I think that the Gunnery values given in the starship stat blocks (p306-315) are mistakes.
The Gunnery modifiers follow the same progression as the recommended skill modifiers for enemy crews on p326 (4+1.5*tier (ranks) for good skills, 9+1.5*tier (ranks) for master skills). But...
1. Gunnery modifiers aren't skill modifiers, they're attack modifiers (usually: BAB + dex bonus).
(Using the skill modifier table for Gunnery modifiers is akin to using the suggested skill value progression for monsters to determine their attack bonus -- something which (it seems) advances according to a different progression.)
2. It seems Gunnery modifiers should be much lower than skill modifiers.
(This is because the Gunnery modifier doesn't benefit from any of the extra boosts skills get, like the bonus for being a class skill, insight bonuses (from Skill Focus or class abilities), racial bonuses, theme bonuses, and the like.)
3. Contrary to what the text on p326 suggests, the Gunnery modifiers given in the stat blocks are higher (and sometimes much higher) than it's possible for PCs to obtain.
(On p326 it says "Most starship combat encounters are between characters of roughly equal level and skill". So the modifiers assigned to the crew of a tier X ship should be roughly comparable to the values an optimized PC of level X could have.
But while it's possible for PCs to have skill modifiers as high as those given for "master skills" -- 9+1.5*level, for every level from 1-20 (a Lashunta Operative with a maxed out attribute in the relevant skill will do the trick), it's impossible (math worked out here) for PCs to have Gunnery modifiers even close to 9+1.5*level -- the maximum PC Gunnery modifier starts off 5 behind that mark at level 1, and the gap grows to 10 by level 20.)
Yeah i found a very similar issue here when doing the second quest from 1-1. The enemy gunners have gunnery +7. Using lvl1 pregens the highest mod I had was for Iseph at +5, but since he was the pilot, everyone else was +1, +2, or +3. This seemed a bit unfair even with two gunners on the PC ship vs only one of the 2 gunners on the enemy ship.
The Environment section has some issues with Perception:
Stealth and Detection in a Forest: "in a Forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 (not 1) per 10 feet"
Stealth and Detection in Hills and Mountains: "The DCs of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not 1 per 10 feet."
Stealth and Detection in Urban Terrain: "In addition, settlements are often noisy, making Perception checks that rely on sound more difficult; this increases the DC of any such checks by 2 per 10 feet."
p177 Plasma Cannons have the "Burn" critical hit effect but are explode weapons that can't crit. Thanks to Ithnaar for pointing this out here.
Are we sure weapons that target grids don't crit on a 20? "Man, the ground really reflected the hell out of that explosion, way to land it in that shallow depression that magnified it!"
Core Book, page 225.
The Serum of Enhancement (Sensate) seems to have the wrong value for its effect. Every other serum gives a +2 insight bonus to at least two skills, and provides some other effect, but the Sensate version only provides a +1 insight bonus. Are Life Science and Mysticism such powerful skills that they merit getting half the benefit of the other serums for the same price?
This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell.
As part of the action to cast detect magic, you can use Mysticism to identify the properties and command words of magic items.
You can use Engineering to identify the properties and uses of technological items and devices such as starships and weapons, as well as alien technology.
The highlighted part of the Identify spell regarding "command words or passwords" is consistent with the Mysticism skill for identifying magical items, but inconsistent with the Engineer skill description for identifying technological items.
Either (1) the Identify Spell should be edited to remove any reference to identifying passwords [likely], (2) the Engineering skill should be edited to include the identification of passwords as something the skill can do [bizarre], or (3) there should be a FAQ that clarifies that with Identify, but only Identify, a check can be made to discover passwords [preferred].
Kudaku wrote:but the gist of it is that a line that run alongside but don't actually cross a border probably shouldn't give cover bonuses.And that's basically example #1 on page 253 (which those arguing for cover in a 5 foot corridor seem to be ignoring)
I don't want to sidetrack this thread but I'm having a hard time understanding your point. I'd appreciate it if you could elaborate, either in the thread I linked or via a PM. :)