Hiruma Kai |
That... actually sounds pretty interesting and cool.
I haven't even considered it might work this way due to being used to 4e's "you can only take zone damage from the same source once per turn".
Now my personal guess given the potential numbers being thrown around, it probably isn't per square, but maybe per action, however the presented text does need clarification. Even in that case 2d6 bonus damage on a tactical relocation of both yourself and enemy for "free" would still see use.
Also a question for crush, I'd like to know if you need to spend the resolve for the stun effect before or after the saving throw. In a 1 on 4 fight with a CR+3 enemy, having a 25% chance to remove their complete turn and make them drop their held weapons is statistically worth it. Probably not if you're also wagering a resolve point.
IonutRO |
JetSetRadio |
Ventnor wrote:I wouldn't!IonutRO wrote:Now, this will either make or break the class for me, but.... can they manifest wings?I'd be fine if they flew via manipulating gravity.
I would be cool with it.
Imbicatus |
Ventnor wrote:I wouldn't!IonutRO wrote:Now, this will either make or break the class for me, but.... can they manifest wings?I'd be fine if they flew via manipulating gravity.
Looks like a Sarcesian Solarion is what you want.
JetSetRadio |
Well one of the great things we've seen so far with flavour in Starfinder is that you're often free to define your own. So whilst mechanically they all work the same way, you can probably have a Solarian that flies thanks to flaming wings, in a green sphere or just by floating around.
That's how I always see it.
IonutRO |
That wouldn't stop it from being an Entropy power mechanically, no matter how you make it look. And for society play it wouldn't be allowed to begin with. And if Solarians can't fly under their own power to begin with (seeing how common Jetpacks and Jumpjets have been slated to be, it would be silly not to allow them to fly), then it's entirely up to luck if you find a GM that homebrews a power for them to fly with.
Mark Seifter Designer |
9 people marked this as a favorite. |
The real twist in making the descriptive thematics interesting is defining the visuals for what happens when you use a graviton power while in photon stellar mode and vice versa. How are they affected from the baseline? So let's say you have a gravity control power that lets you fly by manipulating gravity (like the guys in Stormlight that First World Bard mentioned) but that you use it while you're in photon stellar mode, a mode characterized by flashy displays of radiance. Who's to say that wouldn't manifest as glowing wings of solar energy spilling out from you and flapping and shifting in a complex pattern that turns out, to an observer skilled in physics, to match precisely an equal but opposite reaction to the shifts you are instinctively making to gravity in order to fly? That could also be a way to fly that has visible wing manifestations but doesn't stop working in a vacuum like wings based on air flow would.
Evilgm |
Considering you want to recreate something from a completely different setting in the game, you're probably going to have to be more open-minded about what you can and cannot use to represent it. You're choosing to only use solar revelations and then saying that you can't do what you want with the class- you can easily have the same concept that uses gravity powers and never talks about it, so from the point of view of all onlookers they just use solar powers.
Ventnor |
Kiln Norn wrote:Hey guys I figured out the graviton recruitment slogan.
"Come to the graviton side, we're attractive."
Feros the Light Solarian wrote:"Come to the solar side, we're radiant.""Come to both sides, we actually understand what a 'cycle' is."
Come to no side, everyone's a part of the cycle.
Luna Protege |
1 person marked this as a favorite. |
Kiln Norn wrote:Hey guys I figured out the graviton recruitment slogan.
"Come to the graviton side, we're attractive."
Feros the Light Solarian wrote:"Come to the solar side, we're radiant.""Come to both sides, we actually understand what a 'cycle' is."
Well, a wax and wane of only one half of the balance is still a cycle. It's just a cycle of progression. Like a wax and wane of brightness in the sun in a cycle of solar flares, but doesn't have to crunch back down into a new star or a black hole after the burst, as it doesn't expend itself entirely with the solar flare.
... True cycles in nature are not always a continuous ring; sometimes its many interconnected loops, in a sort of Spirograph. Sometimes its a spiral. Sometimes its a double helix.
Even a true cycle of opposites doesn't require that the same entity play both sides. Imagine a binary system, where one star is doing all the light emitting, and another is doing all the gravitational legwork. The brighter star benefits from the fuel that the bigger star pulls in, and the larger star benefits from the extra heat from the brighter one, giving it an increased heat it could not obtain on its own since its heavier elements might not be able to fuse as easily.
... Which brings us to a point actually relevant to Solarions. If you pair two of them up, one using light, while the other uses dark, it seems like a very effective strategy. The Dark Side one pulls in the mooks, and the Light side one can stay relatively still and benefit from the gravitational abilities of their partner by basically doing full round attacks every round.
Or something like that. Heck, the light one could flame orbit around the Graviton one, and then the graviton one could forcefully pull everyone THROUGH the flames with their final Graviton thing. And then, they're in perfect positioning for the Light one to do their final burst on all the enemies that were just drawn in.
... Granted, doing that last one perfectly probably requires two doing radiant, and one doing graviton. But it does make one wonder what a whole team of Solarions can pull off with teamwork like that while splitting the roles.
UnArcaneElection |
This might just be me but I really want to get to 3 graviton, orbit backward and then black hole a group into the fire. Of course if a soldier can then grenade them or do something explodey it wouldn't hurt either.
I would think you'd WANT it to hurt, otherwise it sort of defeats the purpose . . . .
Ashanderai |
1 person marked this as a favorite. |
Kiln Norn wrote:Welcome to the graviton side; as if you had a choice.Hey guys I figured out the graviton recruitment slogan.
"Come to the graviton side, we're attractive."
Come over to the graviton side. We have chocolate donut holes.
Jaxom Faux |
JRutterbush wrote:Come to no side, everyone's a part of the cycle.Kiln Norn wrote:Hey guys I figured out the graviton recruitment slogan.
"Come to the graviton side, we're attractive."
Feros the Light Solarian wrote:"Come to the solar side, we're radiant.""Come to both sides, we actually understand what a 'cycle' is."
Embrace the cycle, we're attractive AND shiny!
jack ferencz |
I've already got some FAQ questions:
1) Does the fire damage from blazing orbit trigger for *each* square you enter? I.e. if you enter one square, take 2d6, enter the next, take another 2d6?
2) Does forced movement into those squares, say from the same or a different Solarian's black hole power, which moves an enemy closer, trigger the damage?
Depending on exact numbers, that might be an easy 12d6 from a move (can Black hole move you 6 squares?) and a standard action (is Black hole standard? Full round?) with no resource cost at 6th. Maybe something like 24d6 at 10th. And just for sillies, something like 54d6 at 20th (although maybe you can have faster base movement and pull farther at higher level?) Although I'm guessing Black hole gives a save.
I.e. Solarian is in over his head up front after 3 rounds of combat in and is Gravity attuned, activates Blazing Orbit and moves away with concealment, then draws an enemy through his flames to his friends via Blackhole. Move + Attack damage + better positioning of the enemy at the end. Might not be as good as a full attack in terms of raw damage output, but I could see it being the right move in some situations.
Anyways I'm looking forward to what kind of silly combos one can build between team members.
This seems both incredibly cool and eminently reasonable, especially since the class seems like it will have a lot of battlefield control options
Quandary |
I'm curious: Apparently spells will generally come with Standard and Full-Round manifestations depending how you choose to cast them. (better matching action economy of physical combat with Standard vs Full Attacks).
OK.
But will non-Spell "Su" abilities (if that distinction remains in SF) also have Standard/F-R variability like that? If anything, spells sound like they will be de-emphasized, insofar as there are no 9 level casters, leaving class abilities with "1/2 level + 10 DC" as highest DC options. Seems odd if they didn't get the Standard/F-R dichotomy treatment, but haven't heard much about that so far.
Or is the idea that specific abilities will be scoped re: power depending on what action they use, so there will be more powerful abilities that require F-R (only), medium powers that use Standard (only), weaker ones that use Move Actions... or whatever better name you've picked now (only)? I suppose the same could go for spells themselves (which we've heard that only SOME scale in power/effect based on choice of action to cast), other spells could not have variable casting/power choices, but could be fixed standard, full-round, "move", swift, etc. The same goes for "special" physical combat, where some options could allow Standard or F-R (possibly with different trade-offs than the vanilla standard/F-R attack uses), some could be fixed to specific actions and not scale up/down.
???
allvaldr |
Rysky wrote:Actually it seems NONE of the new classes have any alignment restrictions whatsoever. Wonder why that is? ;)Because Alignment apparently doesn't mean anything in Starfinder. I'm actually kinda curious why they even bothered keeping it.
It is NOT the case that alignment doesn't mean anything.
It IS the case that fewer rules interact directly with alignment. Not NO rules, but a LOT fewer rules.
I like this. If there's only very few rules where alignment still has an impact I might be able to houserule it completely out of the game without breaking as much as in PF/D&D.
First World Bard |
I am sure that alignment will matter to anyone who gets shot by or who attempts to use a holy plasma cannon.
Earleir in this thread Owen has said that Starfinder Holy isn't the same as Pathfinder Holy, and is a reasonable thing for low level Starfinder PCs to have. My guess: it will do extra damage to creatures with the Evil subtype (Devils, Demons and the like), but not simply to creatures with an evil alignment.
Edit: Link here
Rysky the Dark Solarion |
Rysky the Dark Solarion wrote:What makes them better than Evil Outsider Baned weapons then? Going Through their natural DR? It'd be better just to combine it with Bane then.You are assuming that Bane weapons (and DR) are still in Starfinder.
Point, and while I won't really miss DR I'll be sad if Bane weapons are gone.
Owen K. C. Stephens Developer, Starfinder Team |
9 people marked this as a favorite. |
:(
What makes them better than Evil Outsider Baned weapons then? Going Through their natural DR? It'd be better just to combine it with Bane then.
Well, for starters, bane is also not the same as in Pathfinder.
There really is a reason we are presenting this as a new game.
Rysky the Dark Solarion |
Rysky the Dark Solarion wrote::(
What makes them better than Evil Outsider Baned weapons then? Going Through their natural DR? It'd be better just to combine it with Bane then.
Well, for starters, bane is also not the same as in Pathfinder.
There really is a reason we are presenting this as a new game.
(with just enough ties though)
On one hand, yay! Bane!
On the other, it's not the same, hmm...
Rysky the Dark Solarion |
1 person marked this as a favorite. |
To expand on it, yes, this is a new game. Built upon a previous game. A couple of previous games.
And familiar terms that mean a certain thing in the previous game keep being mentioned and with no knowledge of how they work in this new game we default to what we do know until and if you tell us otherwise.
Alignment is in this game, except it doesn't work in all ways like Alignmnet we know.
Bane and Holy are in this game, except it doesn't work like previous versions.
So without knowing how they do work we default to what we do know.
"You assume they work the same." Yes, until we are told otherwise. And we aren't told otherwise until we bring it up.
Remy P Gilbeau |
To expand on it, yes, this is a new game. Built upon a previous game. A couple of previous games.
And familiar terms that mean a certain thing in the previous game keep being mentioned and with no knowledge of how they work in this new game we default to what we do know until and if you tell us otherwise.
Alignment is in this game, except it doesn't work in all ways like Alignmnet we know.
Bane and Holy are in this game, except it doesn't work like previous versions.
So without knowing how they do work we default to what we do know.
"You assume they work the same." Yes, until we are told otherwise. And we aren't told otherwise until we bring it up.
"You assume they work the same, even after being repeatedly told, over and over, on a wide variety of broad and narrow subjects, 'No, that doesn't work the same as it did.'"
At this point, it seems a safer bet to believe, "If I recognize a name, it probably doesn't work the same way it used to."
Rysky the Dark Solarion |
Yes, we have been told specific things don't work the same, but some do, and some things still exist. And we don't know until we ask or it's talked about.
There's still Alignment, supposedly 9 of them. How they interact with everything is what is in question which is why I keep asking.
I'm not going to simply assume absolutely everything is different due to a lack of information.
Wraithguard |
And familiar terms that mean a certain thing in the previous game keep being mentioned and with no knowledge of how they work in this new game we default to what we do know until and if you tell us otherwise.
I don't recall when, but at some point I just started ignoring all the previous definitions for these things. I thought it was a good time to start with a clean mental chalkboard. :)
Rysky the Dark Solarion |
Rysky wrote:And familiar terms that mean a certain thing in the previous game keep being mentioned and with no knowledge of how they work in this new game we default to what we do know until and if you tell us otherwise.I don't recall when, but at some point I just started ignoring all the previous definitions for these things. I thought it was a good time to start with a clean mental chalkboard. :)
Well seeing as how I still intend to play Pathfinder as well I kinda can't :3
Master Pugwampi |
4 people marked this as a favorite. |
Wraithguard wrote:Well seeing as how I still intend to play Pathfinder as well I kinda can't :3Rysky wrote:And familiar terms that mean a certain thing in the previous game keep being mentioned and with no knowledge of how they work in this new game we default to what we do know until and if you tell us otherwise.I don't recall when, but at some point I just started ignoring all the previous definitions for these things. I thought it was a good time to start with a clean mental chalkboard. :)
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