Morlock Slave

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188 posts. Organized Play character for Ashbourne.



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Wayfinders

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Starfinder Society Scenario #1-32: Acts of Association has an optional encounter you can run. I had not planned on running the optional encounter, but when the last combat ended quicker than expected thanks to the dice, it didn't make for an exciting ending so decided to run the optional encounter. As luck would have one of the players had some great failing forward moments, then in the end made the killing shot, making for a much more exciting ending.

In one of the Gen Con blog posts we learned some new details for SF2e organized play
Join Paizo Organized Play at Gen Con and Origins in 2025! .

blog wrote:
Starfinder Society scenarios for Second Edition will be 2-3 hours long, and will cover a two-level range.

I support the idea of shorter scenarios, largely because I know how playing in a live game feels when you are rushed racing to finish a scenario before a game store closes. The downside of shorter scenarios is if the dice favor the PCs enough the game can be over quicker than expected, this got me thinking back to the optional encounter in Acts of Association, as a great way to be able to keep playing if you have more time left.

The optional encounter in Acts of Association could easily fit in with any scenario on Absalom Station or almost any space station, or easily reskinned for a city setting. This got me thinking if more scenarios had optional encounters, and we could use them in other scenarios, over time the pool of optional encounters would keep growing. Besides filling in for a session that ran short, this could be a good way to make repeatable more varied. Optional encounters could have tags saying what setting or environments they fit in.

One downside for me for shorter scenarios is there's less time to get into the story. Having more meta plots would be one way to deal with that, even if some of them were short two-part meta plots. With scenarios that are 2-3 hours long, groups that have more time could even play both in one session, another option would be scenario + bounty.

If you end up with extra time having the option to add an extra encounter, bounty, or a second scenario would fit almost any situation that comes up.

Wayfinders

One concern some SF1e players had was ancestries not having access to as much at 1st level in SF2e an easy way around that is to use Ancestry Paragon but that's not allowed in organized play. With the playtest over, here are a few ideas to help boost ancestries that could be added in later books. These ideas are also good for players interested in playing more on their ancestry.

1. Ancestry backgrounds This could give a character trained in two ancestry-related skills and one extra ancestry feat, and tie their background more to their ancestry in some way.

2. Ancestry Archetypes, could be similar to Ancestry Paragon but have the cost of taking an Archetype to balance it out in organized play. Ancestry Archetype could be a generic Archetype allowing any ancestry to get more ancestry feats as they level up and or there could be specific ancestry or even heritage Archetypes that add new options to an ancestry.

Wayfinders

This is a follow-up thread to the Revising "Run as Written" thread

Alex Speidel wrote:
An enduring belief of a vocal portion of the community is that Organized Play adventures must be run exactly as written, with absolutely no GM improvisation, deviation, or correction of obvious errors. This is, quite simply, incorrect, and I would like to see the community actively work to excise this thinking.

So that quote got me wondering just how far have people pushed not "Run as Written"? while still following the rules. So this is more about changing up the appearance or feel of a scenario while still running it within the organized play rules. I think changing up repeatable can really help make them more interesting. Before getting into PF2e and SF1e I played D&D and several other TTRPGS for over 40 years and 90% of those were all homebrew games, so homebrewing is something I miss when playing organized play, but Alex's statement above I think gives me enough room to find a nice in-between.

So I'm looking for examples of how others have changed up their scenarios. I'll start off with an example of a game I played in as a player that I think would not be recognizable to others who had played the same scenario.

Would it turn any heads if I said Starfinder Society Scenario #6-03: Project Dawn is my favorite music-themed scenario? A Record store, a concert t-shirt, and song lyrics ended up being used in over half of the encounters or skill checks.

So curious to see how others have changed up scenarios or added a new appearance or feel to them, either preplanned or spontaneous as a reaction to what the PCs did.

Wayfinders

I've been in a few games with only 3 players. In the games the GM let us run a pregen as the 4th NPC player to fill in. Not sure if that's the correct way to do it but it worked without having to make adjustments. The GM was newer and the VC was the player that ran the NPC pregen.

I haven't seen any 2 player games happen yet at an organized play event but the Guide to Organized Play says it's possible in some situations, but there is no way to run a game with just one player.

A long time ago playing D&D our DM used to run solo side quests between our weekly game sessions. These were some of the funniest games I've played in. In a recent conversation on Reddit, someone had brought up the subject of table size, and someone linked to a Matthew Colville video that convinced them that the minimum size should be 1 This got me thinking.

One-on-One D&D, Running The Game.

So what happens if only one player shows up, especially a new player, or if there is a 7th player and the group has 2 people who can GM, or if one player only has a character of the wrong level? Having a new player play a high-level pregen their first game can be too many options to deal with depending on the level.

So what if there was at least 1 or 2 scenarios written for 1 player or 1 or 2 players? One-player games can be fun but have to be carefully balanced which can be hard to do just adjust a normal scenario. Also, a one-player game can be a great way for a GM to teach a new player the game.

I really like the idea of having the tools to never turn someone away because there aren't enough players, Just a thought.

Wayfinders

I only play a play-by-post for most things the AcP cost is not too bad even with the slower rate of gain AcP when playing play-by-post only, but the cost of some ancestries is so high it would be hard to play them more than once or twice per edition of the game.

If you play in a live game every week it takes 40 weeks to get 160 AcP
If you play PbP finishing one scenario every month it takes 3.3 years to get 160 AcP
The average PbP game I've played tends to average around 6 to 8 weeks which brings it to 5 or 6 years to get 160 AcP I don't know if some adjust for how you play the game could be made, I have other suggestions below that I think work better for all types play.

There's another reason I don't like spending AcP to play ancestries. My very first PFS game I used all my free starting AcP to buy an ancestry I wanted to play. The game almost ended in a TPK the only thing that saved us is the GM doing lots of handwaving to save the party. Most of that game was just spent calculating how long it would take to gain enough AcP to be able to play that ancestry again. If the GM hadn't saved the party that would have been my first and last PF2e game. I had spent weeks building that character I was so afraid of it getting killed I made new characters from core ancestries out of fear. This was in a live game while we still had a PFS group here, but that group only played 2 times per month so even for live play saving up AcP would have taken longer.

I've been playing DnD and other TTRPGs for 47 years I love Pathfinder and Starfinder because of all the new ancestries and species to play I have no interest in playing any of the old DnD core races ever again. I'd also rather play 20 different 1st level characters all with different ancestries than play 1 character all the way up to the 20th level. I only have one character that uses the same species as one of my other characters that's because they are twins in some bazaar "The Prestige" like plot to outdo Zo!

If I was playing in an AP I would only be playing the same character for months or years at a time, but in organized play, I might switch characters every scenario and might be playing in 3 or 4 different scenarios at the same time so would want to be able to play more ancestries. I tend make a new character to fit the scenario or have several to choose from if I don't know what classes are being played in the party so I can play a character that fits well with the party. Making characters is half of the fun of the game so I wasn't to make as many as posable.

I'd much prefer to have things to spend AcP on that are not just letting me use options I have already paid real money for. I'd love to be able to spend AcP on having my own home in Starfinder or Pathfinder kind of like how GMs can get a game store in Starfnder. I'd love to have a record store or music label in Starfinder or my own starship even if it wasn't useable in play.

I would love if Starfinder didn't have to pay AcP for species at all, we have Drift travel you can explain why any species ended up anywhere. I get that in Pathfinder it makes more sense to not have playable skeletons everywhere. What if playing a skeleton was free to make, but if it was played outside of someplace skeletons fit in, there was some AcP cost to play them outside of Geb, or you got reduced AcP for playing them outside of Geb or wherever they fit in?

Wayfinders

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NOTE This is not a political question or debate.

If the proposed plans for tariffs next year go into effect they will have a big impact on gaming industry as a whole which heavily relies on china for printing book, making miniatures, and more.

The "proposed" tariffs are
10% or 20% tariff on all imports across the board.
between 60% and 100% for products imported from China.
between 25% and 100% on goods imported from Mexico.

Besides the possible increase in the cost of gaming, the rising cost of other imported goods could reduce people sending money for games.

I'm curious if Paizo is considering the possibility this might happen, and what this could mean for Pathfinder and Starfinder, and if there is anything that can be done to reduce the impact this might have if these tariff policies are enacted.

The rising cost of games in the last year or so has already made me make a switch to PDF only whenever possible. Worst case scenario could Pathfinder or Starfinder survive just on PDF sales? Even if the cost of printing books in the US was not a factor I don't know if there is the capacity in the US to handle a sudden shift from overseas printing.

Hope this doesn't sound all doom and gloom, it's meant more of a trying to be prepared, and make the best of things.

Wayfinders

SwingRipper's playtest feedback video.

Curious what others thought of this video, think he's got some good points but not sure I agree with all of them.

Wayfinders

test

Wayfinders

I've been reading the Mithic rules in War of the Immortals and thought they make a good road map for the 2e Evolutionist when combined with some of the SF1e Evolutionist features and how the SF2e playtest Baratha's genetic adaption works.

I like the 1e Evolutionist mutation points, and adaptive strike for in combat adaption.
The playtest Baratha's genetic adaption is great example of downtime adaption, and the mythic rules are a great example of long-term Evolution. Combine all three of those and you got one really interesting class.

I like how the mithic rules go through stages. Levels 1 to 5 you mostly are really good at some skill check plus some feats. From the 6th to the 11th level, you gain much more power feats. At 12 you gain mythic abilities but keep building on them to the 20th level. The SF1e Evolutionist only reaches their Evolutionary goal at level 20 when there isn't much chance to play with that. Going mythic at the 12th level and then building on it lets you have fun with the change all the way to the 20th level.

Another thought, being able to adapt to use different movement types during exploration mode would be nice. Too often classes have cool features that only work during combat.

Wayfinders

I'm looking to make a PF2e character to play in the SF2e playtest. One of the playtest adventures has 20 hazards in it. Also curious about what PF2e adventure has the most hazards in it.

Hazards can be very diverse so might take more than one character to really deal with hazards well. I thinking of one good at physical hazards and one good at mystical-type hazards. might even be worth looking at what a hazard-busting party might look like.

In addition to classes, are there any good archetypes, feats, spells, or equipment that should be considered?

Wayfinders

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ANOMALY Quantum Field Your movements blur as images of alternate
iterations of you flicker around your current form, and your
speech echoes with a chorus of otherworldly sounds. Any
time an enemy within the quantum field attempts an action
with the concentrate trait, the action is disrupted unless
they succeed at a DC 5 flat check.

Number of creatures with a concentrate trait action per adventure.
A Cosmic Birthday 3
It came from the vast 0
Shards of the Glass Planet 0
Wheel of Monsters 1

There doesn't seem to be a lot of encounters where the Anomaly Quantum Field, comes into play, I think players have more options with the concentrate trait than creatures do at least in the playtest so far. So on the rare occasion, you get to use this Quantum Field a DC 5 flat check is a really small chance of finally doing your cool ability. Maybe something more generic like a DC 5 flat check to perform any 3rd action that is not a move action.

Wayfinders

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Jedi Rats? Study Suggests Roddents Manipulate Matter Using Ultrasound.

Wayfinders

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We know from the Wave 3 errata blog post that the developers are reviewing overall mechanics for grenades and missiles, but are aren’t not quite ready to act on yet. So seems like a good time to talk about grenades.

For me the main issue with the new grenade rules was the way saving throws work creatures in extreme encounters were immune to grenades due to high reflex saves.

But there was lots to like about the new rules too.

1: 30 range, this helps a lot with higher-level grenades with a larger radious. In SF1e it can be hard to use a higher-level grenades without hitting yourself or someone else in your party. Might be nice for grenades with bigger radius to be able to use an action to adjust the radius

2: I like that grenades became simple weapons so all classes can use them. Being consumables they are a great way to fill gaps in characters or parts available damage types or other effects, without being something used every round or every combat.

3: Bouncing grenades off a solid surface is great and fun.

4: I like the new smoke grenades, but I like the old smoke grenades too they serve different purposes, I'd like to see both be kept and just rename one of them. I wonder if the new smoke grenade should give concealment from ranged attack line of sight passing throw the area of effect.

In general, I like that grenades don't just have to be a source of damage many are problem lovers. I've used a sticky bomb grenade to prevent a crowd from rushing a stage once. I've used holo grenades as distractions, for making a dramatic point during a trial, and once used a holo grenade for species effects while trying to entertain a crowd.

Wayfinders

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With PF2e getting mythic characters soon, got me thinking that for Starfinder it wold be nice to have something like that, but for Starfinder it could add new extreme playable species and tech. Also a good place to bring back some old playable species that didn't balance well with PF2e.

Wayfinders

After looking over A Cosmic Birthday it's obvious a big part of the playtest is hazards. Many of the hazards can be disabled with skills, crafting being the most common with computers, and thievery being the next common, especially in hazards dealing with technology. Other skills may apply depending on the hazard. Many of the hazards can be disabled through damage but have hardness you have to get through. Dealing with hardness came up in anotehr thread and got me thinking. In the class description there is a section saying "During combat... you" "During social encounters... you"

So my question is During hazard encounters...
what might each class do?
What skills might that class have that would be useful?
What weapons a class has access to might be useful?
Does a class have any special abilities that would be useful?
Useful could be spotting a hazard, figuring out how it works, or disabling it.

Another question is what equipment that any class can use that might be useful for dealing with hazards?

Wayfinders

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I was playing Chk Chk in this encounter and thought it was one of the more interesting low-level encounters I've been in. Using recall knowledge to learn about Intimidation Vulnerability felt good. I like that the info gained wasn't just telling the rest of the party to switch damage types, and led to interesting uses of skill checks in combat, that weren't just damage or dice modifiers. I loved that intimidating gave the Skorresh the suppressed condition when frightened to slow it down.

Add to that being able to use the nature skill to make the Skorresh lose an action was great, and then after succeeding at both intimate and nature skill chack managed to drive it off. This is the first time I remember using 2 skill checks in one round of combat that directly affected the combat. I've only played a PF2e a few times so maybe this is more common than I think, either way, it's a good sign for SF2e.

I think it was also interesting that the Skorresh was giving us the frightened suppressed conditions as well, this made for an interesting stand-off encounter, where both sides were potentially less effective in combat.

I'm playing this scenario again as Obozaya I'm curious to see how this encounter feels playing a soldier.

Wayfinders

The only untrained action is recall knowledge. If you can't use piloting to drive or fly untrained, what happens when a random groups of players show up to a SFS game that needs a pilot and none of the PCs have the piloting skill? If there are no options for the PCs then either the ship has to have an autopilot or the GM could use a pregen as pilot NPC. That works but not sure if it's intended to be that way when making piloting trained only other then recall knowledge.

Is RUN OVER meant for all types of vehicles to use? I'm not used to seeing starships used against a creature, but this looks like it does just that. I'm all for finding a way to mix all types of combat. if it's not intended to be used that way with starships, the requirements or description could say what types of vehicles can use this. Maybe for starships, this could be used at take-offs and landings.

Wayfinders

I see the new playtest sub-forums for each ancestries and each adventures. I don't see any for ancestries?

1: I really like the Barathu heritages that allow you to play at different sizes.

I think that concept could be great for any species that has different stages of life. It would be cool if some species/ancestries could progress through stages of life as they level up. Maybe there could be a life stage trait that could be added to heritages (Life stage 1) (life stage 2) (Life stage 3) that could only progress in order. Progressing through life stages could be optional for players that want to stay at one stage.

2: ADAPTABLE LIMBS FEAT 1 says:
"You grow sturdy lower limbs that allow you to walk on land.
Increase your Speed to 20 feet. Additionally, you gain the
Adaptive Locomotion action."
But the Barathu's base speed is listed as: "SPEED: 25 FEET; FLY 20 FEET"
But looks like you already have a land speed of 25?

3: GENETIC ADAPTATION: Overall really like the new version. With the number of ancestry feats, the Barathu feels like an evolutionist ancestry instead of a class.

It is however a huge change to how fast you can adapt compared to SF1e. Taking one day of downtime to adapt makes the 2e Barathu feel like a prepared spell caster. Playing an AP characters have more time in the story to have a better idea what to plan for and opportunities for downtime to use GENETIC ADAPTATION. In organized play many times you only get one chance to use GENETIC ADAPTATION at the start of the scenario with little info to guess how to use GENETIC ADAPTATION. I don't think all the Barathu feats need to be able to be retrained faster, but having a few that could, would be good for scenarios and shorter adventures.

Wayfinders

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There is a ton of advice for combat encounters, but what about social encounters?

1: What are your favorite tips, tricks, feats, spells, or other abilities for social encounters?

2: How have the remaster changes affected social encounters?

3: Are there any good options for characters that don't normally have good social skills?

Wayfinders

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On the most recent Paizo Live, it was spoiled that one of the new weapon traits from one of the April Fools jokes is actually real. My guess is that it's the Professional trait.

From the Moonwhip in the April Fools blog.
"Professional: A weapon with this trait can be used as a tool for the listed skill. Add the weapon’s item bonus to attack rolls as an item bonus to skill checks using the listed skill. Your proficiency with this weapon is equal to your proficiency with the listed skill (up to your proficiency in simple weapons)."

Besides the obvious ones like mechanics being able to arm themselves with a tactical wrench, plasma bolt cutters, arc welding pistol, I'm hoping musical instruments/weapons can count as a tool for this new trait to be able to use it with performance skills.

Very excited about this new trait if it's real. Curious how many skills could end up with a Professional: weapon trait.

Wayfinders

All the character options in this book stack, and what is amazing is that this doesn't cause any balance problems for SF2e or PF2e for that matter they balance equally well with any game system. It's also fully backward compatible with SF1e!

I love the attention to deal tail to the Starfinder lore this is obviously the work of a team that really understands Starfinder!

The artistic use of white spaces is one of the best examples of great layout in any book ever made!

This is the perfect book to fill the Gap between my Starfinder and Pathfinder books on my bookshelf.

Wayfinders

Some repeatables have a set number of encounters with verables for each encounter. Some have multiple encounters and you only play some of the encounters each time. What if repeatable with multiple encounters had the option to play all the encounters as a longer adventure? This could be a fun option for home groups running PFS or for a PFS group that has consisint group players to continue on a different day or have days they can play for longer.

Not sure it could be applied to past scenarios but something to consider for future ones.

Wayfinders

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Has low-level play benefited from the remaster? If so how and do you think it's enough of a change for someone that's tried PF2e before and didn't like low-level play to try again?

I just got the Remaster Monster Core yesterday and noticed several creatures had their attack bonuses lowered or special abilities changed in the direction of making low-level play a bit easier.

AEON +9 > +7
LYRAKIEN +9 > +7
GIANT BAT +10 > +9
GHOUL Paralysis > Stench and Forbidden Craving curse.
GOBLIN WARRIOR +8 > +7
VIPER +8 > +6

I know a lot of the changes from the Players and GM core have been discussed before but not sure if a list of those changes focused on low-level play has been made.

Horizon Hunters

I have an oracle fortune teller character who reads Harrow cards for a living. I always bring my Harrow deck to live in-person games but with the time limits of organized play, I never got to do a full reading. Normally when there was a decision to be made I just drew a random card and held it up pretending it guided my choice. That's great for flavor but not really using the cards fully.

Normally I play SFS PbP and PFS2e live, but today I started my first PFS2e PbP game and already just during introduction have managed to do a full nine cared Harrow reading, so a bit excited my Harrow deck will finally be put to good use. Now I'm wondering how many readings I can work into one scenario.

How and when do you use Harrow cards in your game?

Wayfinders

There has been lots of debate about the physical qualities that are needed to keep the Cantina feel in Starfinder 2e. In Starfinder we deal with lots of different strange species and truly alien cultures, which got me thinking about the Edicts and Anathemas rules in Pathfinder Remaster would be a great way to show differences in species or ancestries cultures and beliefs. These could be broken down further in heritages or even in backgrounds or archetypes as well.

For example, shirren might have making choices as an Edict and mind control as an Anathema, also not showing their private arms. Elves might have removing their mask as an Anathema. These are just common examples from things we already know but Edicts and Anathemas for ancestries could be a good place to allow some really gonzo ideas that wouldn't affect the game mechanic balance. Skittermanders would have the always be helpful Edict and for an Anathema maybe refused to eat with any of their hands that touched weapons in the last day, they might even skip eating if they used all six with weapons. Lot of possibilities for Anathemas and multi-hand use limitation, or just strange customs.

Edicts and Anathemas could be worked into the Society or Beliefs section of an ancestry or the rates and stats sidebar.

Random skittermander thought, how do skittermanders keep their houses safe without locks? Six door knobs that have to be turned simultaneously.

Wayfinders

As the title says, how do you plan to use SF2e for your game?

Are you just playing SF2e on its own or mixing it 50/50 with PF2e, or just barrow parts of it for a PF2e game?

Also, do you currently or have played Starfinder and or Pathfinder2e?
Do you play home games or organized paly?

Wayfinders

If Battle Zoo can turn Dungeons into a playable character why not starships? Found this linked in Reddit.

Starships as characters .

Wayfinders

Unfortunately, Paizo stopped making pawns, one set that would help a lot with ship combat would be a set of asteroids and space obstacles. Anyone who plays Star Wars Armada or X-wing likely has asteroids and space obstacles they can use. If you don't, there's no need to buy the full game you can get a cheap expansion pack that's is mostly just asteroids and space obstacles.

Star Wars X-Wing Never Tell Me The Odds Obstacles Pack .

Obstacles Pack image .

This brings up the question there will be any pawns for SF2e? Even if they are limited to special situations. Maybe space obstacles could come with a space flip mat. Also, The beginner's boxes had pawns, will that continue in SF2e?

NOTE: Although the Star Wars obstacles are useful there's a lot more that could be made for obstacles for Starfinder.

Wayfinders

I got curious how a standard starship that fills up a normal 24x30" flip map where 1 square = 5 ft would fit on a 24x30" map using 30 ft squares. So a ship that size would take up 4x5 30 ft squares.

Even if all you do is land your ship on the map, leave the ship, and fight outside of it. Having your ship/home on a combat map will likely make the players feel more connected to it, or at least have some motive to protect it.

A 30 ft square map is also great for making ranged combat matter, mech, and vehicle combat.

A 3 encounter scenario could start with ship combat to get someplace. Use a 30 ft square map when you land, and have to find and fight your way to the final fight. Then use a 5 ft square map for the final fight. Not every scenario would have to be like that but it's a nice option to have.

Something like that could cover all the combat subsystems in 3 encounters. Hope we see something like that in the playtest.

Wayfinders

I see lots of new players and DMs coming over from 5e all the time on Reddit for both Starfinder and Pathfinder since the OGL mess. I noticed a lot of them will say they are new to Pathfinder2e or Starfinder and then jump right into homebrew questions. Also a lot of the time it's a whole table switching over too, so not likely to be interested in organized play as much as an individual player.

So I'm curious if other areas are seeing growth in their organized play groups. Sadly the local organized play group where I live recently died out and is gone now, but I never saw many people playing 5e at any of the game stores either. Here Warhammer overshadows everything even Magic the Gathering.

Wayfinders

I wasn't around when Pathfinder went from 1e to 2e so not sure what will happen when Starfinder 2e comes out. I'm assuming scenarios for Starfinder 1e will stop being made. But are there any other changes, like will more or all species be playable for free? Or will everything stay the same?

Wayfinders

All the SF and PF2e games I've paled in were organized play games and I've never even seen a party that wasn't mixed-level. Most games had a 3 to 4 level character level split. I'm guessing this is more common in organized play than in home games.

From my experience, I feel much safer playing the lowest-level character in a mixed party in Starfinder than I do in PF2e. The 3 action economy and +10 to crit make one-hit knock downs on low-level characters much more common in PF2e

With SF2e in the works, what are your thoughts on mixed parties?
What's your experience with split-level parties?
how well do you think they work?
What can help make them work better?

Wayfinders

All the PF2e games I've paled in were PFS games and I've never even seen a party that wasn't mixed-level. Most games had a 3 to 4 level character level split. I'm guessing this is more common in organized play than in home games?

So what's your experience with split-level parties? how well do you think they work? What can help make them work better?

Wayfinders

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When science gets stranger than fiction. The description of the Astrazoan they resemble a radially symmetrical starfish with seven limbs. Previously sea stars were thought to be headless but recent research suggests it's the other way around, "far from being headless, over evolutionary time sea stars lost their bodies to become only heads." So Astrazoan might be a lot like Contemplatives.

Long presumed to have no heads at all, starfish may be nothing but.

Wayfinders

Page 141 of the CRB appears to be offline, the familiar down for maintenance image appears whenever I turn to page 141

I think I see what the problem is, to the lower left of the image it says
Disable Device

Wayfinders

I've been reading through Starfinder Enhanced and love the new uses for Resolve points. I know that resolve points will most likely be replaced with Hero points in SF2e. Here are the basics of how the new resolve points work.

"Specialized uses include new ways to use your Resolve Points.
These are split into four categories: defensive, offensive,
transport, and utility. As part of your daily preparations,
you can select one new way to use your Resolve Points per
category. Each specialized use that a character with Resolve
Points selects can be used once per day."

Was wondering if the Pathfinder remaster was adding more options on how hero points can be used, that might be similar?

Wayfinders

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25 new grenade types! and it's not just a bunch of new damage types, there are even grenades that can heal now, or give haste/slow, disarm anyone holding metal objects, cause area damage that continues for 1d4 rounds, anti swarm grenade allows for single target attack to work against the swarm. Time to start throwing things!

Adrenaline Grenade

Antiswarm grenade

Balm Bomb

Disintegrator Grenade

Ethereal Bomb

Exploding Crystal

Exploding Ice Bomb

Incandescent Grenade

Instant Aquarium

Irradiator Grenade

Mag Grenade

Maiming Grenade

Mind Scrambler

Multiversal Breach Grenade

Quantum Repositioner

Repeater Grenade

Rubber Pellet Grenade

Steam Cloud Grenade

Stinking Goo Grenade

Temporal Chaos Grenade

Terror Grenade

Thermal Selection Grenade

Time-Delay Grenade

Underwater Grenade

Vibration Bomb

Wayfinders

Reducing a Novian to 0 HP basically once per day turns it into a living grenade that doesn't require an action to use, and can be used even though they are at 0 HP. I'd love to see a party of Novians trigger a chain reaction after one of them gets reduced to 0 HP.

Wayfinders

I realize we will be losing resolve points in SF2e being replaced with hero points. I haven't been following the PF2e remaster too closely or if having different uses for hero points in SF2e would fall under meta vs core rules, but I really like the new Specialized uses of Resolve Points from Starfinder Enhanced.

"Specialized uses include new ways to use your Resolve Points.
These are split into four categories: defensive, offensive,
transport, and utility. As part of your daily preparations,
you can select one new way to use your Resolve Points per
category. Each specialized use that a character with Resolve
Points selects can be used once per day."

I really like how this lets you prepare for a mission, and spend resolve points to help with that mission feels better to me, than just getting a reroll to try to counter any bad die roll. I hope something like this makes it to SF2e. It would be fun to have in PF2e as as well.

Wayfinders

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Starfinder Enhanced preview are out!

new optional starship combat rules .

new species .

Enhanced Classes .

Wayfinders

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Witchwarper's abilities like Infinite Worlds, have a lot of similarities to how the drift works pulling fragments of other planes into the drift. Combined with Precog's abilities, dealing with time also having similarities to drift travel. Temporal Anomalie is not a bad way, to sum up how travel time works for drift travel. One possibility is that the Drift was there before Triune, and the first fragments were pulled in by Witchwarper using Infinite Worlds, and Triune was predicted by Precogs. Precog/Witchwarpers may have learned of the drift and even how to manipulate it, but were not able to travel to the drift. Perhaps it was only through the combined knowledge of Triune's three parts, that a way to travel to the drift was found.

If the combined Precog, and Witchwarper class had a connection to the Drift then perhaps a class name with Drift mixed into it might work. Or if it was Triune that named the Drift, keep it calling the class Witchwarper works too. The original Precog/Witchwarpers may have had another name for it and/or did not fully understand what the Drift plane was.

Wayfinders

I was watching Star Wars, The Clore Wars. There was another spaceship crash, and Obiwan said to Anikin, who was piloting the ship, "Another fine landing."

So I wanted to make a pilot character that always crash landed their ship, or was just in general a reckless pilot. Someone that can ace a maneuver when it counts but at great risk to the ship. I figured Space Goblin would be the perfect species for this, but it could be fun with any species. To do this, we would need a few feats.

Reckless maneuver: You get +4 on your next pointing check. After that action is completed, a random ship system takes critical damage from the stress of the maneuver.

Push your luck: You get +2 on your next piloting check. Your next piloting check, you get -2.

I got this: As a reaction, you may add +4 to a piloting check after it is rolled. The next time you land the ship, it takes 1d6 points of hull damage, and one random ship system takes critical damage. Once you use this feat, you can not use this feat again until after this Ship has landed.

Risk it all: You get -5 on your next piloting check. If you succeed, you get an extra piloting action this turn with + 2 to the check. If you fail, the stress of the attempted maneuver causes two random ship systems to take critical damage.

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Too many choices on how to play. Options are good, I know I play a shirren, but, tonight I thought I'd start making a list of all the places to look for games. The obvious place to look I figured are, here in the Paizo forums, Warhorn, Reddit, and Discord. These are all places to look regardless of how you plan the game, Live Play, VTT, or Play by Post.

I play PBP so I started looking for places listing PBP games first. I know there was a split in the PBP community between the Paizo Frouns and Discord, what I didn't know was there was more than one place on Discord to play PBP or sometimes called PBD.

In the Gameday XII Event PBP table listening in the tier 3-4 category there were 3 tables listed each only have 1 or 2 players, so looks like none of those tables had enough players to start the game. But combined they did, problem being there were all on separate platforms one on the forums and the other on separate Discord channels.

I don't use VTTs but know there are at least 3 That support Starfinder, Fantasy Grounds, Foundry, Roll20, and there's at lest one more in development.

So with so many different ways to play and different places to look for games combined no wonder it can be hard to find a game. I thought I'd make a list of all the places to look but quickly realized there were more than I thought there would be so will take longer to do.

So for now to get started I thought I'd ask everyone where, or how you look for games, and how are you looking to play the game, Live, VTT, or PBP? Do the VTT platforms have their own looking-for-games forums, Reddit, or Discord? Any other place to look I'm missing?

Wayfinders

I've never once bought one of the items listed I could buy on my chronicle sheets. 90% of the time, I just don't have enough gold or credits to do so. The rest of the time, it's an item I can't use or don't want. They have been something I would have loved to have but have always cost too much. I looked at one of the items I wanted. To get it, I would have had to not buy any equipment at creation and saved all my gold up to that scenario, and even with my downtime, my income would have been at least ten gold short.

Is this normal? If so, how do you save up to get better items you find?

In my last chronicle, I got a magic item that would be useful and fun t have, but to get it, I'd have to skip getting the striking rune I'd been saving up for. So I'm torn between something cool or something that is just a number to make the math work at higher levels. Never mind, I just double-checked, and the magic item bonus doesn't stack with my other equipment. So back to that, I've never found anything useful I could afford.

Is there something I'm missing, are we supposed to sell off the equipment we can't afford to buy? I don't remember ever once just finding gold in an adventure. Iv'e found more coins on the floor at the grocery store.

Wayfinders

I've seen this debated here before, but now some new physics shows that sound can travel in a vacuum under the right condition. Beware of crystals in space...

Rethinking Sound in Space .

More annoyingly, you might be able to hear your alarm clock in space too.

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