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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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![]() 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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![]() 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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![]() 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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![]() 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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![]() 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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![]() GustavoMalek wrote:
Fine by me! You might find the blank version (available here) easier to use for your purposes. ![]()
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![]() Ivan Rûski wrote: If you do decide to go ahead with this, please keep us informed. I do think spell lists would be a must for this. Okay, here's what I've decided: Go big. I'll include all spells from the Core Rulebook as well, since chopswil's database includes the keyword tags. I won't be fixing/adjusting any spells, since I'm not a game designer. I'll include all of the spell lists, with each spell's school noted. And I won't be making anything available until every last PF1 product is published -- I'm fairly certain that there will be spells in Planar Adventures, for example, and I want to be sure to include everything, or else what's the point. That said, it's looking like it will be more than 600 pages, and maybe as much as 700 pages depending on the way things shake out. So it will probably be split into two volumes. Sit tight, we'll publish in a year or so. ![]()
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![]() I started playing around with this Spell Codex idea. Based on the database at www.d20pfsrd.com, there are around 2900 spells, of which around 600 appear in the Core Rulebook. I wrote up some stylesheets in InDesign to format the database, and including all 2900 spells it's going to come to around 550 pages -- just of spells. If we scrap out the 600 spells in the Core Rulebook, it trims down to around 440 pages. I haven't started messing around with class spell lists (level/name/short description) yet, but those would probably run another 50 pages or so. I'm not sure what other elements you all would want included in this product, but now's the time to discuss. A 500 page print-on-demand 8.5x11" book would run about $36 in full color or $7 in black and white -- I would sell them at cost through Amazon CreateSpace. I'm not sure the legality of publishing this stuff, but if everything here sounds good and someone can help me work out the legal issues, I can have something ready on amazon in a few weeks. |