I have to assume you haven't kept up with news for SF2e for very long because most of these aren't news. 1) Starship combat has been constantly and repeatedly said to be still in playtesting. The team want to make it the best it can possibly be, so they're delaying it to such a time that it's actually fun. I haven't heard great things about SF1e's ship combat so I do think this is a very reasonable decision. Additionally, the GM Core releasing not long after launch is advertised as having "cinematic starship combat" which I assume is a more simplified and freeform system for when it suits the narrative, and a gap-filler until full detailed rules come out. 2) I mean, other than the Computers skill which can absolutely be made more engaging than "a single die roll", one of the, again, GM Core's advertised features is a hacking subsystem. 3) The playtest had rules for various gravity levels including low- and zero-G, I would also be disappointed if the full release came with none. There is a chance it's another thing shunted into the GM Core but even I agree that'd be a copout. 4) There is none, nor should there be. That concept is far too broad. You don't want ALL of science to be compacted into one single class. There is currently playtest documents for the Mechanic however which will be fully releasing in a later Core book. You seem to have a slight misunderstanding of what Starfiner is meant to be. It's not Sci-Fi, it's space fantasy. There is a sci-fi component to that but it's not the loadbearing pillar by any means. It seams like the team has made the decision to keep a lot of tech stuff for a later book, including classes like the Mechanic and Technomancer, and probably many other things. You're allowed to be unhappy with that of course, but it's still how things are.
Elephant In The Tavern: Have your forum thread be taken over by an argument about the remastered Wizard and/or Oracle.
You Either Die A Hero...: Land the killing blow on a character that was formerly your PC.
Errenor wrote:
For the record I agree with this criticism, I think Ulka's personality and values as outlined here are very confused and confusing, but I did see some criticism leveled against how (supposedly) needlessly edgy it is, which I don't think is valid criticism especially when compared to some of the earlier Meet the Iconics, most notably Seltyiel. Speaking of whom, it's true that we haven't had a new Meet The Iconics for Seltyiel, but the only returning Iconic we did get one for was Yoon (pretty justified I'd say) which to me implies the old 1e ones stand. And we did get an Iconic Encounter for him leading up to the release of Secrets of Magic, which were originally (and to some extent still are) meant to take the place of an entirely new Meet for returning Iconics. Reading through it... Yeah no nothing has changed, Seltyiel is still as much of an edgelord as before.
The Token Human: Have the only PC in your party with a common ancestry and heritage.
[GM] Ten Years Later...: Run a campaign that chronologically follows one you had just finished with that group.
It's an honor to see my previous suggestions now included in the google doc! Even if And A Fake Mustache has a small typo :P
As much as I make it a point to lambast remastered Oracle, my take on an ideal one is actually mostly in line with this iteration; I love the new Cursebound mechanics, and I think it was a good change to decouple the potential benefits from the curses themselves. In the curse management aspect Oracle is basically where I want it to be. Likewise, the ways Mysteries were expanded are great for the class, extra granted spells is something every divine class needs, it's nice to have access to a full deity's worth of domains per mystery now, The dealbreaker for me is the removal of Mystery Benefits, the granted feats they were replaced with by necessity cannot be as impactful which in my opinion is horrible for the class. Battle is particularly instructive here, it used to give you unconditional training with all martial weapons in a chosen weapon group (and actually advanced ones too when you got to expertise), and now... You can give your allies a buff to initiative. Which was their old initial focus spell, actually, the current one attempting (and failing) to fill the same need as the old Benefit, but it's just... Worse. I'm not certain what prompted this change, but it's for the worse, and the class would be better off with reworked benefits instead of granted feats. And also 3 slots, holy hell whey did they choose to give Oracle power by just giving it more slots
In very basic terms I wanna build a Persona protagonist. Gaining (and giving!) strength through deep bonds of friendship that let them blast a fireball into your face. I'm thinking Lashunta, Shadow connection seems the most apt if for the name alone but a Primal list is more conducive to the elemental blasting part of this so I guess we'll see what the final subclass spread is, aaaand I haven't looked at the playtest documents in a year so I have no clue past that.
Squark wrote:
Seconded, I legitimately find the new inclusions the most fun and inspired of the Starfinder Core 20 and I'm certain the design team can feel this too. Loving the god of internet and memes, loving the god of who the hell knows it just hatched, loving the god of being emo, great work from the Starfriends. Makes me wish they went further, like I understand the space (heh) Urgathoa occupies in a setting where undeath is rather more prevalent and leagues more accepted, but like... It's still just Urgathoa. Especially when a lot of the SF original deities returning from the 1e core 20 do kind of have a vibe of [PF2 deity] in SPACE!
I mean, for one, your group is never forced to incorporate any event that happens in the Pathfinder canon. The ending of the terror in Galt, the death of Gorum, hell, even Earthfall are as true as your GM decides they are. If your group doesn't have a reason or wish to play with the space a disruptive event creates, just... Ignore it.
Despite Everything, It's Still You - Play a character all the way from level 1 to level 20
SenahBirdR wrote: How broken up are the redemption codes? I'm curious if I could give codes for the Ruby Phoenix AP individuals while keeping the hardcover code for myself. Mostly I'm interested in the various maps, tiles, and society scenarios. If it's anything like previous ones, the codes are broken up by tier, so not super useful for your purposes
The wording is honestly pretty clear for once. Make an Intimidation check against all Undead and Unholy creatures within 30 feat. It cannot affect standard mindless Oozes or Constructs (unless they also have those traits) since you didn't roll an Intimidation check against them to begin with. It's also pretty clearly the RAI reading, an Exorcism is against ghosts and demons, not a funny mold or clay army man.
IceniQueen wrote:
Okay so. This entire, let's be real here, mess of a system is admittedly complicated and hard to grasp at first, but it does exist for important balance reasons. Prepared casters are very versatile since they can decide what spells to take every day, but open themselves up to a lot of risk by needing to call that shot at the start of the day. Spontaneous casters need to commit a lot harder to what they'll be doing in general since they learn a fixed spell repertoire, but have a lot more freedom within the day on which of their spells to use. If they were able to freely up/downcast (i.e. Heighten) their spells, they would be too adaptable compared to prepared casters, so they're restricted to using any spell they learn at the precise spell rank they learned it. To somewhat circumvent how unfun that is, there's multiple ways to deal with it, most notable is Signature Spells. Per each spell rank of spells you have learned, you can designate any one as your signature, which lets you freely heighten that spell to any rank that you have spell slots (or cast at a lower rank if you initially learned it at a higher rank than its base). Alternatively, you can simply learn a spell again at a higher rank, which isn't the worst choice (since every level you also get to freely change out one of your existing spells, in this case the lower rank one), especially if the spell in question only changes at specific breakpoints.
The section is perfectly usable, in general the Remaster didn't change most of the game's core mechanics and especially not the game's mathematical assumptions. I had a vary quick comparison between the GMG section and its remastered equivalent in GM Core, I couldn't see any notable differences besides minor changes in terminology (i.e. "Ability Modifier" to "Attribute Modifier", similar). That said, if you just really want the remastered one anyways, GM core is the book to get, though I personally wouldn't since you can always get those (and all other) rules for free right here on Archives of Nethys
Charmed/controlled, I would rule not, mostly on the grounds that RAW seems to suggest that a player could still declare their character (un)willing no matter what the character's state is, so I'd afford NPCs/Monsters the same courtesy. I'm specifically citing PC1 pg. 300 "Targets" regarding spells, though I'm aware PC1 pg. 426 "Targets" regarding effects in general has different language that's much less cut and dry. Diplomacy to Make Request on the other hand I would definitely rule in favor of. You're not making someone do something against their will, they're choosing to comply with your request thanks to your charisma.
0/ No, only 1st to 9th. Like all other features that grant a 10th rank spell, Archwizard's Spellcraft specifies that effects that grant additional slots or let you cast spells without slots do not work on it. Arcane Bond and Unified Magical Theory would need to outright specify that they can break this rule, which they does not. 1/ The feat says an extra use of Drain Bonded Item. No specification that it works differently with UMT in either the feat or the School, which would be needed to make it one per slot. 2/ Same answer and in fact the wording is more strict by saying one use. 3/ Correct, mostly, I think. This one doesn't give you any new spell slots, it alters their function by letting you prepare two simultaneous spells in a slot you already had. Also, the lower end is 3rd rank, not 4th, and it stretches to... Well, at least 9th, I'm actually not super sure how 10th rank spells' usual restrictions would apply to this, but I think it's kosher since you're technically not getting new slots. Spell Battery gives you 7th rank max, and Spell Mastery is indeed there too.
Zoken44 wrote: But they've said that while the rules would be compatible, the meta of the games would be very different. Hence easier access to flying has been a huge example they give for SF2e's meta difference. Couldn't this sort of thing fall into that meta difference? A different meta does not necessarily mean a different expected power level. Just, that power is allocated differently. Depending on how hard they want to go for the compatibility angle, the Starfriends need to keep class chassis considerations on par with each other and making up for the differences in more malleable areas like item strength instead, which they basically seem to have. That is, minus the overtuning of basically every class. Guns being effectively by default repeating is a very notable one, and all gear having an extra upgrade slot compared to rune progression is another. This would mean that a Wizard won't fall behind in SF since they get access to the same tools as everyone else, and a Mystic wouldn't pull ahead in PF because they're restricted to the same tools as everyone else. Ancestries, archetypes, feats, and especially items are a different can of worms though and would likely be much harder to truly balance, but classes realistically can just be balanced to be on par with Pathfinders's and still work in the new meta.
keftiu wrote: Speedrunning frequently involves clipping through walls, though those are usually referred to as named "skips" rather than by the general umbrella term. Speedrun Skip would probably cover the intent just fine! That or "Speedrun Strats" which is a much more peppy phrasing that still references the... What's that? The April Fools blog post? Aw dangit
HawaiianBiker wrote:
False, at least in the legacy rules! Focus Spellcasting rules have changed to make it so that any focus spell automatically adds a focus point too. A much better system. In legacy though, these were separate if often paired processes. Look at the language. Core Rulebook pg. 300 wrote: Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. The only exceptions seem to be: A) If you get a focus spell without already having a focus pool in which case you get one no matter what; Quote: You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell. Or B) If an effect states it's supposed to give you a focus pool but you already have one. Core Rulebook pg. 302 wrote: If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. It can be argued whether Domain Initiate meets any criteria that gives you more Focus Spells, I would personally avoid it altogether and switch to Remaster, but there's definitely no general rule that gives a focus point per focus spell, only an explanation that they're usually 1:1.
To be clear I already love this class. Much more than Mechanic. But it is very clear that they're struggling in multiple areas and I don't want that for them, so I figured I'll toss in some suggestions for what to do about it (I'm no game designer tho so take it with a heap of salt). Technomancer's action economy is bad and multiple subclasses struggle to get mileage out of their gimmicks. I think this would be alleviated if, across the board, their level 1 focus spells were 1-2 action spells that are meant to synergize with their spellshapes and overclocks and jailbreak benefits, instead of Even More Spellshapes. They could also get action compression feats that let them do X action plus spellshape, such as step/stride, shoot/reload, or take out an item like, for example, a spell gem. Paradoxically enough, they also don't really get good one-action tasks to fit into their turns, that aren't spellshapes at least, which means they're much more railroaded into always casting spells. While giving them ways to spellshape alongside other actions could alleviate this, I think the class just needs more to do in general. We've heard of casters that focus on their casting, Wizard and Sorcerer are both more or less no-frills hyper-effective casters, while I think there's definitely space (heh) to explore that even further in Starfinder I definitely don't think a concept as brimming with identity as "Technomancer" should be the place to do it. Which leads into my next point actually, which is that Technomancer doesn't have a ton of techy things to do despite the name. The flavor of the class is on point but the class really needs more ways to interact with ambient tech or carried gear above and beyond their spell list and the fairly narrow Overclock. This could be a perfect space to slot in more one-action feats and features past their spellshapes. More things like the Ammo Infector Virus! Technomancer is a fun idea, they need to do more with it!
wolaberry wrote:
I don't mean disrespect but I don't super know what that has to do with anything because 2e is not 1e. The experience is only so comparable. That said I'm mostly expecting Paizo to go back on the decision after all like you suggest might happen simply because of the backlash. Only time will tell. wolaberry wrote:
And this I vehemently disagree with. It majorly shifts the expectation to make high level play accessible from the structures set in place to make the rest of the system accessible and onto the community in private games. Many people will only play PFS and it leaves a bitter taste in my mouth to think that they're not even supposed to get the chance to play past the first half of (hopefully) a very well made game, especially when bumping the starting levels might very well alleviate some of the issues with higher level Org play.
I imagine it's a concideration for "skill monkey" classes, same as it is in PF2e. You're not barred from getting to expert at level 2, just... Very few things enable that. Not nothing though and telling the Envoy that they can't take the skill feat even though they have the right proficiency for it just doesn't seem right. On Technomancer though it's a questionable choice to make it a class feat requirement
I am incredibly discouraged to hear that there will be an imposed level cap. Most of the other changes I've heard in regards to the Society structure have been positive, but this completely killed my excitement for it. Paizo needs to do more to promote playing the full breadth of their games!!! Gah, whatever
I was someone that complained about WW and Mystic being 4 slot, so I'm personally really happy to see a 3 slot caster and am hopeful those classes will be toned down at release like they should be. That said, the adjustment doesn't treat Technomancer very nicely and I think they'll struggle quite bad unless we get staves (or equivalent) in SF2
Brought to you by the author of "Akashic Connection Should Be Deleted From The Game", now presenting: Mines Exocortex Needs To Be Reworked Beyond Recognition Or Replaced Outright It's mechanically (heh) poorly supported, has notable action economy problems, potentially has an even worse case of playtest Necromancer's grounded thralls issue, can potentially run out of its main class feature with no recourse (which as of remaster not even Alchemist does), and is just... Strangely narrow as a base concept. But I don't believe it's completely beyond saving. For one, making it a more nonspecific trapper than just mines could do it wonders in increased adaptability, and wouldn't compromise its area denial shtick. For another, it could focus on one mine (or ideally other traps but for now I'll stick to mine lingo to avoid confusion) at a time instead of peppering the battlefield with them, which would make it easier to balance letting you mod it and possibly removing their resource restrictions, though admittedly this would make it less unique. Even barring that, Mines Mechanic should absolutely get a default way to generate more mines mid-combat somehow, either at an action tax or reduced functionality or possibly both, similar to Alchemist.
Well, technically they're on par but I don't buy that. Wizard is trained in their tradition skill (Arcana) and 2+int free skills. Techno gets their tradition skill (Arcana), Computers, and 1+int free skills. That's guaranteed 3 for both of them, and yes, realistically a good amount more since they're int classes, but like... Why does Technomancer have a marginally worse version of Wizard's most notable weakness? I legitimately cannot think of another class, PF2 or SF2, that has 1+int free skills. So yeah, I think Technomancer should get a small bump up to 2+int free skills, as a treat.
Lyra Amary wrote:
Strange take IMO. Partly because we have heard the design team specifically talk about not wanting the SF2e classes to be too close to the PF2e ones. I agree there's room for overlap, there has to be some just by virtue of the systems needing to enable the same playstyles to the same degrees, but I do believe that striving for variation is good for both systems. And I think the current Mechanic mostly sits in the sweet-spot of being kind of Inventor-like but not being the same class again. Even if it could benefit from a bit more oomph. Seems to be a running trend of SF2 so far...
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.
Oni Shogun wrote: Are there any threads like this to suggest future products? We have this thread off the top of my head. Not official but neither is this errata one :P
Mangaholic13 wrote:
Decrypt these fists, ya keyboard masher! (This threat and argument are for comedic purposes only, I have no true quarrel with this opinion nor the person making it, I repeat do not shoot me)
Great series of posts, looking forward for the next! And I can pretty confidently say no obvious spelling mistakes this time :P Assuming they get the buff they so badly need, I'm hoping to make a Striker operative. I wanna lean into Operative's high mobility options (if those survive the playtest) and have like a parkour street brawler type character. I imagine they're like, a graffiti artist who's bringing color and shape to the ad-filled concrete(?) hellscape they hail from, I don't know the pact worlds setting well enough to figure out where that'd be.
Zoken44 wrote: Except now there are no forces of law and chaos. Not true actually. To our knowledge Axiomites and Proteans haven't ceased their conflict and their ideals haven't changed either. They just don't deal damage types powered by their ideologies anymore because Paizo technically doesn't have the rights to do that (without using the OGL which is the thing they don't want to do)
I say this as someone who currently exclusively uses the forums to socialize about Pathfinder stuff and currently does not participate in organized play at all: The org play stuff needs overhauls much more, I think priorities are misplaced on that one. That is, unless the reason for prioritizing the forums is mostly or entirely to do with the company's internal needs (i.e. easier moderation, easier reporting and removal of spam/harassment, better for the blog, etc.), in which case I do think it is warranted.
NorrKnekten wrote: No real answer for this, Just have to wait and see if it gets erratad. It has similar feel to the level 2 skill-feats which require expert proficiency (Possible to get at level 2 but only in edge cases) Oh the skill feat example is definitely a feature-not-bug. This is self-evident when it's not just one or two, and not even just legacy, but nearly every skill feat gated behind expert is level 2. Level 3 and 4 skill feats do exist but they most often relate to archetypes and rather often don't even require expert, just trained will do. Yes, there's pretty few ways to get expert at something at level 2, but you can get it, most notably every Rogue can, so honestly I think this is good design. Mythic Counterspell, not so much, I know of absolutely no way to cheat out Quick Recognition faster than normal since that one is strictly level-gated.
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