![]() ![]()
![]() Redelia wrote:
It's not when you think about what you are saying. You are instinctively thinking that Eoxians are evil because of who they are and that is the same thing the silver flame did to the shifters in Eberron. They wiped out thousands. Women and children, it didn't matter because of who they were. If that is how you want to play that is fine. But I for one, do not believe the sins of the father are the sins of the son. If you do make them evil then all the Vesk should be evil only too. They did try to take over the galaxy and all. ![]()
![]() Redelia wrote: 4. The grey moral tone of the world. Sorry, but Eox should not be a Pact World, it should be the main enemy. Undead are evil, except in extraordinary circumstances, and then only for individual undead. Any character worth playing is going to smite undead on sight. Ummm, That's racist. ![]()
![]() Matrix Dragon wrote: Ick, so starfinder uses the "npcs are different from players" shortcut? That's a turn off for me both as a player and a gm, though I can understand why people would be alright with it. For me, it is really immersion breaking. You gotta admit that coming to the realization that you can't be anything you want to be is probably the most immersive thing about this game. Sometimes the cards are against you. Do the players rise against the problem or do they say, "Man this ain't fair! How is that Solarian shooting a ranged energy blast at my EAC!? When do I get to unlock that? ...What??? Only he gets that? Alright man I quit. Take over the planet and keep this ship. I don't care." Meta-Thinking is the definition of "immersion breaking". ![]()
![]() ryric wrote: The Starfinder NPC creation rules bug me as well. The fact that NPCs will generally have better attack rolls and skills (but fewer special abilities) would still make some players rather play an NPC. How many special abilities should a grunt have when you are going to kill it in 1-4 rounds? You could give an NPC any amount of abilities you want but that doesn't mean they are going to use them all. ![]()
![]() Wrath wrote:
For someone who mentions immersion as much as you do, it seems like rolling out in the open is a pretty big immersion breaker. But that's just me. Do you also let your players role their own Stealth checks too? ![]()
![]() Wrath wrote: But, when the guys in the first encounter are rolling at +6 to hit and adding numbers to their gun damage when only my best player combatant can hope to hit with those numbers and still can't add damage to the guns.....well that doesn't fly with my players. You let your players know what bonuses the enemies have? ![]()
![]() Jhaeman wrote: OP: Thanks, interesting points. I’m not sure why the responses are so defensive. Different folks can like different systems, and there’s no point in trying to argue taste. Well know your audience. I mean if I walk in a Red Sox bar and start saying, "I am not a fan of baseball because of how slow it is and and I like soccer way better." I might get some double takes. Maybe someone says, "Well what about this aspect?" I wouldn't call that "defensive" but more confused of why come here and to start this discussion? I think that's why everyone jumped to the easiest thing to counter which is the complaint about classes. 15 year old game vs 6 month old game. Palidian wrote: Honestly, I could very much continue. This list is probably only 60-70% of what caused us to stop playing (don't get me started on ship combat). But I'm not here to do a full review of Starfinder. This list is just the top issues my group had with the game. I wrote it in the hope that maybe other people having these issues can see they're not alone, and to voice the issues that my tabletop friends and I had. I read your lengthy post and I am wondering what you were trying to convey. I mean you posted this in General Discussion. So was your question, who else on the Starfinder threads agrees with your points? We're you looking for clarification on anything? Or was this just a complaint thread? ![]()
![]() UnArcaneElection wrote: ^I would NOT call the Race Points system of Pathfinder solid . . . . Well actually it is pretty solid. After reading and comparing the books for a couple months I came up with a conversion guide that I posted on reddit. It's not a science but I think it's pretty close. Check it out here, Conversion Guide. ![]()
![]() So I have spent a lot of time in the past couple months studying the books and I wrote down some guidelines I put on my website. Disclaimer! I could be completely off on all of these. But this is just what I use and it has been working. On p. 142 on the Alien Archive it states vision should be a free bonus. BUT it should tie into the race. So what I have done is referenced the creature type grafts on p.132. For Example: Outsiders get Darkvision 60ft. while Shirren types would get blind sense. What Abilities to give and how many to give? I used these links below for reference. They are pathfinder stats but I feel “most” transfer over well.
example traits
For example here is a Tiefling I homebrew for my wife in my game.
I also homebrewed the Shifters from Eberron for my campaign. They are kind of like Aisha Clan-Clan from Outlaw Star with a hint of Predator race. They have already appeared once but the party ran from them. ![]()
![]() CeeJay wrote: For the Sunbolt power: does using Solarian weapon crystals only allow you to change the damage type of the power, or does it also provide the weapon crystal damage bonus? (I'm leaning toward that latter answer for my game, since it makes the power more useful at the higher levels where it comes into play, but again the CRB is a bit ambiguous.) What the text says, If you hit, you deal 9d6 fire damage. If you have a solarian crystal that changes the type of damage dealt by a solar weapon, you can use it to change the type of damage you deal with your sunbolt.It says you can switch the type of damage to the type of the Solarian Crystal. Issue is in the core rule book Solarain crystals only have a Fire type. So it should say, If you have a Weapon Fusion attached to your Solarian crystal and that weapon fusion adds a different type to your Solarian Weapon you can use that type instead of fire damage. I praise Paizo for making Starfinder but I feel the book needed to be beta tested a little more. We are barely getting FAQs which is a little frustrating. Of course just my opinion. ![]()
![]() Even going the Mystic route would be good. Thinking of Tetsuo from Akira because of the Mind Thrust they get. Plus abilities like Share Pain and Explode Head for going Mindbreaker. Then you have spells like Hurl Forcedisk (that bounces dealing more damage) or Psychokinetic Strangulation (darth vader) which are pretty much crazy psychic kid material. ![]()
![]() baggageboy wrote: To me they are hybid classes because they are 3/4 BAB, and can do respectable damage on par with may classes by only investing 2 feats. Also they have skill focused features that a cater focused character traditionally doesn't have. Did you ever wonder why they made them this way? When reading the book there are a lot of differences and when I read something that is vastly different I tend to sit back and wonder, "Why did they do that?" I kind of view these spell casters as an evolution of the wizard and sorcerer. I think technology has kind of killed the typically wizard who spends years in magic school trying to learn that light spell. "Here's a flashlight!"
I think having too low of a BAB could limit you in combat. Lasers seem pretty easy to use. Like if you sat down and built a Mystic you could build 7 vastly different characters. With the Technomancer you could build slightly less. That's at least 10 different casters out of only 2 classes. Like you could build a psionic, druid, mage knight or even The Green Lantern! To me it seems just a little strange to build another class that is limited. ![]()
![]() PaladinDemo wrote:
So I clicked on these links on my laptop and they don't work but I sure got a lot of pop ups. ![]()
![]() I have always been a fan of Lycanthropes. Favorite movie monster. I always wanted to play one when I was playing d&d but could never because of that power spike. But when Wizards released Eberron and I saw the shifter I was hooked. It is my favorite race! Seeing the recent discussion about Lycanthropes being extinct or not I thought it would be a good time to convert the race to Starfinder. The shifter is kind of an evolution of the lycanthropes and I think they could have a good role in the galaxy. I see them as kind of a predator race. At the end of certain pieces I put a Reasoning section. I feel when homebrewing things you need to explain certain changes which helps answer questions before they are asked. Let's jump into it. Shifter:
Ability Score Reasoning:
In General:
Shifting is a move action and lasts for a number of rounds equal to 4 + the shifter’s Constitution modifier which starts counting down following the round in which you shift. (Temporary increases to Constitution do not increase the total number of rounds that a shifter can shift. Doing this for balance.) A shifter can take feats to improve this ability. Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per day they can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 6 (instead of 4) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race. Reasoning: I made it a move action to shift because I think it helps balance the class. Their is a feat below that lets you shift as a free action. I also upped the rounds slightly since Starfinder is a point buy system. Shifter Traits:
Beasthide:
In addition, They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities even while not shifting. Trait Reasoning: I decided to go with a +1/+2 AC bonus because I wanted the race to still have hmph compared to other races that have a consistent +1/+1. Dreamsight:
In addition, the shifter gains a +2 bonus on Perception checks, even while not shifting. Gorebrute:
Gorebrutes naturally exude a strong presence wherever they go and in turn receive a +2 to Intimidate checks. Wildhunt:
A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location. While shifting, a wildhunt shifter can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability. Trait Reasoning: There were a couple reasons behind the Wildhunt change. One of the main reasons is this trait was made to Hunt! Plus the Fleet feat gives you a +10 move speed and it would be redundant to mirror a whole trait after a single feat. Thus the change. Chalk it down to many years of shifter evolution. 4 Trait Reasoning: I only focused on 4 traits. Will most likely look at the others but since there is limited classes already it wanted to give these four a focused role. Especially since I combined and changed a few of these. You could always add in more if you want. FEATS:
BEASTHIDE ELITE
GOREBRUTE ELITE
GREATER SHIFTER DEFENSE
HEALING FACTOR
REACTIVE SHIFTING
SHIFTER AGILITY
SHIFTER DEFENSE
SHIFTER FEROCITY
When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points.
SHIFTER INSTINCTS
SHIFTER SAVAGERY
SHIFTER STAMINA
WILDHUNT ELITE
EXAMPLE SHIFTERS:
DREAMSIGHT:
GOREBRUTE:
WILDHUNT:
Thanks for reading. Let me know what you think. |