Electromagni |
So now that plenty of us have had time to take in the latest book, what do we think of the new DC and starship system?
There have been complaints that the original system gets too difficult in higher levels, and only operatives can routinely succeed them. The new system is lower in higher levels, and I'm wondering if it'd be too easy for specialists, and if so is that a bad thing? And can a non specialized class get good enough to matter with skills?
Here's an example.
Lv 6 operative can typically have a +16 bonus with a secondary attribute skill (say Int engineering). The typical DC would be 15 + LvX1.5 = 24. On a 8 or higher they succeed. The new system has the DC at 22, so they'd only need a 6.
a lv 6 soldier who isn't as focused can get a +11, meaning they'd need a 13 in the standard system, or an 11 in the new one. The soldier can actually make an off skill at a 50/50 chance now.
At the highest level the typical DC is 45, but in the new system it's 33. That's a momentous change in favor of the players, one that stays at the higher levels even lower than max.
Any Math whizzes want to try the comparisons at multiple levels and see what it looks like?
As for the narrative starship system I'm highly intrigued. It's completely different so I have to try it on the table with my group. At first glance I really like the player side of things, getting to pick ANY skill and come up with a narrative reason. I just wished you could integrate the BP system from selling cargo in Ports of call with it.
On the GM side I like it, I just wish there was more to differentiate ships, and that it was given examples of explaining hits against the ships when using non attacks player actions, especially if they defeat the ship. I can only use a rogue asteroid so many times.
Overall I'm optimistic and am going to incorporate both to see how they do. This book is a great send off to the Starfinder system.