Torbyne |
Ouachitonian,
I can agree to disagree on this one. you see it one way and i see it another. i would still like to know from the game designers point of view what the rules elements are that decide between light and heavy and in the setting if there is a visual element that sets the two categories apart... if only there was someone on the team who could put together some kind of blog or newsletter on the design, philosophy and under the hood workings of a game like Starfinder...
Torbyne |
I don't think the difference between light and heavy armour is the amount of protection provided and the amount of skill required to use.
Cosmetic effects are cosmetic only.
For some reason i am having trouble parsing your comment. You do not think the divide between light and heavy armor is based on how difficult it is to use or the amount of defense it provides?
i have been assuming it will be a trade off between AC vs DEX mod and tiered by level as weapons are.
So just to spit ball a concept, when light armor at your tier caps out at +6 K/EAC and DEX +4 Heavy armor might be more of +8 K/EAC and DEX+2 and they would scale up so that maybe light maxes out at a +14 K/EAC with a +10 DEX mod and Heavy is +20 K/EAC with a +6 DEX mod.
Basically they keep enough distance between them that you either need DEX or you notice the difference assuming that you are comparing armors of equal level.
Or would you break the armors out by improvement slots? Heavy armors are heavy because they can support more mods and support systems?
i would also think that there would be strong cosmetic break outs for different gear. a laser rifle shouldn't look like an assault rifle and nether should look like a flame thrower even if all three deal 2D6 damage and count as long arms. likewise, to me, a light armor shouldnt resemble heavy armor so closely, it takes away its cool factor and makes it less interesting.
Torbyne |
I don't think that Max Dex will go up to +10, because with what we've seen of stat gen and boosts, the absolute highest you can get any stat is 28 for a +9 mod (18 Char Gen Cap, +4 Leveling Boosts, +6 Enhancement)
True, i didnt mean those as actual projections, just illustrating that even if armor scales i am expecting higher DEX on light armors and higher default AC on heavy, basically at any tier the heavy will grant better AC with lower investment of resources beyond proficiency.
khadgar567 |
Shinigami02 wrote:I don't think that Max Dex will go up to +10, because with what we've seen of stat gen and boosts, the absolute highest you can get any stat is 28 for a +9 mod (18 Char Gen Cap, +4 Leveling Boosts, +6 Enhancement)True, i didnt mean those as actual projections, just illustrating that even if armor scales i am expecting higher DEX on light armors and higher default AC on heavy, basically at any tier the heavy will grant better AC with lower investment of resources beyond proficiency.
you know that depends on mods in the armor
Torbyne |
Torbyne wrote:you know that depends on mods in the armorShinigami02 wrote:I don't think that Max Dex will go up to +10, because with what we've seen of stat gen and boosts, the absolute highest you can get any stat is 28 for a +9 mod (18 Char Gen Cap, +4 Leveling Boosts, +6 Enhancement)True, i didnt mean those as actual projections, just illustrating that even if armor scales i am expecting higher DEX on light armors and higher default AC on heavy, basically at any tier the heavy will grant better AC with lower investment of resources beyond proficiency.
Yes, i am looking at default states for armors. i cant really state with any degree of confidence what armor mods will do. i would think that increasing DEX or AC would be basic mods. but if you can just slap a heavy plate mod onto you light armor, why is it light armor? i keep throwing out my ideas as examples but i still dont have a solid grasp of where the line is drawn between light and heavy. i suppose just allowing heavy to mount more mods could be the deciding point but that would be a little weird, kind of just making heavy better all around since you can get AC, DEX and support systems all in the same suit.
Fardragon |
1 person marked this as a favorite. |
Fardragon wrote:I don't think the difference between light and heavy armour is the amount of protection provided and the amount of skill required to use.
Cosmetic effects are cosmetic only.
For some reason i am having trouble parsing your comment. You do not think the divide between light and heavy armor is based on how difficult it is to use or the amount of defense it provides?
i have been assuming it will be a trade off between AC vs DEX mod and tiered by level as weapons are.
So just to spit ball a concept, when light armor at your tier caps out at +6 K/EAC and DEX +4 Heavy armor might be more of +8 K/EAC and DEX+2 and they would scale up so that maybe light maxes out at a +14 K/EAC with a +10 DEX mod and Heavy is +20 K/EAC with a +6 DEX mod.
Basically they keep enough distance between them that you either need DEX or you notice the difference assuming that you are comparing armors of equal level.
Or would you break the armors out by improvement slots? Heavy armors are heavy because they can support more mods and support systems?
i would also think that there would be strong cosmetic break outs for different gear. a laser rifle shouldn't look like an assault rifle and nether should look like a flame thrower even if all three deal 2D6 damage and count as long arms. likewise, to me, a light armor shouldnt resemble heavy armor so closely, it takes away its cool factor and makes it less interesting.
Yeah, me too.
Marking exam papers has turned my brain to mush.
Torbyne |
1 person marked this as a favorite. |
Torbyne wrote:Fardragon wrote:I don't think the difference between light and heavy armour is the amount of protection provided and the amount of skill required to use.
Cosmetic effects are cosmetic only.
For some reason i am having trouble parsing your comment. You do not think the divide between light and heavy armor is based on how difficult it is to use or the amount of defense it provides?
i have been assuming it will be a trade off between AC vs DEX mod and tiered by level as weapons are.
So just to spit ball a concept, when light armor at your tier caps out at +6 K/EAC and DEX +4 Heavy armor might be more of +8 K/EAC and DEX+2 and they would scale up so that maybe light maxes out at a +14 K/EAC with a +10 DEX mod and Heavy is +20 K/EAC with a +6 DEX mod.
Basically they keep enough distance between them that you either need DEX or you notice the difference assuming that you are comparing armors of equal level.
Or would you break the armors out by improvement slots? Heavy armors are heavy because they can support more mods and support systems?
i would also think that there would be strong cosmetic break outs for different gear. a laser rifle shouldn't look like an assault rifle and nether should look like a flame thrower even if all three deal 2D6 damage and count as long arms. likewise, to me, a light armor shouldnt resemble heavy armor so closely, it takes away its cool factor and makes it less interesting.
Yeah, me too.
Marking exam papers has turned my brain to mush.
That is fair though, studying for exams mushes student brains, doesnt it? Exams are just rough all around it seems.
Imbicatus |
Theliah Strongarm wrote:Wicked cool. Pure energy blades!Which seems to do slashing damage by default, unless things have changed since the developer game in January.
I think it does physical damage based on the type of weapon you manifest. The vesk solarion in the web Dm game had an energy gauntlet that was doing bludgeoning damage. I think there is an item or ability that would allow you to do fire against eac instead.
Jimbles the Mediocre |
Voss wrote:I think it does physical damage based on the type of weapon you manifest. The vesk solarion in the web Dm game had an energy gauntlet that was doing bludgeoning damage. I think there is an item or ability that would allow you to do fire against eac instead.Theliah Strongarm wrote:Wicked cool. Pure energy blades!Which seems to do slashing damage by default, unless things have changed since the developer game in January.
Since a Solarian's energy blade is analogous to a Monk's unarmed strike, it would make sense (to me, at least) for the solarian to gain the ability to switch or add attack types (such as fire, acid, etc.) as the solarian gains levels, similar to the way a Monk gains magic/lawful/adamantine qualities for his unarmed strike.
Torbyne |
Imbicatus wrote:Since a Solarian's energy blade is analogous to a Monk's unarmed strike, it would make sense (to me, at least) for the solarian to gain the ability to switch or add attack types (such as fire, acid, etc.) as the solarian gains levels, similar to the way a Monk gains magic/lawful/adamantine qualities for his unarmed strike.Voss wrote:I think it does physical damage based on the type of weapon you manifest. The vesk solarion in the web Dm game had an energy gauntlet that was doing bludgeoning damage. I think there is an item or ability that would allow you to do fire against eac instead.Theliah Strongarm wrote:Wicked cool. Pure energy blades!Which seems to do slashing damage by default, unless things have changed since the developer game in January.
Most classes seem to have an options bar where they can select the perks they want, its easy enough to imagine that Solarian get to choose two starting options, a physical manifestation type with comes with a physical damage type (S/B/P) and an energy type that they can switch too. so Altronus starts out with a slashing blade that can switch over to fire whereas the Ysoki from from a polar ice cap manifest a bludgeoning wrench that can do cold damage?
Hmm |
1 person marked this as a favorite. |
It's been a hectic week, but I finally got to read through Altronus's backstory here. Owen, you did a simply terrific job packing a whole bunch of world building in here.
Some of the stuff that I loved seeing: more on the culture of the Idari, the Kasatha Generation Ship, and the whole concept of the Adata, scientist/mage/priests whose sacred job is to study and preserve the memories of the dead... I am just geeking out over this so much.
Thanks to all the designers for putting so much thought and worldbuilding into these backstories. I will be sure to link to them when I run 1-00 Claim to Salvation in PBP. In fact, I may start linking to them now so that my players can start referencing them before play.
Each of these has been its own little GM, opening up portals in my brain to far off worlds. I love this!
Hugs,
Hmm
Owen K. C. Stephens Developer, Starfinder Team |
Oh, I thought that was also coming out at Gencon...
I wish it could be! It's a decades-old problem when releasing an RPG with key info over multiple books. We need the time to produce later books, and the income stream doesn't do well if we delay everything until its all in the warehouse.
But two months isn't so very long, plus we have First Contact, plus you can use pathfinder monsters with fair ease.
David knott 242 |
David knott 242 wrote:*checks Bestiaries 1 through 6*About how many monsters will be available to Starfinder GMs to use if they start their campaigns before Alien Archive comes out?
So I guess that means that it is a matter of how clear the conversion instructions in the Starfinder core rulebook are. I was hoping to be able to avoid creating my own conversions that are likely to be contradicted in some noticeable way when Alien Archive comes out.