Old Marm

Dimity's page

Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 63 posts (64 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character.



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THRIAE

give me bee girls


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Meat kineticist


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I kinda love this


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The length of the ship combat round is unspecified, so you can say that it costs 1 action to move to a different part of the ship. Done.


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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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A moon that eats people


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Can this book please include the Solarian, Vanguard, and Biohacker classes?


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SuperBidi wrote:

For example, one character that I like is the full mental character. Int, Wis and Cha + Con because hit points are important. But you're stuck with either Dex or Str if you don't want crippling Reflex. Full mental characters are definitely a trope, Professor Xavier is one of them that should definitely have low Str and Dex. It's sad you just can't play one without ending with a crippling Reflex save (AC is another problem, but I find Reflex to be much more of a problem on a backline character).

Another classic example is the unwise character. The Leroy Jenkins Fighter who starts at 8 Wisdom and sticks to it up to level 20. Nope, you can't play it without having a massive weakness. It's nowhere close to a strong build or whatever, it's just a type of character the system punishes...

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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I will be combining Book of the Dead and Guns & Gears to run a campaign where all of the PCs are undead cowboys, set in Utah in the 1880s. I'm exited to see what my players will come up with!


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My bard in Strength of Thousands is a cheerleader, so that's another way to flavor your RP: as someone who's super exited about their team and cheers them on at every opportunity.


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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:


3. Starfinder class conversions. Not the system or setting abandoned, but the Starfinder classes offered as either archetypes, class archetypes, or full PF2 classes for those of us that like the setting but not the system.
4. Related, a book with high-tech fantasy items and archetypes. Guns and Gers was a good start, but I want the technology guide.

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:
Malk_Content wrote:
The problem is NN you are talking as if your preference is universal.
NN959 wrote:
There is no legitimate or even good faith reading of my post that justifies your blatant attempt to misrepresent my position on this matter. As such I'm flagging your post. But misrepresentation of posters who take contrary positions is a tried and true method of tryin to "win" forum debates, at least here.
But earlier, NN959 wrote:
the vast majority of people

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:
Dimity wrote:
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.

The average person who buys an AP is not going to search the forums to find out that they need to add a level to any random AP. The overwhelming majority expect to play level 1 at level 1, as they should. When the AP says level 1, expecting a GM to know that's level 2 is nonsensical.

The more burden you put on GMs to have to figure out counter-intuitive changes like adding levels at the start of a level 1 AP, the less people will want to GM.

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:

Life often leaves me in a position where I don't have the energy to go BIG BRAIN tactics at the rpg table. I just want to smash s#%% like I'm godzilla and the enemy is regular citizens.

Having a character build that stood on its own was amenable because I could take the time (on my pace) to craft it. And you could get help from other people to optimize your character. But with PF2 you really have to optimize your actions in combat, which is way harder and requires much more thought because every situation is tactically different.

I just don't have the energy to deal with that s%%!.

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:

Likely unpopular opinion but I would love to a conversion for Starfinder to run using the PF2e rules concepts. I love the 3 action system, and many of the concepts in PF2e.

Other than that I want Paizo to keep making awesome and inspiring content for it

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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I like that if you spend all day playing video games, you'll receive a +1 bonus on your first saving throw the next day.


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Marco Massoudi wrote:
Marco Massoudi wrote:
Rick Kunz wrote:
Announced for May! Product image and description are not final and are subject to change.

Hey Rick, with the august 2019 products been revealed, but no Pocket Editions being among them, i wonder if there will be more after "Ultimate Wilderness" & "Occult Adventures"?

Imo at least "Bestiary 6" & "Monster Codex" should be done. ;-)

To answer my own question:

It may be that with the release of "Second Edition" in august, there is no time to focus on anything else in this month.

The other possibility is that the next wave will be announced only shortly before the release date.

It would be great if somebody from Paizo could answer the question:

-Are further Pathfinder (and Starfinder) pocket editions planned or is this it for the time being?

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 was lucky enough to see a pueo on my sole trip to Hawai'i. They are lovely birds.


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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:
Dimity wrote:

It's here: Golarion Megamap

Enjoy!

Extraordinary work, Dimity. I really liked the style you chose for the map.

If you allow me, I would like to translate your map's nomenclature into Portuguese for use in my campaigns. We could talk better by email if you prefer. Mine is gustavomalek (at) hotmail (dot) com

Fine by me! You might find the blank version (available here) easier to use for your purposes.


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Heather 540 wrote:
That is super cool. What did you use to make it?

The artwork was done in Photoshop. The labels, symbols, and lines were added in Illustrator.


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It's here: Golarion Megamap

Enjoy!


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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.