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QuidEst wrote: ...sneak things past somebody who... fails their society check to know the very specific thing a very common ancestry is famous for? ... Keep in mind what's common in the Pact Worlds might not be so wherever you're adventuring. It's a big galaxy.
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Yakman wrote: the question is: does SF 2E have a separate GM Core, or is it just one big tome?? It'd be strange to announce cover art for GM Core, then not make a book.
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CorvusMask wrote: Still not sure I like digital miniatures much, but I do kinda wonder if they keep showing a black dragon because they changed things or because they are trying to avoid spoilers despite that dragon's demand adventure cover has a green dragon xD They may just be removing the OGLism of dragon color=dragon type.
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Osokamata wrote: So scrying is in the Enginering phase and Scan (Helm Phase). Does this mean you ould have a science officer do a scan in the helm phase followed by the magic officer scry during the engineering phase? Engineering phase comes before helm phase. I do believe you could scry, then scan if you want more information about the enemy ship than a single check will give. (Or you are facing multiple ships.)
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Guntermench wrote: The game engine is designed around hands and action economy more than most anything else. If the engine can't handle ancestries with more than two hands, why include them at all? The current meta of "you have 4-6 arms but you can only use 2" just shines a spotlight on how badly the engine handles extra hands, and makes multi-armed a waste of word-count in a given ancestry. Fix the engine instead of crippling ancestries that were just fine in 1e.
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Guntermench wrote:
That entirely depends on how you phrase Unwieldy in 2e. If it's phrased something like "Attacking with an Unwieldy weapon is a Flourish action." then the problem of multiple unwieldy weapons is solved, since you get only one Flourish action per turn.
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Kishmo wrote:
This would also be my preferred solution. We already had Unweildy in 1e which limited you to 1 attack per turn with a given weapon, I see no reason not to port it to 2e.
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daoc2k wrote:
See Solarion crystals on page 194.
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moosher12 wrote:
I like this idea, even if it turns out to be a level 5 ancestry feat.
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I'm of the same opinion, there don't seem to be enough ancestry feats to relax the restrictions as you level up either. If Paizo is afraid of PCs wielding too many heavy weapons or shields, just limit heavy weapons or shields to one at a time regardless of arm count.
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Ed Reppert wrote: If WOTC owns IP rights to the word "focus" in the sense of an item used to aid in casting a spell, then IP law is seriously fscked and needs to be corrected. I thought that was changed not because of legal reasons, but to avoid confusion with Focus Points.
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I agree that the time for 3e is many years in the future still, but my wishlist for it: Divorce ability modifiers from ancestry and background completely, use something like Starfinder's ability quick-picks variant rule as the default. Front-load ancestries a little more. Bring back level 1 general feats for everyone. Maybe make stamina and revolve from Starfinder 1e a core part of the rules.
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An alternative to the combat pad is a simple stack of index cards. Write each players initiative on a single card, and stack them in initiative order. Flip a card to the back of the stack as turns end, and move a card in the stack if initiative changes. You can also use spare index cards to track monster HP.
As for conventions vs home settings: * Expect lots of background noise, you may need to talk louder then usual. This can be tiring, so bring throat lozenges and water as permitted by the venue. * If you're GMing low-level games, expect players who've never played before. You may wish to bring dice and minis to loan them. Establish who is responsible for providing pregenerated characters and new society member cards. This will often be the event organizer. * Be sure to print off plenty of chronicle sheets from the final page of the adventure. You may need up to 7 per table you run. I like to print 8 in case of major mistakes.
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The Raven Black wrote: Maybe they cost much more to produce too. I feel the overall quality of PFS scenarios has grown a lot. The overall quality of scenarios has definitely gone up since the early days of 1st edition PFS. They're also using more original art since those days.
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CorvusMask wrote:
I agree, and it's an easy to solve problem too; "This weapon has the Unwieldy quality. Attacking with such a weapon is a Flourish action, meaning it can be done once per turn."
I wouldn't count on it. APG FAQ, Remaster compatibility section states that those following the tenants of evil gain the unholy trait. This seems to clash with the Remaster in Society blog which states PCs may not be sanctified as unholy.
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Karmagator wrote:
The remaster was explicitly an all-hands-on-deck project that pulled folks away from said APs. edit: Source
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Swiftbrook wrote: As I've posted before, a price increase from $3.99 to $8.99 is a 125% increase. All production costs for these scenarios has already been paid, years ago. The only ongoing cost is the cost to maintain the files on the server and the web description pages. Under Paizo's current business practices, customers have access to digital purchases on the Paizo servers until the practices change, so these are (small) ongoing costs. Server space isn't free. The choice may well be increase prices, or wipe old 1e content from the servers to save space.
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Archpaladin Zousha wrote: My only question is this; Razmir already was too cowardly to take the Test of the Starstone before. That's why he set up the whole scam with Razmiran and his church in the first place. That's why he's been desperately trying to get his hands on the Sun Orchid Elixer to keep himself going. What about the gods infighting would actually make the actual Test any easier? The gods dont administer the Test or anything, it's essentially something Aroden set and seems to tailot istelf to whover makes it to the Starstone itself. And Razmir was at the peak of his power when he STARTED Razmiran, there's no indication he's done anything but stagnate. So what reason would Razmir have to actually try this time? Especially since it'd expose his lie for what it is? Even if he DID now have actual divine power his reputation would be ruined. Possibly desperation. If he's having no luck getting his hands on Sun Orchid Elixir and at an age where he's likely to run out the clock soon, he's got nothing to lose.
Magus Tata wrote:
I like this idea. As a long-time 1e GM just starting to pick up 2e, it would be nice to see adventures designed and tagged for those learning to GM the system. Currently, I have to look through available 1-4 adventures and rely on the reviews to see if a given adventure takes a more experienced GM or not. Having some scenarios designed around introducing GMs would alleviate that.
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JiCi wrote:
Depends which ones you mean? See, for example, Ivanova's less-than-stellar attempts at speaking Minbari on Babylon 5: "<Hat rack rat-catcher to forward weapons. Brickbat lingerie.>" And yes, magic is the problem-solver here, if you can convince someone whose language you don't speak to let you touch them with a charged spell.
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Thinking of how heavily SF1e favors lots of guns and gunners, plus gunner and pilot feeling like the only roles that really move the encounter forward... What if SF2e leaned into that and made lots of guns and gunners the norm? And finally, what if a starship gun's accuracy was completely decoupled from a character's proficiency in ranged handheld weapons? If a starship gun's accuracy was a function only of ship tier plus ship's tracking computer, it would solve a lot of problems such as melee fighters being sub-par gunners in SF1e.
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