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![]() Thanks, that's good advice. I'll likely also have the ship descend a bit in altitude to be able to target PCs. The cannons only have a range of 30' -- and if I assume attack modifier to hit is a typo, since there's also a basic reflex save, then they'll need to be within 30' to target PCs (vs. being able to fire longer with modifiers for range). ![]()
![]() I'm running this adventure now and we're just entering the final combat. I'm curious how others ran it. 1) The way I read Weapon Systems Activate, it can't be used in the first two rounds of combat because it requires Star to have actions and they don't act in round 1 and are creating the wall of wind in round 2. Is that right? 2) I made the cannons medium-sized creatures mounted on the side of the ship. It seems intentional that with the potions of leaping and the emerald grasshopper provided to the party that can should be able to jump up to the ship and try to disable or destroy the cannons. Did others have PCs who got on board or tried to climb onto the ship? 3) Did you decide that disabling or destroying the shadow cannons was necessary for the PCs to be victorious? (It seems like it) What do you think? ![]()
![]() The best virtual conventions I’ve been to post-covid have had virtual social spaces alongside the actual convention. This would be in addition to discord — a virtual convention space where attendees can wander around and interact with others in virtual spaces. For good examples of this, see both the Roguelike Celebration (http://roguelike.club), which had a text-only custom crafted event space with all kinds of hidden puzzles and fun things, or even http://gather.town, which is a product producing virtual spaces geared towards events or workplaces. ![]()
![]() KrispyXIV wrote:
That assumes you have control over the battlefield and placement. Perhaps somewhat true in a dungeon crawl where the party decides marching order, when and how a room is entered, etc. But definitely not true for most encounters I play. Of course, the summoner's problems aren't just limited to the necessity for both summoner/eidolon to save vs. an AoE to really save; it's the combination of that with all kinds of other bad design decisions. I played the 1e summoner and the unchained version. Yes, the basic 1e summoner was overpowered if you wanted it to be. Even the unchained version could be too powerful. But was the basic concept fun to play? Absolutely! Rewind this summoner to the fundamentals. Figure out the style of play that the summoner should have both in and out of combat. Then build from there and don't sacrifice fun for high concept. ![]()
![]() SuperBidi wrote:
Or, put another way, in order to succeed at a save when both eidolon and summon are targets, both have to save. Combine that with the four grades of success and it's also "in order to not critical fail, both creatures can't critically fail." I'm not sure how you could read this as an asset. The class as written is a disaster. ![]()
![]() Exactly. This is what happened to me, too: I decided to purchase the 20AcP version because it must be better, have fewer restrictions, etc (it actually has more restrictions for more AcP cost). Glad to hear that staff is working on making the full boon text available to anyone who wants to purchase one in advance. organized wrote:
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![]() I looked recently for the text of the various new Achievement Point boons, but couldn't find them anywhere. While short descriptions of each were included in recent blog posts, those descriptions aren't necessarily complete. It would be really nice if the exact text of boons was available to read before purchasing. Have I just missed it? For example, these blog posts briefly describe the Evolving Destiny and Rewrite History boons: February Update
I downloaded Rewrite History (0 AcP) and also bought Evolving Destiny (20 AcP). While the above text is accurate, there's also a hidden catch not mentioned in the blog posts that describe either of these boons: a PC is taxed 15% of their total wealth when they use the boon. Here's the text of each boon. Again, it would be really nice if boon text was available to peruse before purchase, so players can see what they're buying before committing AcP. Rewrite History:
Quote:
Evolving Destiny: Quote:
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![]() Watery Soup wrote:
The APL for that party is only slightly above 2, at 2.33. Should a clearly APL 2 party of six be forced to play high tier? The articulated intent in Organized Play guide is at odds with the reality of the current Challenge Point system. This is what it says: Quote:
(emphasis added) If "large parties of low level adventurers play in the low tier" how does having 2/2/2/2/2/3 and 2/2/2/2/2/4 being forced to play high tier make sense? ![]()
![]() I was also at the table this weekend with Derek and Eliandra (and seriously, for the record: Eliandra handled this situation skillfully. We were absolutely high tier by the numbers and when the group was considering fleeing, I believe she handled the difficult situation very deftly). It's true that this is a particularly challenging scenario; I purchased it after our session so I could read it and multiple encounters could TPK a 19-21 CP 2nd level party. This is because of the math in 2e and how party level+2 or party level+3 encounters work. This particular scenario aside, I like Derek's suggestion that the number of players at a table contribute more to how tier is selected, especially in the case where there are 6 players. Under the current system, the following 6-player tables will be high tier in a 1-4 scenario:
The issue is that, party composition aside, the 3-4 high tier will typically have combats that overwhelm either of the above two parties. Take for example the encounter design rules on page 489 of the CRB. "Party level" in the above two examples are 2.16 and 2.33, respectively. Let's say an author is designing a moderate high tier encounter for four 4th level PCs. The encounter budget is 80XP. The encounter could have two 40XP Creature-4s. However, for the 2nd level parties, these same two creatures would be equivalent to 160 XP (two Party Level + 2 creatures). A severe encounter for 6 2nd level PCs would be 180 XP. Our 2nd level party playing up will probably hit multiple severe difficulty encounters and such a party would regularly encounter extreme difficulty encounters...which is probably not what the author intended. FWIW, the encounter in question was not the final one. By the CRB guide it was easily an extreme difficulty encounter.... difficulty calculation for encounter where we fled:
The monsters in this encounter for 19-22 CP were 2*(level+2), 2*(level-3), 3*(level-1). This works out, for a 2nd level party, to 160+30+90=280 XP, above the XP budget for even an extreme encounter for 6 PCs! (240 XP). By assigning the low subtier to 19-21 when there are six players, the above party level distribution would have more appropriate challenges. ![]()
![]() In my games the melee characters are outshining the casters -- in combat -- due to both the action economy and the horribly flawed critical system. The action economy has been somewhat addressed above: melee characters have far more options than casters who spend 2/3 or all of their actions each turn using their primary ability, spellcasting. In my experience the melee characters are able to additionally stretch the action economy to its limits by playing dual wielding PCs that limit the impact of the MAP: * A fighter dual wielding shield boss w/ agile secondary weapon crits of most attacks against level, level-1. Consider: an extra +2 from expert training and he is making two attacks for two actions (Double Slice) at maximum MAP.
...and so on. Basically there's a lot of ways to gain bonuses that almost guarantee crits, and thus double damage, for the melee characters at least once per turn. I've also found that the critical system slows down play because instead of the GM rolling an attack and checking hit vs. a single number, they now have to determine the range of success, a secondary math calculation. Even a minor calculation, it seems to slow down encounters significantly. ![]()
![]() Disappointed in the 8pm-1am schedule for evening Gen Con events again. They disrupt the whole con by going so late, are harder on the GMs, and make it impossible to socialize in the evening with anyone not playing Paizo events. Leaning towards skipping one or more this year for that reason alone. The 7pm-midnight slots in the past seemed to be easier on players and GMs. :( ![]()
![]() Hello from Gencon 2018! My group played Raiders of Shrieking Peak today, which was a challenging module that resulted in a TPK. I'm glad we played the demo, because there's no substitute for figuring out how a new rules system works than by trying out the rules in practice. First, the non-spoiler general feedback:
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![]() A couple basic questions about drones: how are they repaired and how do their weapon mounts work? 1) Drones have HP, no SP, and are Constructs. They seem to be able to be repaired by most things that heal HP (as Constructs), including a few special spells like mending (1d4 HP 1/day) and make whole (5d6 HP 1/day, as mending). However, the 2nd level Mechanic Trick "Repair Drone" says that when you spend 10 minutes repairing your drone, you can repair 25% of its max HP instead of 10%. I don't see anywhere in the book where this 10% rule comes from (not under the mechanic class, the Engineering skill for repairing, etc). Was this left out? 2) Drone weapon mounts do not include weapon proficiency. It seems that for the non-combat drone chassis (hover, stealth) that have weapon mounts, use of this mount without adding the proper weapon proficiency feat means the drone will take a -4 penalty to hit, right? ![]()
![]() The Enhanced Resistance feat provides resistance vs. either kinetic damage or one of a few energy types. If you choose kinetic damage, you gain "damage reduction equal to your base attack bonus." Is this DR X/-? It seems like it is. Given the description of the Resistant Armor series of spells, which are written very similarly, I would guess so. ![]()
![]() Reading through the core rules, there's almost no mention of magic consumables. No scrolls or wands. The only reference to potions is in the spell description of Make Whole ("potions and grenades"). Perhaps consumables will be introduced in the future. As it stands, though, a lot of spells that don't make sense to burn a known spell slot on will never get used. Between the lack of consumables and the lack of prepared casters in Starfinder, the result is that classes that are primarily casters are a lot less flexible than similar counterparts in Pathfinder. Am I missing something? Slazz has not participated in any online campaigns. |