With one possible exception, I am inclined to agree with you on Junior. Spoiler:
He may have been able to resist his father's telepathic check, though he would know that he would have to make the others believe he was dead, since they lack his defenses. That blocking a telepathic scan might have been shown in an earlier scene. Could anyone make out the header on the email that Mom got after performing the galaxy's stupidest web search on a company computer?
I was specifically referring to the Shining Knight, while leaving out the members shared with the JSA. I hadn't been sure they would bring up the rest of the team when the janitor suddenly manifested a sword a couple of weeks ago, or if they were just going to use him without all of the extra history.
RJ tried to be 'artistic' and push his own agenda and meaning in one movie of a nine movie saga. And it's not an agenda that doesn't deserve pushing, it's just horribly out of tune with the Skywalker Saga. Not Star Wars, but the corner of the Star Wars universe that is the Skywalker Saga. It's been done with the story of a young woman trying to find her father. That said, if you think that slow, daisy-chaining tactics, poor logistical planning, and a chase scene at a pace that makes glaciers look like pod-racers, as well as a leader who isn't willing to take the minimal steps to avoid gross misunderstandings, are marvelous Star Wars material, then I feel a little sorry for you. There are parts of TLJ that were worth keeping, and parts that actually foreshadowed some of the events of RoS, but overall, it felt like half a Star Wars movie, and half a ham-fisted attempt to wrest an entire saga to his will. RoS feels like Star Wars, all the way through. And yes, there were callbacks to a heck of a lot things from prior films, but that seemed appropriate for the finale of the entire saga.
Saw it yesterday, and after a night of restlessness trying to consider the implications of the events, I can definitely recommend this movie. While saying there is no CGI Leia is not entirely accurate, the only place it was used would have been CGI even if Carrie had been alive, and is mostly obvious because of lighting issues in the scene.
The reasoning is in part that having played through the scenario, you know what is coming, so have an advantage over the other players. This is one reason I make it clear to the GM that I have run, but not played, a scenario, and then let the other players make most if not all of the choices (if I make a knowledge roll or perception roll that would allow my character to have the information I already know, I will act on that information, otherwise, I let the other players walk me right into that trap...)
Grcles de Cross wrote:
Actually, those two sheets mean you have a -1 character that you can build as you like, apply the Welcome to Pathfinder Boon, and then apply the chronicles to that character either at first level (giving you 0, 1 or 2 xp) or at the appropriate level for the chronicle (meaning the 7th level pregen would come online when you hit 7th level). Since that -1 hasn't been played at second level or above, you have complete freedom to design any legal character.
I would certainly expect to see a second edition version of the ARG and ACG, since the crunch would need to be brought up to the new standards, and there will be a significant demand for more races and classes once people figure out what the system plays like. There may not be as many class options as in PF1, since some of them seem to have been at least partially folded together, and class feats might make hybrid classes obsolete.
Nefreet wrote:
I think that part of what you are missing here is that SFS exists to support Starfinder, not the other way around. SFS is one of literally countless possible campaigns for the Starfinder system. As a long-time GM, I'm not going to say (especially given the number of third party books out there), 'I am allowing everything but X, Y and Z.' Instead, I am going to say, 'I am allowing A, B, and C. As a single GM who is balancing one table, rather than trying to make a coherent set of rules for worldwide play under many GMs, if you want to do Q, discuss it with me.' Obviously, everything after that first sentence is not possible for SFS. So the guide says that the main Core races are allowed, plus anything in the Additional Resources, which is how they make things not in the Core book available, plus anything for which you have an official boon.
N N 959 wrote:
Congratulations on misquoting and misinterpreting once again. I wasn't quoting your apology, but rather your original argument (in the sense of making a case for a position). If you want to avoid the possibilities for exploits, the game design is very simple. The game will consist of a blank piece of paper. Pretty much anything more complex than that leaves room for rules exploits. And eventually, someone will find them. The BEST possible way to handle that, since everyone has blind spots, is to make sure that as many eyes as possible are put on it BEFORE it becomes official rules.
N N 959 wrote:
Misquoting 'possible' as 'probable' doesn't help you make an argument. No one, not even a very gifted game designer, is going to be able to run through every possible combination, so the best possible approach is to challenge others (who think differently than the designer) to find flaws and exploits in playtest. Years ago, I was fairly heavily involved in a game where the designers thought they had things worked out, the limited test group came up with results matching the expected outcomes... and within a month of the official publication, tactics outside what the designers had anticipated required scrapping the entire system and reworking it. And these were designers, and playtesters, who had been working on that system for DECADES.
Dracomicron wrote:
34 pages of the 68 page pdf for part 1 are scenario or summary. Another 5 pages are covers, ads and table of contents. That's significantly less than 2/3.
Khloranna Tosslespark wrote:
PM sent
VampByDay wrote:
It was covered in rainbow sparklies before the field was set up. Unfortunately no followers of Shelyn have been able to get regular enough contact with her to reach the levels where they could see through it. That might even be the real reason she is so hard to contact.
'In proper orbit' is not the same as geosynchronous. If the station being over a single point is your goal, then it WOULD be placed at geosynchronous orbit. Otherwise, it moves relative to the planet surface at a rate dictated by its orbital height. As long as you aren't putting it within the significant part of the planet's atmosphere (where Xenocrat's atmospheric drag would come into play), the station keeping would be handled by fairly infrequent bursts from the equivalent of maneuvering thrusters. To a pilot, calling those 'drives' would be about the same as calling a go-kart a sports car.
I would suggest a modified option 2, alongside option 3. The modified option 2 would allow you to choose one character per faction to be able to play faction related scenarios. As a relative latecomer I find myself filling out tables with a level appropriate character, but thinking I would much rather create a more coherent narrative with a faction appropriate character. This then means I need to run the scenario to get the faction Chronicle, without the enjoyment of seeing how the character would actually perform in the scenario.
Name: Sabha
Sabha had been living quietly in Bloodcove with her family for many years. Her affinity with fire magics was generally taken as a sign of her family's devotion to Sarenrae, though she did not appear to be particularly devout. She had been troubled by occasional nightmares since childhood, but thought that was normal for children. And then Sarenrae chose her. Suddenly gifted with healing abilities, but finding herself only speaking and comprehending Ignan in moments of stress, she now seeks to leave Bloodcove, and track down someone who can tell her why the nightmares have become more numerous, and even darker, or at least get away from this place before she hurts someone...
Swiftbrook wrote:
This is nearly exactly the solution I arrived at. For my Magus, the next best faction fit would be the Dataphiles, but she's not allowed to play in that sandbox.
This announcement nearly caused me to drop out of a session tonight. There is no good faction for the character I'm playing to go to. She is an historian and archaeologist who finds the Scarab Sages a perfect fit. There really does need to be a faction for students of history, even if the Scarab Sages themselves are no longer part of the Society.
The BIG difference from video games is that a tabletop rpg is designed to satisfy 4-7 people at the same time, rather than stroke the ego of a single individual. The real life social interactions are the benefit for agreeing to abide by restrictions that make it possible for everyone to be on roughly the same level. So if you don't feel that is something you can agree to, go back to your heavily modded Skyrim game that lets you do everything that you want. Don't insist that the majority of payers (as indicated by the posts in all of the threads you spew out) change to satisfy you. Because that isn't democracy, that's tyranny of the minority.
Spacecaptain Pillbug Lebowski wrote:
Carthoris was definitely hatched from an egg (see the end of the book A Princess of Mars). There's no mention of Tara of Helium's birth in the source material but it was almost certainly the same
About Zothar SparkleleafClass: Wizard
PFS:
Boons: PP: Chronicles: Stats:
Stats STR 13/+1 DEX 14/+2 CON 13/+2 INT 17/+3 WIS 12/+1 CHA 10/0 Defense :
HP: 7 AC 12 (10+2 (DEX) ) FF 10 | Touch 10 Fort +1 REF +2 Will +2 CMB +1 CMD 13 Offense:
Range: Crossbow Light + 2 to hit 1d8+1 DMG Melee: Quarter Staff +1 to hit 1d6+1 DMG Spells DC Save: 14 0 Level Spell ( 3) Acid Splash 1d3 acid Dmg Read Magic Dancing Lights 1st Level Spell (1) Shocking Grasp (t) 1d6 dmg Electric Skills:
KN: Arcana +6 (+3/ 1 Rank) KN : History +6 (+3/ 1 Rank) Perception + 2 Profession (Librarian) +3 ( 1 Rank ) Spellcraft +6 (+3 / 1 Rank) UMD +3 ( 1 Rank) Special Abilities:
Low Light Adaptability Elven Immunities Spell Focus Arcane Bond: Wand Arcane School: Universal Hand of Apprentice +3 Int Melee Range Feat :
Skill Focus Eschew Material Gear:
Spell Book Spell Pouch Explorers Outfit Scholar Outfit Wand of CLW GP: 69 |