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![]() sonicnarukami wrote:
Feel free to ask a question. There's a bunch of help info in the sticky post here. If you would like to add an avatar image to your character,
If you want to use that same image for your game token, download that image > go to slide 2 (there's a link to the slides at the top of the game page) > pick a token that doesn't have character info filled out, fill out that info for your character. > right click on the token and select > replace image. ![]()
![]() Darakwinn Ironhead wrote:
good catch here's the full info for DC20 Intermittent life signs registered in scans of AA-126D,
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![]() moosher12 wrote: Biohacker is also cool, would love to see it brought in as a dedicated non-magical healer. Feels like it'd make an interesting alternative to an alchemist. Don't really want to see the biohacker brought in as it is in 1E though, feel it should implement some additional considerations to emphasize surgery as well as medicine and poison. Put more emphasis on them as a physician and surgeon on top of being a Hojo-tier bio scientist. Let them emphasize knives as well as darts. Let them craft elixirs, poisons, and mutagens in addition to medicinal items. I wouldn't want to see Biohacker as a dedicated non-magical healer. I wouldn't mind Biohackers having a healing subclass that is really good at non-magical experimental healing, with some cost, risk, or side effect. An extreme case of Biohackers focused on improving themselves could be the Evolutionist class. Farscape episode 9, "DNA Mad Scientist," would be a good example. The Netflix series "Biohackers" is a good example of biohackers without going the full Evolutionist class route. Spider from the movie Johnny Mnemonic would be another Biohacker example, more focused on augmentations. ![]()
![]() If Galorian is a kitchen sink setting, then Starfinder is a warehouse of kitchen sinks. If you want to run a campaign that feels stuffed with corporations, you can, but you could also go to most of those locations and completely ignore the presence of corporations. Several people here have compared the center ring of Verces to Night City or Coruscant. My shirren character is from one of the shirren colonies on the bright side of Verces, which they would describe it more like a small colony on Tatoone. Akiton can be many things: Space Detroit, the road warrior, the Las Vegas of junk collecting, Firefly, John Catter, it's also home of the Contemplatives. Whatever is going on in Akiton, it's not stuffed with it; places tend to be spread out and isolated. One thing I love is that Starfinder has its own Pop Culture, everyone knows about Zo! or the band Strawberry Machine Cake. For me, it's details like this in the lore that make the setting feel more lived in, it can give a character goals and motivation outside of just being an adventurer. It also gives characters some common knowledge that makes getting to know new people on a mission easier. Songbird Station is a place where my characters often go during downtime for concerts. ![]()
![]() Ears wrote:
Yes, that's the one GRIM*! Gaming Network’s SFS 1-36: Enter the Ashen Asteroid. Jek's my first Starfinder character, I'll play Jek again someday, got a lot going on so want to focus on running the game, it's only my 2nd time GMing Starfinder. Once I get my game going and my last playtest game is over, I'll likely pick up another game as a PC. I've had fun with Ears and your other characters. I still remember when I figured out what HFG-5-309 was from... lol :) Not sure what everyone else is doing when SF2e comes out, but I plan on playing both editions, so I will be around. ![]()
![]() I'll be GMing 1-36: Enter the Ashen Asteroid as GM GRIM*! Gaming Network Qstor, Aphelion Leto, and EbonFist have seats but need to confirm they are still interested. The rest of the seating will be first-come, first-served. The earliest start date would be Monday, May 19th, but it will depend on recruiting. Here the link to the game
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![]() There's also last year's free RPG day release, Second Contact, which is a mini alien book with 12 SF2e aliens. Although all 6 of the Playtest adventures have aliens in them, Playtest Scenario #3: Wheel of Monsters might have the most, with around 14 Aliens. As others have said, all the PF2e monsters work in Sf2e too. Any of the adventures released at the same time as the Player Core should be self-contained, not needing the Alien Core to run. ![]()
![]() "Dr." Cupi wrote: Honestly, I'd be really surprised if they can manage to mechanically push a ranged meta. They don't need to push it, they just need to enable a ranged meta. Having a ranged meta lets opponents deal with flying PCs at any level. If an all ranged party is more viable, then it is in PF2e, then mechanically they have succeeded in enabling ranged meta in the game, but what the players choose to play is still up the the players. The other big issue with a ranged meta is simply making more of the maps larger to enable it, but that also depends on what's going on in the adventure. I don't expect a lot of ranged meta inside a starship or office building, but the right map can make it better. ![]()
![]() GM Super Zero wrote:
That's an interesting story, I like that they just appeared, my guess is that where they came from was lost during The Gap... ![]()
![]() As with many conversations about the game, where and how you play make a big difference. I've only played SF1e and SF2e PbP. My first character is now level 6 after 3 years. The first group I played with only lost one player in 9 months. Playing with the same group made it easy to play the same character up to 5th level. Once that group split up, I had to build a new character to fit in with low-level games. I also started playing in more than one game at the same time, so I ended up with lots of low-level characters, none of which are over 2nd level. I will also frequently make a new character depending on the team's needs or if I don't have a character that fits well with the scenario. With SF1e having so many playable species, I just like making new characters to try more species and classes. After playing 5 8th-level pregens at the same time during Outpost VIII, I'd much rather play multiple low-level characters than high-level ones. It's much easier for me if I learn my character abilities as they level up. The lower level pregens were not hard to play, but 8th level was much harder since I was not familiar with the equipment or abilities at that level or what other PCs could do. I think the new rules letting you build your character at higher levels will help with some of that, since picking your own abilities and gear makes it easier to understand how it works. So, for me, high-level play is more interesting if I'm not playing multiple games at the same time, and am playing with the same group of characters. For me, making lots of characters is more interesting than playing one all the way through. But I get why people would want to keep playing a character they are attached to after it reaches some level limit. I don't care what level that is at, but I think some option to keep playing without gaining levels might help. Maybe a maxed-out character could have some special SFS rank or title, like being an SFS officer instead of an SFS agent. Leveling up goes much faster if you are playing in live games vs PbP, but even in live games, I tend to bring several characters and then play the one that best fits the party's needs, so I level up slower there, too. There's no one right way to play the game. I don't go to conventions, but that does seem like a good time for die-hard players to play their high-level characters. ![]()
![]() I agree with not overclocking non-tech items. The thing about defining what overclocking does to different types of tech items in the class is that there isn't enough room to do so, or if you try you are limited to a large general effect on a group of similar items. For items, having upgrades that allow them to be overclocked, makes it so that you don't have to define it in either the class or the item, the original item. For creatures, maybe there could be an overclocked condition that boosts it somehow, or a weakness to being overclocked that stresses it out, causing it to glitch. For hazards, it's easy to define what overclocking would do to it in the hazard stat block. I'm also hoping that hazards are used in starship combat, which would make for some really interesting damage for the crew to deal with. For technomancers, a lot of the way they interact with tech could come from spells we have not seen yet. I'm not sure if we have seen any spells yet that were made with overlock in mind. I don't have time now to look, but wondering if any technomancer feats with jailbreak would work with the DESTRUCTION PROTOCOL spell from the SF2e playtest book, or other spells that deal with tech. Finding those types of combinations is where I think the technomancer will get a lot of class flavor and effect. ![]()
![]() In the Starfinder setting, unless you are in the middle of nowhere, almost everything around you is a potential electrical/mechanical hazard.
A Cosmic Birthday has around 20 hazards in it, so I think the SF2 team is aware of how to add tech encounters to the game. Now the question is, how good are the mechanic and technomancer at dealing with hazards? The problem is that classes focus mostly on combat, and dealing with tech is mostly skill checks. Other than being good at a tech skill and getting better at that skill, what makes dealing with tech interesting is the tech itself. One reason I thought why the mechanic and technomancer were held back until the Tech Core book was that for the classes to feel right, there needed to be more tech items for them to use or interact with, but it's likely better to playtest a class with out lots of other verables like new equipment. One thing I'd love to see with the use of overclocking tech is to have some tech items that define their own effect when overclocked. This could be special equipment or an upgrade. ![]()
![]() Tempest_Knight wrote:
People leaving 5e in droves started with the OGL mess, WotC trying to digitize every aspect of the game to monetize micro transactions, talk about AI GMs, sending the Pinkertons after people, laying off workers right before the holidays, making a new edition that wasen't really a new edition but is, just to sell more books. There are entire YouTube channels like Dungeons & Discourse that do nothing but report on WotC scandals. There are dozens of reasons to stop playing any game WotC makes long before you get to Adventurer's League. ![]()
![]() Keeping your equipment overclocked has its own advantages, so I see jailbreaking spells as something you save for the right moment, not as something you keep cycling through casting spells to overclock to jailbreak another spell repeat. As Teridax pointed out, at low levels, using jailbreak will run out your spell slots quickly. Normally in Starfinder, the solution to save spell slots is to "Cast Gun" so having equipment that takes advantage of overclock and or jailbreak that's related to the equipment in addition to your programming language might help. Instead of having to give each piece of equipment some ability for overclocking and jailbreaking, if there were special spell chips or something similar that a technomancer could install to enable using JAILBREAK SPELL to trigger an additional minor effect built into the equipment, perhaps using up extra battery charges, and having a cool down period, instead of discharging the spell that overclocked the gear. This would keep "Cast Gun relevant, and give more to the tech side of technomancer. ![]()
![]() I'm guessing you meant 1 action heal, the 2 action heal already has a 30 range so using it in a grenade would likely shorten the area of effect. Although I do like the idea of a healing smoke grenade, so you can provide cover for the person you are healing at the same time. What I'm curious about is how a touch spell like the 1 action heal would work in an area of effect against an opponent. Normally, If the target is a willing living creature, it would be healed. If used with a smoke grenade, there's no saving throw for the grenade, so the heal would be if willing, but if you used a shock grenade, if the opponent rolls a saving throw against the damage, then they are not willingly accepting the effects of the grenade. Aoe slow at level 8 instead of 13, but at the cost of having to be already overclocked, need a free action available, and use a consumable grenade. One problem I see is using low-level gerandes for high-level spells to save credits on consumables. So maybe the grenade should be of the same or higher level than the spell used. SF1e already has holy water grenades, I imagine SF2e would too.
Grenade spell sounds really fun, I hope it survives with as few changes as possible, but there is likely some crazy combination that needs to be considered. ![]()
![]() Technomancer Real-World References That Don't Quite fit in the layout of a Starfinder book... //DELETE ROOT ACCESS integer actions = 1;
if (You have delete in your spell database.) {
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![]() Lonesomechunk wrote: my guess is that its also a matter of timing, the OGL debacle forced the SF crew to get cracking on SF2e and trying to fit everything in one book would have probably taken a lot more time so splitting it up a little and dedicating a book to tech stuff and 2 tech themed classes was probably the best method to keep on schedule and keep the quality high My guess is that it has more to do with SF2e using the same layout design of the PF2e remaster, splitting up the core rule books into Player and GM core, and that the Tech Core will be SF2e's Player Core 2. ![]()
![]() At one point during Outpost VIII I ended up playing 6 8th-level pregens at one time in addition to 3 of my own characters. I've played a lot of low-level pregens before with no problem, but at 8th level, I found a lot of issues that being able to make your own high-level character helps solve. At one table, we had 3 8th-level pregens in an underwater scenario. The pregens don't have any underwater gear, many of their spells didn't work underwater, and they didn't have enough credits to buy underwater gear at the start of the scenario. I don't mind the challenge of dealing with new environments, but this was a bit extreme. Being able to start a character at higher levels would have let us gear up properly for this adventure, which would have normally happened had we played the earlier parts of the mini-plot. So happy to see this change. At another table, I played 2 8th-level pregens in a scenario with high gravity, normally not a big deal until I realized none of the pregens had their bulk recorded, and we had to drop equipment to be able to fly. Had I made my own characters, then I would have known the bulk. On the other hand, there is no way I would have had the time to make 6 8th-level characters fast enough for all of those games, but being able to make your own high-level character under normal circumstances would be great. I do have fun playing the pregens just not 6 at a time... Side note I recently bought Angels of the Drift reading it really helped me play the pregens, because its hard to play a character when you don't know ther personality. ![]()
![]() Perpdepog wrote:
Does that mean you can use bluff in 2e, but must succeed a Deception check to do so. " I swear you can trust me, bluff is on page 78 of the Player Core, not let's get on with the game."
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![]() A lot to love in the tech class playtest at first glance. I'm glad to see more ways to deal with overcoming hardness, the programming languages are a great idea, and super flavorful. I'm excited about the little sidebar about hover, this could have an important impact on things outside of the scope tech playtest. ![]()
![]() Ectar wrote:
The Free RPG day adventure that comes out June 21st, before the SF2e Player Core is even out. Sounds like it takes place entirely on a starship, with combat in the ship, but also having to deal with an enemy ship nearby, maybe a chase. This might be a preview of the starship encounter rules from the MG core, but not sure. Either way, it shows starships are still part of the game even if full rules are out. Also, the RPG day adventure features the new SF2e iconic ship. One of the reasons given for the entire year-long Drift Crisis event was to justify changes to the Drift to allow piracy to function better, so I'd expect more shipboarding-type combats in SF2e, which is something else that can be done without full starship rules. ![]()
![]() moosher12 wrote: Narrative Spaceship Combat has been confirmed to be in the Starfinder GM Core. The GM core listing calls it cinematic starship combat, which is a bit confusing because in a live stream, the developers talked about something called Cinematic starship encounters, which would be in the GM core, that would be similar to complex hazards and not the narrative combat from Starfinder Enhanced. It could be that the term wasn't finalized during the live stream, or the GM core has both cinematic starship combat and Cinematic starship encounters, or one is a subcategory of the other. A Breakdown of Starfinder 2e Paizo Live! 02/12/2025 said
ctwalkup wrote:
The Free RPG day adventure for this year sounds like fighting pirates to take back control of the ship during a starship encounter with another ship, so that might be a preview of what's in the GM core. ![]()
![]() Some thoughts on the magic station. If you put the crew at greater risk of taking damage during starship combat, the crew's healer or medic gets to heal during combat. Also, if you are on a biomachanical starship, healers and medics could help heal the ship. That doesn't eliminate the use of a magic station as an option, especially before any of the crew takes damage. I'm trying to imagine what a starship combat would be like with an all-magic-using crew. How would a mystic, a technomancer, and a witchwarper use a magic station differently? I'd love to see witchwarpers be able to use their quantum field in space to create some space hazard or obstacle to change up the map. Mystics and techonmancer should then also get their own class flavor abilities too. Other uses of a magic station could be available to any casting class. ![]()
![]() Azouth wrote:
The topic next week, April 22, is Character Creation. I bet we find out then. I think newly created characters will be a great option to have in addition to pregens. With scenarios only covering 2 levels, I'm wondering what levels the pregens will be. ![]()
![]() Madhippy3 wrote: I didn't play SFS1 so I don't know how complex it was, but I instinctively bawk at "simplicity". I often hear generic and cookie cutter when I hear something is being made simple. Especially because this is being sold as easier for the writers. I don't want writers to suffer, but I also don't want the quality of the product to go down. That said I didn't play SFS1 so I don't know how complex it was. I don't see it that way at all. This isn't about overall game complexity, it's about not having new rules specific to a short scenario that stops the game to explain new rules to the players, that are just used for one scenaro. Writers are not suffering, it just takes longer to write new rules than it does to write the adventure parts. The side effect of the change is that it lets writers write adventures faster. blog post wrote: "we’re avoiding unnecessary deviations whenever possible." That still leaves the door open to do so, but only when it really matters. In SF1e, deviations seemed to be added as often as possible. ![]()
![]() The.Vortex wrote:
I agree bounties are really short even in a slow play by post game they are done as soon as they start. I think they make good extra encounters in a home game. In SFS one GM ran 4 of them back to back with the same group of players which made the overall experience better for me. But compared to PD2e 2-3 hours long is a series 2 quest which is longer than a quest or bounty. I only own 3 of the series 2 quests, one of them has 8 encounters areas with 3 of them being combat. The other has 6 encounters with 2 combats, the last is not structured into encounters so hard to compare. Those are all longer than a bounty or series 1 quest, so I'm cautiously optimistic. There are a lot of changes going on so really need to see how they all work together to really judge the new scenarios, especially without actually seeing one yet. ![]()
![]() Keith Apperson wrote:
During the SF2e playtest I played Shards of the Glass Planet 3 times back to back, each time with a different character class, GM, and group of players, it played and felt different each time. Although I played D&D for decades I never played it in organized play, what about repeatable adventures made it bad for D&D? Also how frequently did new organized play adventures come out for D&D? ![]()
![]() Tempest_Knight wrote:
The longest public playtest in Paizo's history doesn't seem like an afterthought to me... Or having two hardcover books out before the Players Core is even out... Or having a novel and in-lore deck and card game come, and a boxed deluxe adventure all out at release... To me it sounds like they really care about the game and want to have it succeed. I'm courious to see how the 2-3 hour-long scenarios play, but some of the best in-person PF2e sessions I've played were 2 quests played back-to-back, so I'm open to seeing how all 2-3 hour-long scenarios go. My big concern is if that's enough time to develop an interesting story, but that's easily fixed by doing more multi-scenario mini-polts. ![]()
![]() CorvusBloodcrow wrote:
I’m mixed on this, having shield arcs adds a lot to the tactics but I think there is a way around that. Having guns in different arcs keeps a tactical element, especially if you can take out the guns in an arc, but if you have a turret that eliminates that. Not having any weapons facing aft leaves a soft spot to target, but again turret fixes that. Having one shield that only covers forward, port, and starboard leaving the aft vulnerable would make moving really important, it also makes just running away risky, and it also helps enable the whole space private narrative. Having one Shield that only cover the front half of the ship could be another option. This lets you have only one shield but still have shield arc matter. Some turret or gun options to keep things interesting might be a turret that covers everything but aft. or guns with only one arc but require a round to recover after firing making maneuvering more important. Having aft only facing guns that are the weakest on the ship, keeps the PCs from not having an attack if outmaneuvered but still has a cost to being out piloted.CorvusBloodcrow wrote:
Something else that is an option for critical hits is using the hazard system for starship system critical damage and repairs. ![]()
![]() I just tried it again seems to be working could have just been the internet acting up Homebrew Starship Rules for Pathfinder 2e by DisturbedCanon
It's an interesting idea, and would certainly help unify Starship combat with the core rules. ![]()
![]() Belial. wrote:
I think the advantage of only being able to use a newly made character you haven't played before encourages making more characters. I'm courious to see what the exact definition of a "newly made character" is, and if there is any other limits other than having not played them before. ![]()
![]() pH unbalanced wrote:
If we ever get bounties in SF2e that would make a good mix to play with a scenario that runs closer to 3 hours. Also, especially with all the SF2e scenarios being repeatable taking advantage of the newer relaxed or clarified "run as written rules and guidelines, will be more important to making repeat games more interesting. Having shorter scenarios could give GMs some time to get creative to make games run longer. Might not be something everyone wants to do but it's a nice option to have. Here are 2 threads talking about the "run as written" update. ![]()
![]() Zoken44 wrote: They've talked about this vaguely, Driftbourne. I think they plan to at least make them easier to access if not outright all playable. Looking at PF2e it looks like it's doable. I wonder if that's because PF2e considers that while designing an ancestry not after? PF2e also has a rarity system so that helps too. I'm ok with SF2e getting fewer overall ancestries since ancestries take up a lot more page space and design time, but with fewer, it's even more important they are playable in organized play. |