Gary Bush Venture-Captain, Nebraska—Omaha |
redpandamage wrote:What bonus do the mercenaries have to ranged attack?Looking over other creatures at CR 1/2, they have +3 and +6 attack bonuses. For others that's been +3 Melee and +6 Ranged, but in this case it is likely they have +3 with their pistols as they have been geared towards melee.
This was answered on the "Starfinder Society Scenarios First Wave Clarifications & Errata" thread on the Starfinder Society Role Playing Guild forum.
Here is the link.
Here is the quote from Thurston:
The ranged attack bonus of both the Quest Pack Mercenaries should be +3.
The ranged attack bonus of the miners should be +5.
Martin Laflamme |
Guys, I just played the Skreebara on part 4 (Salvage).
It is a dangerous beast, so I would advise to "read the room" before you go too hard on some players with it.
I went for a full attack +8/+8 1d6+3 +1d3 sonic, hitting twice.
That was good for the tension and made the combat epic enough, but it made some players think twice about their concept.. wondering if they should retrain for something else and wondering too much (for my taste at this point) about survivability for an introductory quest.
So.. my take on this, is that I will probably go for a single attacks next time... maybe even fight defensively.
Nothing says that the beast is suicidal even if it fights to the death.
Martin Laflamme |
Is it normal that Lawblight gunners have gunnery +8?
All the crew has 2 ranks per skills.It seems the whole piloting skill is used here, instead of just the piloting ranks+dex.
Please advise.
Thanks
Same seems to be true with the endless threnody with a +7 gunnery.
So either :1. their dex is very high.
2. there is a mistake here
3. I am misunderstanding the gunner check math.
Please advise.
Thanks
Gary Bush Venture-Captain, Nebraska—Omaha |
FLite Venture-Captain, California—Sacramento |
Woran Venture-Captain, Netherlands |
Magabeus |
I have ran this in 4.5 hours as an intro to SFS for experienced PFS players. This did not feel rushed.
I might have called the first of the starship combats (without the players noticing) by reducing the hullpoints of it to gain a bit of time. If you want to run this in 4.5 hours it is important to keep your eye on the clock, so you know where to speed up and where you can relax. The third quest is the one where you should be able to gain time.
Gary Bush Venture-Captain, Nebraska—Omaha |
A lot will depend on their familiarity with space combat.
Experienced PFS people or with another system will pick up the mechanics of the other quests quick enough. But space combat is a whole new beast.
I have found that once players are familiar with the how space combat works, it flows pretty well. The first space combat in the quests is long because of the amount of Hull Points the enemy ship has. The second space combat gives the players a sense of being vulnerable, which is also good.