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I mean it would help keep the systems still in line with each other but distinctly different


Sanityfaerie wrote:

what made it really cool to be or fun to play, though, there's a good chance they can preserve that.

So...?

Well lets see; remember that scene in the original Matrix where Neo said "Guns. Lots of guns" yeah there is that. Keeping with the Matrix theme remember that "I know Kung-fu" or "I need the skill to fly a helicopter" and it was uploaded, yeah that. Ever read Starship Troopers? (NO not watch the movie the book, oh wait or the anime) The entire first chapter. How about Pacific Rim? yeah theres that thanks to the Tech Manual. Want a living ship like Moya from Farscape, yup got you covered

AND most important of all being able to yell at your giant cybernetically enhanced hulking lizard soldier to "GET 'EM!!"


Xenocrat wrote:
Artificial personalities on computers for extra trained skills will be all the rage.

ABSOLUTELY


All I know is if the ability "GET 'EM" does not appear in SF2 I will riot


Pilot as a "Lore" as is in the standard PF2 system is counterproductive as it would be INT based as opposed to DEX based as is in Starfinder currently. The primary goal should be to maintain the flavor of the current skills and have them make sense based on their STAT usage currently in place. Computer has to be its own category that has both untrained and trained only applications as there is no direct (or even remotely indirect) counterpart and is a core component of Starfinder. I don't think they can avoid some skills having to be ported directly over and that will help maintain the distinct difference between the two games IMHO


The thing with skills and how they will convert is going to be problematic. Going from "x" number of points to spread around (or focus) to a "you have this number of skill proficiencies at trained" and then are limited to a single skill increase every so often can be daunting. Don't forget that in PF2e you add your level+stat bonus+proficiency to skills that you are at least trained in but it will seem very limiting and the ability for all classes to be the "jack of all trades" will be diminished


breithauptclan wrote:

IMHO, the reason that PF2 Stamina didn't catch on and become popular like several of the other variant rules did is because:

1) After-combat Healing is much easier to get.

2) Only being able to use Healing spells and magic after being down half your HP, and then having it only heal you back up to that half-way point isn't as good as being able to heal HP normally.

3) Resolve points aren't used for anything else in the game. So there is no tradeoff balance. You get your 4 or 5 Resolve points each day - and you can use them for recovering stamina. That's it. You aren't ever tempted to do some cool ability that costs resolve points and risk not having enough to recover stamina with later that adventuring day.

If the Stamina variant rule was a core rule of Starfinder2e and other things in the game used it, then those problems can probably be fixed.

Resolve is used with almost every class ability to either increase its effect or to override a creature that saved against the effect. My Envoy would burn through it to dangerous levels every session.