Casper5632's page

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I was interested in having my group take part in an adventure guide but wanted to test out the game first. They are currently level 2 going on 3 soon, and I saw they are the level appropriate for the 2nd adventure. Would my group be missing out on alot of backstory and make the game unplayable if I started them on adventure path 2 of 6 and skipped 1 of 6?

It is a group of 3 people, so would it be easier to just make them do 1 instead? I do want to make it fairly difficulty so I dont want to put them against crazy easy encounters.


The main reason as it stands now is that being in melee puts you at extreme disadvantages in areas that involve a lot of cover. He has been running into situations where he takes a few free hits because he cant take any cover when trying to make melee attacks.

Energy shields are nice, but they arent available at nearly the strengths that would be required to just ignore cover.

I am considering giving him the 2 AC shield but I dont want to do that and then have him smash through encounters because he acts like he has partial cover 100% of the time.

The third party shields wouldent be too useful since they take a hand to equip and you need to burn your action to even benefit from the AC boost for total defense.


After I made this post I found the phase shield in the armor upgrades section. It only gives +1 EAC, so it seems odd to give them the same thing for +2 to the players choice based on which one they had on them.


I have a player who is trying to make a tougher melee character. The main issue is when he uses a 2 hander he ends up getting turned into cheese because he isn't in powered armor and isnt interested in using it opting to be the agile melee instead of the literal tank.

Considering I have seen starfinder pictures of shields being used I offered to let him use a shield, but I am still not 100% sure on what would be fair. What would you suggest be give him in terms of benefits and limitations for a shield strapped to his arm? Obviously he cant use that arm for anything else as per standard d20 rules. Would it be balanced to give him the standard +2 AC (KAC and EAC) bonus, or should I make him decide which AC to apply it to? Should I let him use shields from pathfinder, or stick him with an ordinary shield? What would you suggest?


Dave2 wrote:

I bought 2 copies on Amazon booth were fine. So you could get the to send another.

Dave2

So you never had that fabric break off, or any crinkling sound as the binding adjusted from a few page turns at once?

I have literally already had them send me 3 copies. Should I just keep having them send me copies one after another until they send me a good one? The amazon return system doesnt even support repeated returns, and I have to email them myself to have the third one sent. I havent even had time to go ship the first one back and I am stuck with a bunch of broken books as a new one is sent.


I have purchased the core rulebook on amazon, and I have been shipped 3 different copies one after the other. Each time the fabric strip that sticks to the binding between the binding and the spine has either already broken off, or has broken off in the first few minutes of having the book open. Is this an issue with the book in general, or is amazon just sending me books that have already been returned without actually repairing them?

Would I have better luck ordering from Paizo directly? I can see the binding bends more of a ( when the fabric is in place, and when it breaks off the binding is more of a < shape to what page is open. I am assuming this will impact the lifespan of the book, and at the very least the sound of the adhesive breaking and adjusting would get frustrating as well.


Nevermind I found it. Thanks for clearing that up. My god that is a lot easier.


Grenades seem kind of odd how they are calculated when thrown. If I am reading it right when a throw misses the amount you missed by is decided by the targets AC. So if the target is extremely hard to hit and you dont roll well enough you could end up throwing the grenade so far away it doesnt hit anyone.

I assumed the rules for throwing grenades would just be an easy roll to throw the grenade into a target square, and then everyone in the blast radius gets a reflex save.

Is there a way to throw a grenade into an uninhabited square? I feel like that is how grenades work realistically. You dont need to be a pro pitcher to get a grenade in the general vicinity of a dude thats only 20 feet away, and a dude in a tank isnt going to act like a reverse magnet making the grenade launch away from himself.