and the loser destined to meet the cumulogranite layer.
I want fighters screaming at Mach 9 armed with the rail gun equivalent of the M209 Vulcan. (Because while beam weapons are cool, kinetic energy is STILL the best way to kill somebody, even in the Amazing Year Four Hundred Billion!)
I want dreadnoughts the size of the Burj Khalifah, clad in armor that'd make the tarrasque look thin-skinned, with missiles the size of my house.
I want battleships with massive wave motion guns that take several combat rounds to charge up. (Paizo Legal Department: Are we allowed to call them Yamato Cannons, or is that inviting a lawsuit?)
I want to see ships equipped with fuel scoops flying dangerously close to a system star to ramscoop raw hydrogen.
I want to see the word "uvaser" in a Paizo product. (What the hell is a uvaser, I can hear you ask? If a laser is light amplified by stimulated emissions of radiation, a uvaser is ultraviolet light amplified by stimulated emissions of radiation. It's higher frequency than visible light, resulting in a denser beam/bolt... in theory, anyway.)
I'd like to see the Fast-Play Ship Combat from the Gamemastery Guide adapted and expanded to handle space combat. Hell, I will do it myself if I need to.
I have one small strange thing I don't want included: shared languages. Races who've evolved differently on different planets shouldn't necessarily be able to speak each others languages easily. I would much rather we get an understanding that every species speaks its own language, and there are universal translator systems in the vein of Farscape and Mass Effect. A bit of realism, you can keep translation issues dealing with planets and species that don't have access to translators, and most importantly, I can create an alien scientist character who learned Taldane in order to guarantee efficient conveying of ideas to his shipmates, thus giving me Mordin.
I mentioned this in my last post, but the old PC space exploration game Ironseed handled speaking with aliens really well.
There are half a million people in the galaxy you drifted into that can speak English. (By stunning coincidence, they are all on your ship.) There are eleven spacefaring species that come and go through the galaxy. None of them speak English. Like, at all.
The good news: Your ship has an automatic translation device.
The bad news: It does not know the languages of said eleven spacefaring species; it'll put their words into English, but after you deal with the somewhat unusual syntax that'll inevitably come up, you're still gonna have to make some educated guesses as to the intent. (If you tell, say, the Phaedor Moch, that you have something they need and they say something about trading for it, it's on you whether they're gonna give you some stuff from their cargo holds or a couple missiles before you can get your shields up and running.)
Owen K. C. Stephens wrote:
As far as "netrunning" goes, what we know we DON'T want is a system that encourages most of the players to do nothing while one player uses a subsystem to accomplish something while they twiddle their thumbs. This is true regardless of what that subsystem is, and it's certainly something we are looking out for.
Hm. Maybe something like what Shadowrun Returns does might be in order. (The rest of the party gets their turn in realspace, then your decker gets his turn in cyberspace. Works nice in combat but not sure how it'd work outside of combat.)
What I Want From Starfinder:
* Adapt the Fast Play Ship Combat rules from the Gamemastery Guide to space combat. (I'm doing it for a Microlite20 game!)
* Gyrojet pistols/rifles. (Google them, or watch You Only Live Twice.) Seriously, these need more love.
* A nonmagical way to add effects to weapons/armor, like the Workshops from Knights of the Old Republic I and II.
* Do away with guns operating against Touch AC.
* CONTROVERSIAL: Make any magic-using classes have their spells per encounter, not per day, and massively reduce how many spell slots they get. At the same time, make a way to recover some (but not all) spell slots between encounters.
* Give martials cooldown-based powers. (Like the Binder class from Tome of Magic.)
What I Don't Want:
* Dwarves, elves, halflings, gnomes, or orcs.
* Every alien can speak perfect English. The old PC game Ironseed handled this the best: There were half a million people in the galaxy who could speak English, and they were all aboard your ship. The automatic translator did its best to try to translate alien language, but you had to make some educated guesses and deal with some really *odd* syntax.
* Wish, Miracle, Reality Revision, or any similar powers.
GM 1990 wrote:
The way it worked was if you're blind, you have disadvantage on attack rolls; if you're drunk, you have disadvantage on all d20 rolls and 1d6 damage resistance whenever you took it; if you're on fire, you take 1d6 fire damage/round (possibly negated by the damage resistance for being drunk, and yes, that's how it worked in the playtests, and anyone who melee attacks you takes 1d6 fire damage; having a reach weapon gave you disadvantage on attack rolls against adjacent opponents; and flanking an opponent gave you advantage on the attack roll. So you ultimately roll 1d20 to attack.
Not surprisingly, this was dealt with in the next batch of playtests. (I think that was the playtest round that said "You know, rogues don't really need Sneak Attack..." The next round came four days later and was pretty much "We were wrong!" Then again, playtest Sneak Attack was extremely lethal.)
Mathematically, it's sound; I think it worked out to +/- 2.5.
Otherwise, it's up to you. Just remember if you do add advantage/disadvantage that if you have advantage and disadvantage on the same roll, you ultimately roll 1d20.
(Mechanically, somebody figured out during the Fifth Edition playtest that the best fighter is a blind drunk guy who was on fire, using a polearm, and flanking an opponent.)
Something I've said quite a few times when I roll a wash in our group's Vampire the Masquerade chronicle. (Clarification: My actual favorite is Jayne.)
...I've said this too for botching. Keep in mind, my Vampire character is an eleven foot tall half-ton Gargoyle with Strength 4, Protean 2 equivalent, and Potence 5, so when he screws up, people *die.*
From a really weird video one of our friends showed us before a game. We use this from time to time when someone rolls poorly. ("Okay, initiatives. Sir Geoffrey Longsword got 17, MageBot 3000 got a 12, Sir Runsa Lott got a 15, Urist McDorf got a 13 somehow, and the bad guys bought the peach rings. You go first.")
From a poorly-thought-out game of Expedition to Castle Ravenloft, where the DM said right before a combat with undead that "Undead don't just pop up out of nowhere." We use this when we fight undead.
From our Legacy of Fire game that the same DM clearly didn't read the encounter. (He was playing for us to lose.) Guess what we say when we fight final bosses now.
One other DM runs great games, but some of the Pathfinder Society modules he ran for us had some badly-edited flavor text he read as it was printed (as above.) Except for "kobloid;" he legit thought that's how you say "kobold."
We needed the name of a bar, Cityscape had a table to roll off of to get a tavern name. This was the result. Guess what has franchises all over our campaign setting? (Not this place, thank Armok.)
An NPC in our Vampire game. Think Teddy Roosevelt if he were the only Tremere on the planet who didn't have a single dot of Thaumaturgy.
Put On the Glasses
PUT ON. THE F#$#ING. GLASSES.
The Greatest Bardic Music Ever Played
please explain the caster/martial disparity
Casters are really, really good at doing one thing, as are martials. Problem is, the martials' one thing is "apply sharp end of katana to monster," and the casters' one thing is "bend and/or break the laws of the universe across my face."
can someone elaborate on when a paladin should fall
Whenever there's no ground beneath his feet, of course.
how do I do grappling
why does the rogue even exist
If you notice the rogue, she's not really much of a rogue, is she? (Or am I confusing her for the ninja?)
how do armor spikes work
Armor spikes work like the rules say they work.
is charm person an evil act
why are most CN characters complete dumpsters
Because most people get off on annoying people with playing sociopaths who civilized societies like Athas or Faerun would have had executed for doing the things people think Chaotic Neutral characters!
explain sacred geometry interactions plz
Carry the theta, plus or minus epsilon, then you divide by -i. If you got Planck's Number, your character passes the Test of the Starstone.
should I rollplay or roleplay
First one, then the other.
how much can I optimize before I am considered a cheesing powergamer
When "Wizard (Diviner) 20" appears on your character sheet, a cheesing powergamer you are, Grasshopper =p
why do the forums smell like burning tires
Don't blame me; blame the f~!+ing Taco Bell Steak Quesarito.
...I wonder if Taco Bell will give me free quesaritos if I say "Taco Bell" and "quesarito" enough times in this post.
......Taco Bell. Quesarito.
In my observations:
One player almost exclusively plays women with rather... fanservicey character pictures.
A second player likes playing monks when able.
My best friend tends to play younger characters.
As for myself, I lean towards "extremely violent sociopaths."
Interestingly, the characters my best friend and I play usually wind up becoming very good friends (Curse of the Crimson Throne, Legacy of Fire when my character isn't wandering out into the desert to die-- long story, Carrion Crown) or, in the case of Iron Gods, eventually married and had a child (despite the DM for that saying we all died in a thermonuclear explosion.)
Thankfully, I haven't had to threaten to run HoL; there's a rule in that game that specifically says your character must be male "because no woman has ever been unlucky or stupid enough to wind up here."
BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!
I Can Still Bleed on You
I Never Asked For This
If It's a Tie, You Lose
Shadow of the Beast
The Ultimate Firmware Upgrade
Erik the Cleric: Alan.