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I didn't like how the authors dealt with weapons. The whole point of having mechs is scalability and reliability. In my opinion, mechs should have weapon power drained from the mech itself, regular ammunition should be stored inside the mech and auto-loaded to the weapons, instead of using magazines, and, most importantly, mech weapons should be a cheap way to do s+&!loads of damage, as you require a mech to actually operate the weapon. Mech weapons should have a fixed size and each size should be more cost-effective for damage than smaller weapons, as macro tech is cheaper than micro tech.
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Peat wrote: I see. I'm sure tanks and mecha will have their own book(s) and rules. The devs said at GenCon the two things they most regretted couldn't fit into CRB were Mech Suits and Fist of the North Star super punching martial arts. We have releases scheduled for Oct 2017 and Mar 2018. I'm guessing those books would be coming out mid 2018. I can't really afford to wait that long. I wish they would release "make your own mech" guidelines before then.
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Peat wrote:
No, PC races are not larger than large. But Powered Armor can make you any size. EC Gamer Guy wrote: I believe your first example will be how we'll see scenarios, a larger creature will have a weapon of a level near its CR. A CR13 giant will not have a lvl 1 laser rifle, but a lvl 12-14 one. Again, I'm not talking about monsters. I'm talking about PCs using tanks and mechs.
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I don't think a weapon used by a colossal robot should deal the same damage as a weapon used by a regular person. I also don't believe in damage scaling with size, especially with futuristic weapons, and I especially think weapons should be made in a single size only, as the technology required to make such weapons doesn't scale. I think different size catagories should get their own weapons, and that creatures should be able to adapt weapons of up to one size category larger or smaller than them to be used effectively by them. Examples:
One more thing: Siege weapons, such as artillery, plox.
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GinoA wrote: That dropship looks a lot more like a vehicle (CH 8, pg 278) than a starship (CH 9). Things that move through SPESS are supposed to be starships. That was just an example. I was talking about something like this:
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A few issues with how starships work: 1- Starfinder rules say you aren't meant to use a starship in a character battle, and even suggests you make starship fire into hazards, because they are supposed to target starships, but what about starships built SPECIFICALLY to target characters, such as gunships? Example:
2- There is currently no way to drop vehicles and people from a starship without having to land the ship itself. There should be options for both drop pods and dropships (see example above) 3- If a player wants to build a personal starship that he pilots during missions, he would have to take resources out of the group pool. Small crafts should be available for purchase without having to ask the group for alternative money. Perhaps personal crafts could even be included in the vehicles part instead of the starships part.
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Dragonchess Player wrote:
Like I said, it's not about power level. It's about scalability. The game I'm GMing is very vehicle-heavy (including mechs), and starfinder's current rules disallow something like that. The amount of rules I have had to write could very easily make an entire starfinder module.They need to be changed before they are expanded.
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It's not really a matter of how powerful it is, as it is a matter of how little detail went into it. From what I got from it, was that powered armor was also supposed to encompass mechas (the flight frame is an example), but it does not provide enough details to do so.
Here is an example of the 40k campaign I'm GMing: XV104 Riptide Battlesuit Level: 13
I'm considering that weapons attached drain power from the armor itself, and the siege weapons consume quite a lot of power (like 10-50 charges per shot).
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I feel like powered armor weapon slots should have expanded rules. 1- Powered armor should be allowed to have melee weapons attached. 2- Since powered armor is scalable, it should be able to allow for larger weapons to be placed on it based on size (your huge battlesuit shouldn't have to use a regular machine gun. It should have access to a tank cannon).
3- Weapon power should be drained from the armor itself. It makes no sense for an attached weapon to use its own power source and have to be reloaded. It's also more fun if you have to resource manage your powered armor's power. In order to prevent abuse, it should also have a per-turn power yield.
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If you are building multiple ships with your BPs, by RAW all your ships would be the same tier level and the crew action DCs would be ridiculously high for a half-ship. Tier level system needs a fix. Maybe, instead of having a ship tier be determined by level, you could have BP be determined by level, and have the ship tier be determined by BP.
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QuidEst wrote:
Hiring someone to cast the spell costs 360gp. It completely defeats the purpose of crafting.
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SlimGauge wrote:
If that were true, it would be crafted as a single item, with an increased DC. I'm not looking for a discussion. I've already discussed this elsewhere. I'm looking for an official answer.
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SlimGauge wrote:
You failed to include masterwork crafting rules You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
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Bodhizen wrote:
I mean if you make the hull from scratch, like chosing the material, ship size, etc.
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Bodhizen wrote:
Thanks for the clarification Bodhizen wrote:
They have a more physics based system, but their accessories could very well fit starships, such as adding threads to a ship or an arm to a drone. There is one more question I forgot to ask: 5- If the players ever decide to make a ship of their own, how would the point buy work? The book mentions hull costs, but it doesn't mention point buy.
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Bodhizen wrote:
I'm planning on implementing it anyway in my campaign, as it incentives scavenging. I'll tell you how it goes. My players also have a few questions for you: 1- How does crew work? It seems to be explained in the book, but from what we got from it, it doesn't work as it should.
2- How does scaling work? Does the same engine that power a skiff power a full-sized battleship and give it the same speed? 3- Do ships have a pre-defined map or are their spaces fully modular and customizable? 4- If an air generator occupies space and a fighter does not have space for it, how would the pilot breathe? PS: Have you seen the vehicle system from ships of skyborne? It's very similar to yours and it would be nice if both systems were interchangeable.
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Bodhizen wrote:
Makes sense. I guess my main concern right now is not having enough cheap options right now to upgrade the vessel, so their ship won't evolve with the characters as they progress and the players won't have that much love for it. But with your fix this shouldn't be that much of a problem, since I can reward them with components without having to worry about WBL now. Bodhizen wrote:
My initial idea is to add 3 kinds of parts that can be used to either do small upgrades to the ship or craft new vessel components. 1- Parts that are easily purchased in the market.
As an example, let's use a simple warp drive: Warp Drive
Parts will be able to be replaced with better ones, by using enchantment rules, since they are simple enough to understand, and that will give my players cheap options for upgrades: Plasma Injectors:
I will also make a salvage rule:
This is what I've come up with so far. I based it on the crafting system that you find in most RPG videogames.
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Bodhizen wrote:
Problem #2 was requiring an amount of wealth to upgrade the vehicle way beyond what WBL allowed till epic levels. Bodhizen wrote:
Thank you for the consideration. I think artifact status (specifically not having a price) solves most of the problems I mentioned, but in my opinion there should be some sort of system that allows players to upgrade their vessel off-game for quicker campaigns. The 2 solutions that I have thought of so far would be adding point buy to WBL (instead of the group gold) or having a component crafting system with off-game support. Again, thank you very much for the consideration.
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Bodhizen wrote:
I understand what you're saying, but the price difference is still way too much for it to make sense. Going back to the car analogy, a $10,000 car won't have an engine that costs $500,000 dollars by itself. Like I said, you probably should have based the system in the component-to-completed-product ratio, and not necessarily used it as it is. You could have very well added a non-bulk cost to the component cost, and that would be understandable, but the individual components of starships should in no way cost more than the starship itself, or the in-game economy would collapse with people going crazy and buying all the starships in the market to sell the precious things inside. As for modifying your spacecraft, I would understand that the super ultra mega power pimp-o-matic engine could cost more than your original craft, but replacing your original engine with the same one should not. In real world terms, "Repowering a typical car or truck with a rebuilt – remanufactured engine costs between $2,250 to $4,000 or about 10% to 20% of the cost of a new vehicle. Additional savings in annual insurance costs can also be significant compared to purchasing a new vehicle." I've given you 2 in-game problems (one of them is solvable by banning players from selling ship components, the other not so much, as millions of gp is not something achievable at less than epic levels), but here is a third:
I've actually been having to consider completely ignoring the prices you set and making a "ship crafting system" where you can find and purchase individual parts (such as a plasma stabilizer, gravity field generator, etc.) to build ship components instead of buying them. And all my players all agree with me when I say that the starjammer economy is broken.
Thank you for your time.
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cartmanbeck wrote:
That's like adding a spell that gives you 2 spell slots and telling me that GMs should reign in to not let players abuse it. The system is broken from fluff to mechanics. The components should cost LESS than the ships. Not more. Firstly because it makes no sense for you to buy a $10,000 car and get a free $1,000,000 plane. Secondly because it is virtually impossible for a PC to ever buy an upgrade for his ship. Thirdly because the individual components of something should make up 1/3 to 1/2 of the total cost, as per the craft rules.
These rules are consolidated and balanced, and should have been used as a base for the ship component rules.
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I'm a bit concerned about the point buy system. Let's say you buy a skiff for 96k. You get 2 pointbuy to buy upgrades and decide to buy an alchemical roarengine, which costs 2 point buy (exactly what you have).
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