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Have a buddy two-weapon fighting with keen kukri phaseblades and butterfly's sting.
Minimum strength requirement to use heavy guns without penalty?
Strength bonuses negate cumulative penalties from recoil when using weapons with high rate of fire?
In another system, the mechanic for 'evasion' was this:
When an AoE went off, you could sacrifice your next turn to dive a distance based on your move rate and end up prone. This would move you further from the epicentre (the game used damage dropoff over distance) and possibly put you behind some blocking cover.
There were some special abilities that allowed you to dive without losing your next turn, dive and remiain on your feet or dive and roll for extra distance.
It's already been stated that the main method of FTL is via hyperspace, a plane that is inaccessible to magical means. Only technology can enable you to enter and exit hyperspace, and perhaps you need it for traversal as well. We don't know if it's possible to sit on a hyperdrive, pop yourself into hyperspace, teleport to your destination's corresponding point, then pop out.
Despite being a wholly unmagical and empty plane, all these people popping in and out all the time have made other places 'leak' into hyperspace. This provides a kind of random encounter effect, where your ship encounters strange phenomena.
Event Horizon was mentioned.
I've long been thinking of doing a Battletech-like game, where players build their characters as normal (for whatever system I end up using, probably not d20), then pick a 'mech training package' that adds their vehicular skills on top of that and progresses independently.
The packages would be something like:
And so on. You can pilot any mech, and the packages add special abilities. Of course, some might synergise particularly well or poorly with different mechs and mech systems. Such as an Electronic Warfare ability having a bonus based on the mech's electronics suite, or an Assault's 'bulldoze' ability having a bonus based on your mech's strength or armour or somesuch.
In a pinch, your assault pilot might end up grabbing a nearby light utility mech while your party makes an exit from infiltrating a base, then uses that bulldoze ability (with poorer stats) to clear a path.
Or an ECM pilot could coopt the sensor systems of a dedicated tank to instead act as makeshift countermeasures.
lets not forget that the Borg could adapt to phasers but never figured out how to deal with Worf hacking them to pieces. Physical damage is where its at yo.
Did you ever play the ancient space game, 'Stellar Winds'?
You upgraded your shields and weapons with different waveforms. If you scanned an enemy you could discover their shield waveform, then set your weapon waveform(if you had the right one) to match it to do significantly more damage. Setting your shields to counter their weapons was just as important for survival.
In a Pathfinderised mechanic, it would be something like this:
Energy weapons have one of three waveforms: sine, sawtooth or square. (Energy weapon equivalent to piercing/bludgeoning/slashing)
Shields have DR X bypassed by a specific waveform.
Modifications and class abilities might let you switch your weapon/shield's waveform to optimise it against your enemy.
Matthew Shelton wrote:
There are several basic categories of space travel in fiction. Which one(s) will Starfinder probably favor? or something else?
It has already been said that Starfinder uses a newly-discovered plane called Hyperspace that can only be entered by technological means and is used to traverse vast distances. Hyperspace is naturally empty, but tends to collect planar debris and fragments, so there may be some parts that are 'flavoured' by one of the more magical planes or another. I vaguely recall hearing it compared to random encounters, but I don't remember where that was said.
I don't really have any support of that level.