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![]() Shisumo wrote: Personally, I think the technomancer is going to be a class archetype for any caster class, one that gives you a spell cache and some tech-related Focus Spells and feats; the arcane-focused technomancer would then be just a wizard with the technomancer archetype. Wizard is a pathfinder class, so I really can't imagine you'd be right about this. ![]()
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![]() moosher12 wrote:
Also "Species" is kind of a bonkers category to apply to something like Androids or robots ![]()
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![]() One thing I'd like to see is for you to really feel the damage to your ship. In 1e your ship would take damage to its hull points, but unless there was some critical system damage it wouldn't really make a difference. I'd like it if every time you were hit, some function of your ship would stop working. I'd *especially* like it if lots of things broke, all the time, at a rate that would be difficult or impossible to stay ahead of, and that people got *hurt*. Then you'd have to balance whether to keep firing or start fixing things and healing people, which sounds to me like the kind of meaningful choices that keep combat interesting. ![]()
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![]() Imagine that every SF2E character gets to choose a Free Archetype that represents their starship role, and then can choose feats from that Archetype that only relate to starship combat. For example, the "Captain" Archetype would include feats that would enable or alter the Demand, Encourage, and Taunt actions, and higher level feats that would enable Orders and Moving Speech, and additional cool captain stuff that the designers think of. ![]()
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![]() I roll all my weather events ahead of time, so I have a calendar with the expected weather for each day all planned out. If a weather event that is beyond the party's ability to handle is expected, I will give them advance notice; for example, "the ground here is very dry and covered in kindling -- you expect that a wildfire could break out at any time. How would you prepare for that?" That way they have a chance to prepare and it doesn't feel like a "surprise! You're dead!" scenario. ![]()
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![]() SuperBidi wrote:
So... you want to build a character with a glaring weakness (Professor X ain't dodging any fireballs), and then are upset that your character ends up having a weakness? It sounds like the system is giving you exactly the character you want. What am I missing? ![]()
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![]() Never expected it would be so much fun to be a healer. Healing is *powerful* and being able to pull off big-time in-combat heals makes you feel like an all-star at the table. My first PF2E character was a fighter with the Medicine skill and Battle Medic skill feat, and I had so much fun healing in combat that I eventually added the Medic Archetype. Super fun stuff. ![]()
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![]() AnimatedPaper wrote:
YES ![]()
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![]() NN959 wrote: Now ask yourself, which encounter do you think the vast majority of people will enjoy playing? N N 959 wrote:
I think you should probably take a step back, unflag that post, and realize that nobody is "misrepresenting" your position -- which, based on your most recent post, you seem to realize the difficulty you are having in conveying. ![]()
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![]() N N 959 wrote:
I don't understand. The standard difficulty setting is what it says on the tin. If you want it to be easier, add a level. What's "counter-intuitive" about that? It's the most intuitive thing I can imagine. ![]()
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![]() N N 959 wrote: If I have to *constantly* change the difficulty level of the encounters to compensate for the +10 crit mechanics, then I'm not going to GM. The most common suggestion is to give the players 1 extra level. Done. No further adjustment required. ![]()
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![]() One change I absolutely adore, that I haven't heard many people bring up, is that "ability damage" is no longer a thing. While ability damage in PF1 makes sense, having to recalculate my character sheet is the opposite of fun for me. I am *so happy* that PF2 replaces ability damage with easy conditions that do functionally the same thing without having to recalculate all the fiddly numbers that key off abilities in PF1. ![]()
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![]() I am really excited to get a copy of the Mwangi Expanse book, but I noticed on this page that I was given an Artist credit, even though I wasn't hired to provide work on this book (I imagine that some art I made for previous publications was reused). Should I expect a contributor copy, or should I go ahead and place an order? ![]()
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![]() Opsylum wrote: What are the chapters in this book? Exploring the Galaxy (backgrounds, class options, exploration systems, equipment) Infinite Worlds (building worlds, biomes, accord, alignment, magic, religion, technology)Sandbox Adventures Toolboxes ![]()
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![]() Claxon wrote:
Claxon, I think I finally get where you're coming from. I also like "easy mode" games, because sometimes I just like feeling like a badass. I totally get that. In PF1, though, if I don't nail character creation and level-ups, I'm stuck. If I made a bad choice anywhere along the lines, I'm boned. My character is bad and I will never feel like a badass.I like PF2 because it takes that choice out of my hands and puts character creation and level up into easy mode. I can take the choices that sound cool and be confident that my numbers will be where they need to be. And combat becomes challenging through tactics, and not through numbers. But there's a super easy solution to making PF2 combat easier if, like me, you want to play on easy mode -- just give everyone an extra level. Or two, sure. Now you're 5% more likely to hit. 5% more likely to crit. Harder to take down due to a tactical mistake. The difficulty ramps down in a predictable way. Disclaimer: I love both PF1 and PF2, and I don't think there's anything wrong with your preference. :) ![]()
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![]() Say I have the Knockdown fighter feat. It costs two actions --I get to make a strike, which if it hits, I can attempt a Trip without taking a multi-attack penalty. This is a pretty cool feat and I use it pretty often with my fighter. My question is this: My fighter uses a Maul, and since he has critical specialization, whenever he crits the target is knocked prone. If I use the Knockdown feat and the strike is a critical, then do I just waste the second action or do I get it back? ![]()
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![]() Cyder wrote:
PF2e rules in the Starfinder setting is my one wish for an RPG. Give me that and I will never play anything else. ![]()
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![]() Name: Crash Palaverous
Crash's absence gave us space in the party to add a tracker from the Thriae hive. My GM generously homebrewed a playable Thriae race and Zizzi the Ranger is now a member of the party. ![]()
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![]() I'm a bit concerned that Birnam's Bubble, the planet in Codex of Worlds that is completely incased in an impenetrable energy shield that is completely devoid of animal life, looks so much like earth. I mean, I can clearly see Turkey and the Caspian Sea. Is this what our future holds? ![]()
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![]() I kind of got the sense that the Medic archetype can only heal Stamina if the target is already into their HP. Like, if I'm at full HP but my Stamina is down by 20, the Medic can't heal my Stamina because the rule says you have to "restore Hit Points to a creature" in order for the surplus to go to Stamina. If I'm not down any HP, then they can't restore any HP to me, and therefore can't heal my Stamina. But after reading this conversation, it seems I might have misread this ability and Medics can heal Stamina even when the target is not into their HP? ![]()
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![]() Marco Massoudi wrote:
I don't know if it's been announced anywhere, but Amazon has pocket editions of Bestiary 6 and Villain Codex available on October 1st. ![]()
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![]() Coinspinner's Song wrote:
While it's technically the "Wild East," I think the Whistling Plains east of Taldor might be an interesting place to set this campaign. Access to magical railway might cause Taldor to want to expand/settle the vast frontier region. It has bison, worgs, and bulettes (which all sound very cowboy to me), but also lions, which might be a fun addition. Also, you've got the lawmen of the Taldan Horse trying to keep order, and native tribes of centaurs and gnolls to deal with. ![]()
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![]() I love the idea behind Aspect Catalysts, and especially the improved versions -- retributive strikes! I can imagine creatures not wanting to hit the Exergy Vanguard in order to avoid it's ridiculous catalyst, or even allies targeting the Inversion Vanguard in order to get a quick heal. ![]()
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![]() My players were shopping at Absalom Station before heading out to the gate of the 12 suns. They decided to recruit a bunch of graduate students to come with them for the adventure of a lifetime. The mystic didn't roll too hot on their Diplomacy check, so I thought they'd leave without any recruits, but then the operative decided that he'd try with Intimidate. I was impressed, and he rolled hot, so I gave him 2d6 fearful green grad students (he rolled 8 of them). This was my favorite part of the adventure so far. Of course, once the inevitable made it on board the Maiden, he immediately killed Craig the Scyphozoan, who was only 3 credits away from graduating. That means that my players have now indirectly caused the deaths of *two* graduate students (since Whaloss was trampled by a Mountain Eel on Castrovel). That bit of game tales aside, I am wondering what I should do after my players nuke the control building that operates the gate of the 12 suns. I know they are going to try it, and I am going to let them, but I'm not sure where to take the adventure from that point onward. ![]()
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![]() I also love the stamina mechanic from Starfinder because of the storytelling options it opens up, and because I think it does a much better job of representing the types of fights we see in media -- where the heroes will shake off lots and lots of minor hits but occasionally get hit real good, causing them an actual injury. One thing I have considered changing about the mechanic, however (and I'm not sure how to go about it), would be to have critical hits always interact with hp in some way. Whether that means applying the bonus critical hit damage to hp, or the entire hit to hp, or some other split I have no idea. But I like the idea of criticals causing *actual wounds* that last. ![]()
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![]() I want a book of class options -- Connections, Drone Chasses and Mods, Expertise Talents, Exploits, Fighting Styles, Gear Boosts, Improvisations, Magic Hacks, Mechanic Tricks, Specializations, and Stellar Revelations -- the things that make your character unique. Also, I would love to see any further setting material. I find the Starfinder setting to be delightfully weird and I want to know more about it. ![]()
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![]() I just started a wild west campaign last weekend. I posted my campaign's house rules here: http://westernterritories.obsidianportal.com For classes, I'm encouraging Alchemist, Brawler, Cavalier, Gunslinger, Hunter, Inquisitor, Mesmerist, Oracle, Ranger, Shaman, Sorcerer, Spirtualist, and Witch. I'm allowing Barbarian, Bloodrager, Cleric, Druid, Fighter, Investigator, Monk, Occultist, Psychic, Rogue, Slayer, and Warpriest. That means that I've disallowed Arcanist, Bard, Kineticist, Magus, Medium, Paladin, Skald, Summoner, Swashbuckler, Vigilante, and Wizard. I know that it might seem sacriligious to not have Bards, Paladins, and Wizards, but none of those classes seem to fit into the "Wild West" theme. I'm using the "Guns Everywhere" rules from Ultimate Combat, but I've also been struggling with prices for guns. $400 seems awfully expensive for a standard revolver! I just allowed my players to have whatever guns they wanted at the start of the campaign. I'll be watching this thread to see how it goes. ![]()
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![]() gustavo iglesias wrote: Yes. My point is the GM should make clear that the only clue they have is in that asteroid, and using nuclear weapons to open the door might not work well. If even then the PC want to nuke it because they don't care about the clues, fine The way I see it, the PCs think they are chasing the cult in order to stop them from opening the gate. They get a tip that the cult is holed up on this asteroid. As far as they know, this is the end of it. Kill the cult, and the threat is removed. Why would they think they need to gather any more "clues"? The cult, as far as they know, is here on this asteroid, and they have the capability to handle it. I don't see anything impetuous or careless in what my PCs were planning. How were they to know that the cult had already moved on? ![]()
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![]() gustavo iglesias wrote:
They thought the Cult of the Devourer was holed up there, and wanted to take them out. |