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![]() Problems from my player:
The feat chains make me think solarian is supposed to be focused on solar flare, but they really really aren't. ![]()
![]() I don't like changing it to attack rolls honestly. And, responding to an earlier response, a typical 20% chance of crit success for on level enemies is absolutely unacceptable, especially since it means a 5% chance of crit fails for just about any enemy you encounter, unless you're running into level -3 enemies with bad reflex for some reason. If anything, I would like a soldier class feature that ups their DCs for area attacks above and beyond even where we are now (legend + 3, maybe it goes to legend + 5 for specific actions/weapons), and then add that ability being available for soldier multiclass at level 10-12 so other characters can get their piece of the pie. ![]()
![]() To be honest, if you have two targets in your area and they both pass, I typically wouldn't call that turn a waste. Especially if a soldier adds any riders or debuffs or additional attacks to that turn. The problem is how often at least one of those targets crit passes. So, the question is, with saves what they are, how often are non boss enemies crit passing their saves? And also, given the pitiful ranges of current area attack weapons, how often do you fail to get two enemies in one area of effect? I had a kineticist in my last PF2 game I ran, and they really didn't care about enemies passing save... but they also had a lot of other effects going on besides pure aoe damage. ![]()
![]() I have fond memories of a time the GM gave our party a golem at one point, and we proceeded to just use it as an excavator to go through a dungeon. It took time, encounters kept investigating the noise and we'd have to fight to defend the thing, etc. It worked out, we went into the boss a bit underleveled and kicked it's butt. (Much more dangerous in PF2/SF2 than that campaign, which was, iirc, 5e) But, the GM rolled with what our party was trying to do rather than saying 'no'. Knowing the dude, if he didn't want us to do that he would have had us sit down and talk about why, and what we as a party wanted in that situation, which is what any good GM should do. I guess, the point I'm trying to make is that targeting and affecting objects/walls/etc. should be the purview of the GM, rather than granulated and defined by the rules, but we could benefit from a sidebar paragraph with a few examples. ![]()
![]() Archives of nethys should have a pretty solid collection of all the rules, including every generic alien and NPC published in starfinder's history (as well as all the rules for starfinder ever published.) ![]()
![]() A) pretty sure it was intended to target fighters specifically. Though rules as written it doesn't. B) The nebulor skymedic is a niche starship, but makes a great target for this spell. Though if the default med bay counts as passengers is somewhat up in the air. ![]()
![]() BigNorseWolf wrote:
No, everyone else gets +2, +2, -2, and a free +2 in a stat other than the two +2's. So it just evens out to everyone can choose the human +2 to any two stats vs +2 to two specific stats and a -2 to a specific stat and a +2 to any other stat. That said, one of the PF2 update spoilers was doing away with ability scores in general, since ability score damage is gone anyway. So I imagine it might be tweaked from this anyway. ![]()
![]() I'm cautiously optimistic. I've GM'd Starfinder to level 20 once, level 12 twice, played to level 5 (so far, it's ongoing) once. I've GM'd pathfinder 2e to level 8, and played it to level 2, 6, 10, and 3 in order. I really, really like running PF2 much more than SF1. However, the writers could take a note from the SF1 10% sell rule. It lets you throw loads of loot at your players, but it becomes useless in a few levels instead of throwing balance out the window. PF2's treasure system is more work in the GM in terms of figuring out what is appropriate to hand out/you need to worry about them selling it for other things you haven't prepared for. I typically like playing PF2 more. However, I find character building, level ups, the setting in general, and shopping sprees vastly more interesting in SF than PF2. So, mostly I'm hoping that items in general in starfinder that do crazy, useful, and wonky things are easily available in SF2. Unlike the PF2 'throw anything slightly weird into the uncommon category' design space. Also, per typical SF1 adventure design, having 3 skills that you are good at is insufficient, and I would like to see that rectified, either by consolidating skills (say computers and engineering), or by simply having more skills trained to high levels than PF2. (it is the future and most characters are more broadly educated after all). I also greatly prefer the stamina system opposed to the standard PF2 medicine system. But really I would rather that just be in the CRB as an alternate rule for SF2 than in the GMg for SF2. ![]()
![]() ...So they're a discount solar flare solarian? How is that stupid powerful? they don't add their STR or CON mod to damage. They don't get the solarian's solar crystal damage or plasma sheathe damage. just 1-12 d6 plus probably full level from weapon spec. Power armor doesn't affect this at all. Barely even a standard longarm depending on which level you look at. ![]()
![]() Nolinquisitor wrote:
You use EAC/KAC of the combatant guidelines. You also give them heavy armor of their level into their loot pool & can consider armor upgrades that character might use to include as well. As far as combat styles, if you find an ability useless (like guard) you can either ignore it, take a different 1st level soldier style (and mix and match later styles), or make it useful, such as giving the NPC a +1 bonus to their AC. ![]()
![]() Kishmo wrote:
Weapons with the analog property are still under the heading of technological items. A bolt action rifle is still technology, and so is a bow. Old school tech is still tech. I think it's just language leftover from an earlier draft where you had to be proficient with weapons you create. ![]()
![]() JiCi wrote:
The gear array does have an effect related to your nanocyte level though? Well kinda sorta. Gear array wrote:
I would argue that calculating it's effects as if you were a lower level is the similar to creating a nanocyte of X level where you can only use the major forms of the lower level. Though, I wouldn't say that is clear cut, and it's perhaps worth a FAQ click. ![]()
![]() Yure wrote:
Why does it need a review? Sunder literally only hurts players. Why does it need to be effective? ![]()
![]() Zoltrox wrote:
In the past during poluplar humble bundles, the "60s" went all the way up to "5min" (it used to be 15sec). I would say give it 7-10 min or so to make the 'personalize' step before dowloading. Then if it isn't working contact support via the support forums. ![]()
![]() CorvusMask wrote:
Mass media says yes. Physics says probably not. ![]()
![]() I've had a couple players play super speedy melee solarians and they seem pretty fun. Light armor, fleet, speed suspensions. The one build I remember started with a dip in vanguard for the extra speed on the first turn of combat and CON as the resolve stat. They also prioritized CON>CHA>STR, and tended to spam dragon gland or acid glands while charging up the photon blast revelation, and they kept balanced revelations. They ended up being a speedy tank that dealt AOE left and right, but depended on their high stamina pool to handle bosses more so than damage. ![]()
![]() I might be missing a blurb in one of the vehicle chapters, but I'm pretty sure that crew are crew and passengers are passengers, regardless of size. Though they would probably have to squeeze and take those penalties while doing so. Yes this leads to the DND 5e silliness of a centaur riding a horse. And while I would allow an uplifted bear to ride an enercycle circus style, I get why other GMs might not. ![]()
![]() Wesrolter wrote:
so... yes with remote hack... but even getting root access gives you what? The mech's movements are slightly uncoordinated? ![]()
![]() I would say no because mechs aren't on the list... But, I also wouldn't have an NPC use that class feature on a PC mech in combat. However, if I had a mech fighting the PCs I'd probably build it as an NPC creature rather than a full mech, and at that point I'd probably let it work. Rules as written override doesn't work because it doesn't mention mechs. ![]()
![]() No, it's not possible according to the rules. That said, since you basically ruled it as not ending the encounter outright, it's mostly fine. It maybe should have either taken a couple of turns to get that result, or the mech should have also gotten a save to negate or reduce that effect, but it's fine. ![]()
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![]() JediJabroni wrote:
Starfinder is not an economics simulator. It was never meant to be one, and likely never will. That said, in setting, owning a starship is closer to owning a yacht than a car. They aren't affordable to individuals or small groups without some extenuating circumstances. And that's fine. ![]()
![]() Under the rules, standard action, attacks: Quote:
If you're making a ranged attack, I would treat it as a ranged weapon for that attack. ![]()
![]() E-div_drone wrote:
It's more of a... Most paizo writers and contract writers aren't so unfamiliar with the source material that they would ever write a class feature that creates a new type of combat maneuver. But it's still technically a possibility according to the rules, because PF1 had a lot of weird stuff pop up over the years. So you have to remember that bit, even though it will probably never happen. ![]()
![]() Iankid wrote:
It would gain bonuses that add to natural attacks (and, I think unarmed strikes) it would not benefit from effects that affect small arms. That's why I'd suggest basic melee. ![]()
![]() Metaphysician wrote:
however, this is the rules forum, which seeks rules answers to questions, not what any odd person might rule, instead the standard rule. If there is a discrepancy, then 'what I would rule' applies. If there is not, then in the rules forum rules as written tends to apply. ![]()
![]() BigNorseWolf wrote: note maximum crew is how many people you can have at work stations before they get in each others way. You can shove almost any number of people on board if you want to. I dunno about any number, but there might should be a 'max supported life forms' stat, assuming max crew wasn't meant to be that stat. Also, I'm unsure minimum crew is the same as a skeleton crew keeping the ship coasting through the drift to their destination or not. ![]()
![]() Creature companion rules the gremlin companions damage is the same as the damage table from creature companion rules from alien archive 3, and is once every d4 rounds. ![]()
![]() Senko wrote:
Again, anyone can hack a computer on a wireless network. Whatever that range is. I think the ones in my house are about medium range through wood and drywall construction. if you can access the network, you can hack it. mechanics can hack devices without access (if they are in line of effect to the device in question). The mechanic's ability is that they can hack my microwave clock sitting at the breakfast nook with only my perception check to notice despite them not standing in front of the microwave pushing buttons. Or if I had a secure computer not on my network, they could hack that. On the other hand anyone & everyone could hack my wifi network and get into my computer. ![]()
![]() I agree with the above. You can't change the benefits of an array without forming a new array. Changing from a speed suspension gear array to a plasma rifle gear array is changing arrays. Cloud array lets you change it's shape as part of the array, but if you wanted to change from a concealing cloud array to a non-concealing or vice versa you would be changing arrays. The same is true of sheathe array. You are forming an array with +stealth and +sleight of hand. If you want to change to +acrobatics +athletics, you're going to need to reform the array (and spend a surge to get swarm strike if applicable).
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