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Marco Massoudi wrote:

Thank you for all the work you put into this cachorro8urubu!

It looks like Gen Con 2018 had the same negative effects on the Starfinder Armory, as Gen Con 2017 had on the Starfinder Core Rulebook - very short editing time, as it "had" to be ready for Gen Con...

How does the price of the foam grenades compare to the incendiary grenades?
If roughly the same, the foam should automatically put out the fire, as it is a very niche application imo.

Let's see... the prices for the Foam Granades are as follow: mk1 (lvl3) 410; mk2 (lvl9) 3,520; mk3 (lvl15) 26,100.

At the same time, the prices for the Incendiary Granades are: mk1 (lvl2) 375; mk2 (lvl6) 1,040; mk3 (lvl8) 2,800; mk4 (lvl12) 9,380; mk5 (lvl16) 44,00; mk6 (lvl18) 108,800.

Comparing the ones I've considered in the same tier, we have
Foam Granade...............Incendiary Granade
mk1/lvl3 410...............mk1/lvl2 373
mk2/lvl9 3,520.............mk3/lvl8 2,800
mk3/lvl15 26,100...........mk5/lvl16 44,00

The only major diference in pricing is on the third tier, but it is consistent with price gaps between lvls 15 and 16, and it is consistent with my assumptions of mk1 foam negating 3 damage (negating 75% of mk1 incendiaries), mk2 foam negating 9 damage (negating 100% of mk3 incendiaries and lower) and mk3 foam negating 15 damage (negating 100% of mk3 incendiaires or lower, 90% of mk4, less than 25% of mk5 and less than 10% of mk6).

After all this, I think I would use the rule of decreasing damage per lvl (mk1 3, mk2 9 & mk3 15) instead of negating damage on lower level granades, because the latter method wouldn't allow for any number of foam granades to extiguish a mk4 and above incendiary one, while the former would allow for x2 mk3 foams to garantee the extiguish of x1 mk4 or x1 mk5 incendiary, or for x3 mk3 foam to extinguish x1 mk6 (yeah, in this case you would be spending less credits on foam granades than was spent on the mk6 incendiary (and only in this case, since on the former, x2 mk3 foam against mk4 or mk5 incendiary, you spent more), but not by a long margin, and you would still be using 3 turns/actions to put out that fire that took only 1). Or you could use the dice values I've assign (mk1 foam 1d4, mk2 foan 1d6, mk3 foam 5d6), but I don't think it would fit quite as nicely.


Soooo... I was reading every entry for every weapon on both the Core rule book and the Armory, checking effects and stuff like that, when I came across the description for the foam granade (page 39) that states "This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round(...) this ends the burning condition or corrode effect if it reduces the amount of damage to 0", and then it lists no amount. That's fine, or it would be if the listed ties for the foam granade on page 26 had any listed amount of damage reduction, but they have nothing except "Explode (extinguish, [number] ft.)". The only number in there is for the radius of the explosion, but nothing for how much it diminshes the damage. The entry for the "extinguish" effect isn't any better, since it comments on expending charges, among other things (it's clearly meant for the "Cryospike" weapon), although it does comment on what happens when you extinguishes flames in an area. So... any errata for this part of the book? Anyway, until someone officially comments on it, I will assume that the "extinguish" special property functions for the granade as well, in such a way that it ends the burn condition regardless of it's damage output. Is either that or coming up with an appropriate amount, and for that I would have to compare the burn effect on incendiary granades of similar level/radius/price to have an idea what a coherent progression would be like...

[On one hand we have three tiers of Foam Granades, levels 3 to 15, at an even six levels apart, each tier with an increasing raidus of +10ft (so the tier three, at level 15 and costing 26k has an aoe of 30ft.). On the other, we have six tiers of Incendiary Granades, levels 2 to 18, at roughly 2~4 levels apart, with the first tier (lvl 2) at 5ft. radius, 1d4 burning damage (I'll not consider the regular fire damage, since the Foam Granade will not interact with it), the second and third tiers (lvl 6 & 8) at 10ft. radius, 1d6 burning damage, and the remaining tiers (lvl 12, 16 & 18) at 15ft. radius, and advancing from 3d6->5d6->6d6 burning damage. Comparing these two granades, what do we have? A radius x2 larger for the Foam Granade, compared to a similar lvl Incendiary Granade and... that's it. Now we have to see what a fair progression should look like. The mk1 Foam Granade should handle the mk1 Incendiary, the mk2 Foam should handle at least the mk3 Incendiary, and the mk3 Foam should be able to handle the mk5 Incendiary, on an basis of damage output... So shall we give the same dice for the foam granade? 1d4 for the mk1, 1d6 for the mk2 and 5d6 for the mk3? Or maybe we should consider their lvl has how much the damage is mitigated? Surprisingly, that would accomplish roughly the same result as the previous method, with the mk2 extinguishing a little bit more damage (it would be 3 for mk1, 9 for mk2 and 15 for mk3)]

...and that would take too much of my time


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Alexander Augunas wrote:
pithica42 wrote:
Alexander Augunas wrote:
pithica42 wrote:
Owen K. C. Stephens wrote:
Aunders wrote:
Any cool lore things that you're seeing?
I personally like the list of Manufacturers, beginning on page 55.

I agree, also...

** spoiler omitted **

Hey! I wrote that section! (The second one you quoted.)
It's kung fu that you do, too. My only complaint is that I wanted it to be longer. I was hoping for 2-3 pages of that. :)
Maybe if enough people ask, Keeley and Robert will let me do an expanded article about food and dietary requirements as backmatter in an AP or something. If you want more food lore, be sure to let the team know!

Wait whaaaat? We CAN get more food related content?! Show me were to sign! Let's take to streets!


pithica42 wrote:
Owen K. C. Stephens wrote:
Aunders wrote:
Any cool lore things that you're seeing?
I personally like the list of Manufacturers, beginning on page 55.

I agree, also...

** spoiler omitted **

Hey pithica42, can you give more details on mechanic tricks and drone mods?


Franz Lunzer wrote:
Right... Line weapons are weird that way.

Yeah, the only thing that can stop a line weapon attack is a target that is hit but doesn't take damage (DR, Emnergy Resistance or Hardiness). If you roll low on the attack, it just means that everybody dodged the attack, but it wasn't stoped. I guess that's why they made it be one attack against everyone's AC. The only thing I didn't figure is the ocasion of total cover. It's one thing the cover blocking the attack because you didn't surpassed it's hardness, but what is going on if you don't hit it's AC, but hit the one behind it? It doesn't stop your attack, according to the text, but it doesn't make sense for a wall to dodge...

Wait! Does a wall even have AC?, i though so, but whent back to the rules of breaking objects and found noting for walls (and other structures). Sooooo... I guess it's solved, walls can't dodge the line attack, but can stop the attack if you can't surpass it's hardness (that goes from 5 in a wooden wall up to 35 in a starship's bulkhead).


Charabdos, The Tidal King wrote:
Zaister wrote:
Not sure what you bey fallout weapons.
It's a video game series. Basically I meant if there's any pew pew plasma pistols and rifles as opposed to flamethrower style plasma guns.

I think you're getting the flavor of the plasma weapons wrong. The "line" property is not meant to be an analog of a flamethrower (wich has the "blast" property, a cone attack in the first range increment). The "line" is a single shot that pierces through all targets it hits. It's a very much pew pew atack, but it can hit targets behind the first one (unfortunately, all "line" weapons are "unwielding", so you can fire only once per round). If you really dislike this proprerty (or want to fire more than once per round), the plasma caster longarms exchange the "line"property for the boost. But yeah, there are no such options for pistols in the core book, so maybe that's what you're looking for in this book.

Tldr; plasma guns are "line" weapons, flamethrowers are "blast" weapons. Flame rifles and flame pistol are "line" weapons with a very flamethrower feel (you could say they are focused flamethrowers), but I still get a strong "fallout" vibe fro "line" plasma guns, each shot so hot that it pierces the target. It's the same mechanic for both these last weapons, but with a different flavor to then imo


Zaister wrote:
Marco Massoudi wrote:
Zaister, can you share the new class features for equipment-focused characters mentioned above?

Well there are quite a few, each class gets a two-page-spread containing various new options:

Envoy:** spoiler omitted **

Mechanic:** spoiler omitted **

Mystic:** spoiler omitted **

Operative:** spoiler omitted **

Solarian:** spoiler omitted **

Soldier:** spoiler omitted **...

Could I get a little description of the Mechanic Triks and Drone Mods you mentioned? And thanks for the good work!