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I've been loving your choices on tiers. #1-06 (the first tier 3-6) came out perhaps a month early, but most players have at least two PCs now with their primary hitting level 5.
Personally, I'm hoping to see tier 7-10 this Fall.
I think a lot of people are looking forward to Pact Worlds race boons, especially SRO. While I'd like to play an SRO too, I'm much more excited for playing races introduced in first contact scenarios such as Ghibrani and Morlamaw.

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Arc Riley wrote:I think a lot of people are looking forward to Pact Worlds race boons, especially SRO.I personally hope its never released as a SFS legal race. Immunity to disease and poison is too disruptive when you can't work around it as a GM.
Disease and poison don't come up very often, and I'm not aware of any situation that requires PCs be susceptible to them for the story.
I think this more than balances out those immunities;
SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved.
So your party healer channels, everyone gets healed for 25HP but your SRO only heals for 12HP. Certainly there's other ways for an SRO to heal, but I'm betting that getting half the benefit of party-wide healing comes up far more often than disease or poison.

kaid |

Shaudius wrote:Arc Riley wrote:I think a lot of people are looking forward to Pact Worlds race boons, especially SRO.I personally hope its never released as a SFS legal race. Immunity to disease and poison is too disruptive when you can't work around it as a GM.Disease and poison don't come up very often, and I'm not aware of any situation that requires PCs be susceptible to them for the story.
I think this more than balances out those immunities;
Pact Worlds, page 213 wrote:SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved.So your party healer channels, everyone gets healed for 25HP but your SRO only heals for 12HP. Certainly there's other ways for an SRO to heal, but I'm betting that getting half the benefit of party-wide healing comes up far more often than disease or poison.
SRO can benefit though from construct mending/healing spells fully though so Technomancers are their friends. But it definitely is a limitation but they do pack a lot of immunities so it probably balances out. Also if you have an envoy make sure you give the SRO in your group a stam bump once per fight if you have that ability to lessen the HP damage they take.

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I'll be GMing the 4th book of Dead Suns soon, and my –701 is currently 6th level, so I'd certainly like to see some 5-8s and 7-10s coming soon.
And, I know I'm a broken record when it comes to this, but when you're drafting up scenarios that follow up on Boons or NPCs from previous scenarios, please please please make the follow up one Tier higher.
I keep missing out on fun storyline connections because I have to play them with different characters.

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...and I'm not aware of any situation that requires PCs be susceptible to them for the story.
I'm not sure why that's at all relevant, there's practically no situation where you being susceptible to damage would be required for the story that doesn't mean that a creature with natural DR 75/- would be balanced.
If you don't want poison or disease to ever come up, make SROs legal, because such immunity in the player community completely changes the meta of design space.
I mean I've personally experienced it in Dead Suns with GMs specifically disallowing non-humanoid races because of their immunity to something there (although SROs are somehow subject to these effects although with a bonus.)

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Arc Riley wrote:...and I'm not aware of any situation that requires PCs be susceptible to them for the story.I'm not sure why that's at all relevant, there's practically no situation where you being susceptible to damage would be required for the story that doesn't mean that a creature with natural DR 75/- would be balanced.
If you don't want poison or disease to ever come up, make SROs legal, because such immunity in the player community completely changes the meta of design space.
I mean I've personally experienced it in Dead Suns with GMs specifically disallowing non-humanoid races because of their immunity to something there (although SROs are somehow subject to these effects although with a bonus.)
So because a race is immune to something it can never be used? That is utter nonsense. The only time it would matter is if the scenario "requires" the players to be poisoned or diseased. Even if that did happen all that it requires to still work is "this poison is not affected by immunity or resistance.
With your logic, every race but human should be banned because they all could invalidate something. Oh, androids don't have to breathe, well that mechanics worthless. Oh, vesk are always armed, guess no ambushes.

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Arc Riley wrote:...and I'm not aware of any situation that requires PCs be susceptible to them for the story.If you don't want poison or disease to ever come up, make SROs legal, because such immunity in the player community completely changes the meta of design space.
Morlamaws have a racial cold resistance 5 so he was completely unaffected by supernatural cold and just bounded down the center corridor. The skeletal crew attempting to flank the party were blocked and all 3 were destroyed by 2d6 fire damage when he went supernova. The Morlamaw laughs maniacally as they turn to ash.
The other 5 PCs were easily able to dispatch the 3 skeletal crew going down the side corridor where the necromantic generators were shut off.
I've run Quests many times, I've never seen this encounter go so easily. An SRO would be very much affected by the cold damage here, but there will certainly be some encounters where their immunities allow them to kick ass.
And that's OK, the writers for Starfinder Society include a wide variety of challenges in each scenario such that a single skill, power, resistance, or immunity doesn't break a whole session.

Tyrnis |

@Deranged - They're not designed to fit into the APs, but there are some that you could probably work in. For Society play, you're expected to run the scenarios and APs as-is, but in your home games, it would be _very_ easy to borrow liberally from them.
As an example, after the PCs become minor celebrities in Incident at Absalom Station, maybe then they get invited to be the crew that handles Live Exploration Extreme! Or you could even combine Zo! and his camera crew with the trip to the Temple of the Twelve, making it a long-term show where the highlights are regularly broadcast to the audience. Survivor: Ukulam Edition!
Even for Society play, we're starting to see more of the scenarios that are follow-ons to prior adventures, so while you don't get a full-on AP out of it, you do have continuous story elements and recurring NPCs.

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Thursty, thanks for the info. I know that Starfinder has garnered a huge following in my area. Mostly due to the great content, but I think that my enthusiasm may have player a part in some small way. I dove into Starfinder head first and didn't even check to see if there was water in the pool (thankfully, there was).
Keep up the great work!