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How easily can one detach their own cybernetic limb? I don't mean installation/removal, I mean popping a cybernetic limb off and then back on again. I'm imagining a mounting plate on the character where the limb attaches. I haven't seen specific rules about this aside from removing an implant so I'm guessing it would be up to the GM. I had another idea while looking through things as a follow-up. Do cybernetics count as "technological devices" for the purpose of a mazecore? I'm thinking of mixing each limb with a different domestic drone type. If it works, I may just have to play SRO Voltron.
I’m running my groups 2nd Starfinder campaign and there’s a bit of snag. In our first campaign, everyone had computers and it was ridiculously redundant. This time around, no one has computers. So here’s my dilemma, do I work with this or around it? Here’s what I’m thinking. I’ll give them an AI that can at least use and operate a computer, but no hacking. For tougher stuff where players would have the option of hacking to interact with an encounter, I’ll make some other options geared to their own abilities. For an absolute computer requirement, I can make it an NPC hook. Any suggestions on how to handle this?
I've played Starfinder for a few months now and through all that time I've been on the fence about the Mechanic's Trick Distracting Hack. You use a standard action to use computers to make a feint check, making an enemy flat-footed, to you, until the end of your next round. You need Improved Feint to use it as a move action and Greater Feint for others to gain the benefit. A trick and 2 feats is a lot to invest, but is it worth it? I was thinking from a support point-of-view when learning the game and didn't see this as useful until level 9, when a mechanic can get Greater Feint. Then it's like the operative's Debilitating Trick, only less likely to succeed. Around level 8 or so I started getting the hang of combat more and saw the advantage to this earlier on. Paired with Overcharge, you use your move action to boost your chance to hit, and then the standard action to overcharge and shoot for extra damage. If you're riding a drone, you still have a free move action even. You can also use it twice, once as a move action and again as a standard action, to prevent two enemies from reacting. I could see swapping a trick out for it, but needing 2 feats is a lot. I never actually took it after I realized the operative gets the same bonus natively and it was redundant for my group. I really want to like it, but I'm not sold. Does anyone have thoughts on it?
When using Drone Meld with a Hover Drone, who's speed do I use? Mine or the drone's? The Flight System drone mod(x2) gives a flight speed equal to the drone's land speed. In my case, this is 60ft. My speed is only 30ft. When I use Drone Meld, I "gain the drone's flight system mod". Am I flying at my land speed of 30ft or the drone's land speed of 60ft? It's a little more complicated than just this too because Exocortex Mechanics can also gain the Flight Mod. I've looked through the rules and I don't see a solid answer. I see support for either side and ultimately a GM decision. What do you all think?
Is Amplified Glitch worth the feat? I’m sticking with small arms and building support so I have a few spare feats for context. It gives a group of enemies Shaken for 1+ round if you beat the DC of 15 + 1/enemy + 1.5x highest CR with +1 round per 5 DC beat. It’s a standard action you can use it every round, but hit or miss, you can only use it on each enemy once a day. I admit that Shaken for 1 round isn’t amazing, but against a group it’s a great starter. It also has some great retreat uses and general damage mitigation. That’s assuming that it works, and that’s my real issue. Does anyone have any experience with it? Some simple math and armchair tactics suggest it working around 50%-60% of the time on my high int mechanic. It looks to get a little better at higher levels, but not lots better. I would gladly take the feat, but if that rate is accurate, it just doesn’t seem worth the feat or the potentially wasted action. I suppose if there were a group of enemies, you could only target some of the lower CR ones to lower the DC, but that seems pretty lame.
As a mechanic, can I use Overload Weapon on a weapon that’s been Overcharged and receive the benefit of both? The rules on page 72 look like this should work. To start, let’s all agree that you can’t use Overcharge on a grenade because a grenade doesn’t have a battery. Let’s also note that we’re discussing the Overload Weapon mechanic's trick and not the Overload class ability. Here’s the scenario. I use Overcharge on a weapon. If used as a move action, the weapon’s "next attack" receives the benefit of 1d6 extra damage. Now I use Overload Weapon. I can “use the weapon as if it were a grenade”. It’s not a grenade though, it’s a weapon, with a battery, that’s been Overcharged. Does the damage dealt “as if it were a grenade” receive the bonus from the Overcharged weapon? If so, would all targets receive the damage or just 1? Logically, I think it makes sense that if an Overcharged weapon exploded, the explosion would be more severe, maybe even say 1d6 more severe. Rules-wise, Blast and Line weapon properties prevent Overcharge in their weapon descriptions, but Explode does not. There are a number of Heavy Weapons that deal Explode damage that would receive the Overcharge effect then. That may not set a precedent though as this outlier case may just be overlooked. To sum thing up, there doesn't appear to be anything preventing me from using Overload Weapon on an Overcharged weapon, but would it receive the benefit of both? Any thoughts? |