Electromagni's page

Pathfinder Starfinder Roleplaying Game Subscriber. 11 posts. No reviews. No lists. No wishlists.


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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.

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Regardless of the typos, I hope the writers check the comments. I’m loving what I see, whether it’s the cool new archetypes, the silly sodas, the nanites ability to devour people, there’s so much,

But I truly want to thank the writer who came up with the best spell in XFinder history. Capricious cats, which lets you summon invulnerable cats to sit on people and purr, or just annoyingly get in the way of enemies. It brought me a lot of laughs and my wife and I are obviously going to flavor it as our cats.

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Finally got my PDF and am excited to read through it! However, I’m worrying if my phone downloaded it weird because in the first 2 or 3 pages I’ve already seen 4 words missing letters. Anybody else or just me?

“Books like starfinde”, “This book explores four diffe ent”, “Reasons why traffi” “Almost definitel” .

I can’t download into my pic until midnight when I’m home but I just wanted to make sure it wasn’t just me.

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"Starfinder has a city inside a sun. What might be hiding in a black hole?"

The remnants of a dead god?

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"learn about the massive black hole at the galaxy’s heart known as Old Rovagug"

Um...Excuse me? I feel like this is a huge deal. Can't wait to read about it!

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Anybody know the episode of Futurama where Fry took his friends to that old New York attraction? Where they had the gist of things but were silly and blatantly wrong about key details?

It's going to be like that and hopefully funny to my players, being so close but wrong with important Golarion lore.

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100% a typo. I find it easier to believe than they completely forgot to edit the Flexible skill ability to that degree.

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Just got my shipping Email, Can't wait for the PDF to be available! There's a lot to be excited about, but finally PC's can achieve undeath if the playtest is still accurate. Also always a fan of more options for classes even as a forever GM.

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Hmm. Xenocrat is right in that you pick from you spell lists, but I wish it specified it in this entry only because you’re right, certain classes would make bad specialists for schools. For instance, my favorite character would be a Technomancer Necromancer, but their list doesn’t have all that many spells I’d want regarding necromancy. Grabbing 4 spells total from another class, of a specific school doesn’t seem game breaking. I think I’ll run it like that to better fulfill player fantasies.

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Does specialized breadth from the school specialist archetype let you pick spells from any class to your spells known? I’m playing it currently as it does, because it let’s the school specialists really live up to that title. If not then I wonder if all the spells of that school would mostly be taken by then if it’s class limited.

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With the new Tech revolutions book out we got something cool for everybody. What struck me as unique is my favorite class, the Solarian, got a new cycle. I'm intrigued because this one seems to have cool setting hooks and somewhat expands it if you really want to separate the Solarians from the Electromagni.

Setting: How will Solarians view the Electromagni in your setting? Will they be viewed as heretics by those in the Cosmonastery? Do you think Kasathans dislike this upstart faction? Where do you think they would have their largest temples? I believe the Liavaran moon Arkanen would fit, as it's constantly storming there. The two native species, Dirindi and Sazarons, would make natural Electromagni. What neat name would their centers of worship be, Electemples? Do you think they're more science oriented, as a mirror to the more mystical leaning Solarians? How does electromagnetism work in a spiritual view of the universe? Something to do with how all living and constructed creatures use electricity to function, which technology also relies on? Tapping into resistance to temper themselves spiritually?

Mechanics: So the lightning attunement is easy to understand with its changes. Plasma sheath now covers your weapon in electricity, ray of light becomes a lightning bolt, constellation blasts are now miniature lightning storms. The difficult part for me, is resistance. What does that effect look like for Solar armor or a weapon? How does controlling resistance create wormholes, or allow you to harm with Crush? How do these new aspects of the cycle work with Sidereal influence? I'm not experienced with electromagnetism/physics to think of fitting lore besides ts magic.

Whats everyone's thoughts? I'm excited as my favorite class has a cooler aspect I think I'll stick with.