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![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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). ![]()
![]() While it's a bit odd, I'm pretty sure weapons with the analog weapon property count as technological items. They're just low tech, tech items. After all, tech items also include things like basic titanium cable which also has no computers or advanced tech like an analog weapon. After all, it makes no sense for a nanocyte not to be able to make various rifles, dimensional slice longswords, clubs, or shell knuckles with their abilities. Besides nothing in the analog property says they aren't tech items, just that they can't be targeted by effects that target 'technology'. It even says in the description 'While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.' ![]()
![]() thistledown wrote:
I don't really see the problem with a class feature having an actual use that is of benefit to the party. And, honestly, half the examples you gave shouldn't work with remote hack, because... well, how does the mechanic know that there is a computer on the other side of the wall or that the big bad has a datapad in his left pocket? The mechanic should be aware of their target's existence before they can hack it. I'm also pretty sure that line of effect affects the remote hack ability as well. ![]()
![]() I'm pretty sure anyone and everyone can remote hack. As long as the device in question is on the wireless network. The remote hack lets them remotely hack a computer not on the network, or indeed connected to anything. They can hack a non networked computer that doesn't have a terminal/keyboard/mouse/etc that everyone else needs to hack into with. It's still a niche ability, but that's what is special about remote hack. ![]()
![]() Ravien999 wrote: Which is where the issue lies - because everyone else gets their class bonuses, feats, racial bonuses, etc - but the gunner is running with 0 bonuses because they don't spec into piloting - and they're still targeting the same DC numbers as everyone else. So they end up being much worse at the same goal. I'm pretty sure this is incorrect. A gunner is making a gunnery check, not a skill check. They either use their BAB or ranks in piloting + DEX + computer bonus + crew action given bonuses + range penalty + 1d20. It's not a piloting skill check, so you don't add any class bonuses to the gunnery check. You'll have the same bonus if you're full BAB or max ranks in piloting. They're also targetting AC, which isn't calculated based on 15 + 1.5 x lvl. Though, if the GM is speccing their NPC starships to have as much armor as they can afford, the gunner is probably going to have a bad time. That's more on encounter design problems, than problems with being a gunner. ![]()
![]() There is no way to perform a combat maneuver and deal full weapon damage at the same time for PCs. There are, however, many ways to reduce that KAC+8 target to something far more reasonable. The feat improved combat maneuver gives you a +4 bonus. A weapon with the appropriate trait gives another +2. Racial modifiers can give yet another stacking +2. If you're a vanguard, with all of the above, you can hit EAC+0 to perform combat maneuvers with ease. There are quite possibly magic items, class abilities, and such beyond even this that do not come to mind immediately. However, there is no having your cake in your hands, and eating it too. Bite attacks by default do not have the grapple trait for PC races. They cannot be used to grapple without a hand free, and they cannot deal damage while attempting to grapple. Starfinder is a somewhat balanced system. You can't do everything at once in a single standard action, you must perform these actions across multiple rounds. You can do what you want to do here, it just takes 2-4 rounds instead of only one. ![]()
![]() Yqatuba wrote: I would make one where the PCs are in charge of colonizing a new (unexplored) planet. Sort of like Kingmaker in space. Good news! That's the plot of horizons of the vast. I've always toyed with the idea of a near immediately post gap adventure where the PCs wake up in the drift and have to deal with a lot of confused outsiders and other ships who all got sucked in as the drift was created. ![]()
![]() Jim H wrote:
It is not vague in any way. Let me bold a couple words and commas here: Expert AI wrote: Each round on your turn, the drone can take a move action,take a standard action to attack, or make a full attack (...). That's not vague. It says a move, a standard, or a full attack. It does not say a move and standard, it says 'or'. ![]()
![]() CBrate wrote:
A stripe of yellow paint on the ground with 'do not cross' can be referred to as a barrier. This spell is the same kind of barrier, if you can't walk on light/thin air, it won't work as a bridge. ![]()
![]() Andham wrote:
At the level it's taken, it's a very good feat, because enemies start having a variety of DR/ER as standard. ![]()
![]() SaveVersus wrote:
Armor storm soldier gets benefits from power armor or heavy. Armor experimental mechanic can make power armor early on. You can be running around in power armor at level 5? I think. Then there is the power armor jockey archetype by 6 which gives you even better power armor. Mechs on the other hand are campaign specific, but if it's that kind of campaign, technically they can be made from level 1-20. ![]()
![]() As this is the rules forum. This is not possible within the current rules. Drone technomancy gives you a drone AI, not an exocortex. Mechanically, the cache augmentation does a similar thing, making you better at attacks. So, I'm not sure it's a needed thing, breaking out the unique things about the mechanic and handing it off to the technomancer. ![]()
![]() A lot of that information is in near space. Including how the vesk fought wars of extermination against the other sapient races of their homework before turning to the stars. Their xenophobic tendencies calmed down once they had their homeworld secure. There are quite a few alternate racial traits for vesk in the Character Operation Manual, including cav dwelling variants, venomous vesk, and those with psychic abilities, as well as some that more cultural than genetic. Regarding other deities, Damoritosh doesn't seem to have any competition, but there is a legion of vesk demigod saints (and one skittermander) in his service. ![]()
![]() E-div_drone wrote:
Armor being very thick, needing complicated and vulnerable hinges to move a door thicker than it is wide. That bit of armor being separated from the rest means that it can move easier than the armor around it when struck by a kinetic impact. The door being thinner than the armor around it (if applicable). Exterior damage/warping of the armor preventing escape pods from leaving through their designated channel, etc. Sure, having explosive bolts to scuttle the ship and let the escape pods hidden within survive and get away from the debris sounds okay, but it also sounds just as bad as having the escape pods on the big ship to start with. Metaphysician wrote: Alternative idea for a warship: the escape pod doesn't need a hole in the armor to launch, because the escape pod is actually *part* of the armor. This is kinda the point I'm getting at. Instead of the ship having escape pods that blast away from a perfectly serviceable derelict, in the case of a ship about to enter an atmosphere it's not designed to, armored compartments meant for reentry/have enough padding/gravity tech to survive a crash on a planet and keep the crew around exist in the ship. After all, that's the only situation I see pods/alternatives to just staying on the ship being useful. When the ship is going to crash into a survivable planet and can't make the landing itself. ![]()
![]() E-div_drone wrote:
And those tend to be weak points in the armor. Sure, they already have windows and hangar bays, but drilling hundreds of more hole and protecting them with an armored hatch is still adding a hundred or more weak points. ![]()
![]() Leon Aquilla wrote:
I don't know why, but this makes me think that the secret to becoming a god is just eating a kami. Not a god like one, could be just the wizard familiar type kami. At the center of the starstone is just a buffet with them pre-cooked. ![]()
![]() Ashbourne wrote:
Sounds like you want a hybridization of the existing troop rules and the minion rules from 4e (the second I only have vague recollections of) Like lots of critters with lowered AC, vastly lower HP, half damage, but the same attack bonus. ![]()
![]() Zwordsman wrote:
You find out just how dirty the alley you're standing in is. ![]()
![]() E-div_drone wrote:
Except, that as the game is written right now, PCs can and do run into those ships with their smaller ships. They are expected to at least survive those fights, and not disintegrate under the fire of sixty different gunners all shooting at once. So, to prevent PC ships simply exploding vs a classic sci-fi dreadnought, even the five mile long tier 20 ultranought still only has four spaces in it's arcs for guns. (and four spaces for guns in the 'turret') Is that ship still covered with hundreds of guns?
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![]() Quote: When you take the attack or full attack action with weapons Quote: Your entropic strike is a magical one-handed advanced melee weapon Entropic strike is a weapon, therefore you can use deadly aim. Just because it and solar weapons are also special abilities does not make them not weapons. Now, deadly aim on the other hand makes you much less accurate for pitiful amounts of extra damage, so you shouldn't use it with entropic strike in the first place. You can, you just shouldn't ![]()
![]() E-div_drone wrote:
The millenium falcon is probably a shuttle sized craft. It has two 'turrets' but it only has space for two quad lasers in it's 'turret arc'. Which checks out nicely with the limitations of weapons per arc for a small sized craft. Quad lasers aren't a starfinder weapon, but equivalents can be found. Capital ships in a similar vein, can have many 'turrets' as long as they only end up with four 'weapons' in the turret arc. Those four could be dozens of 'turrets' represented by, say, a heavy laser array, or a magic torpedo unit with the array upgrade, or anything similar. There are many guns, but the ship can't focus fire thirty gunners on masers against a single target. If they did, any potential PC ship would disintegrate against any given capital ship. Gameplay reasons mean those thirty+ guns can't all be shot at a single target in one round. To simulate a big ship still having many guns at the same time, you add the array property allowing it to shoot at many targets at the same time. ![]()
![]() E-div_drone wrote: While I can see that interpretation of the rules, it doesn't actually make much sense from the perspective of warships, especially capital ships. Consider both historical and contemporary cruisers and battleships, and the image of an Imperial Star Destroyer, which have as many (fully loaded) turrets as they can cram in around the essential ship stuff. And then consider the gameplay problems that would create. Especially on a ship with a lot of crew and a lot of gunners available. A better way to simulate such a starship would be to use SOM's weapon upgrade to give weapons in the arcs or turrets the array property so they can target many numerous opponents, simulating the large ship having multitudes of weapons over the two to four big guns the rules state they do. According to all published ships I can find, the 'turret' is treated it's own special arc, and the limit of number of weapons in the turret is, iirc, always the same as the base frame's limit for number of weapons in it's arcs. Each of those weapons can be in a different 'turret' that can shoot in different arcs at the same time with multiple gunners, but there's a limit to how many weapons can be in the 'turret arc'. It's perhaps unfortunate word choice, but there is no way the rules are intended to let you install 12 different particle cannons in four different turrets on your medium explorer. ![]()
![]() John Mangrum wrote:
Isn't that the issue though? They are designed to threaten higher level parties in groups, not to exist as creatures on their own against lower level parties. In actual play, they're not a CR1 creature, they're really a more complicated CR 10-12 troop. As in, if you used them like a real CR1 creature, and sent 4-6 of them against a group of 4-6 level 3 characters, they could be much deadlier than anticipated. ![]()
![]() If you are in an encounter (trap, hazard, skill check, etc.) that gives xp, it is a significant encounter and abilities that function off that should work. Significant enemy is slightly different, but I would err on the side of allowing a character's abilities to work. At least as long as it isn't something asinine. Especially if it's the kind of trap than can be affected by an attack roll. ![]()
![]() E-div_drone wrote:
I want to say it's a gamist argument. A) this particular style of spending multiple levels without resupply does not happen often without loot (and a UPB grinder) and a workbench to make more ammo out of. B) Your projectile weapon users are just SOL if you're in that situation, why aren't your laser users? ![]()
![]() Metaphysician wrote: . . .why would oozes have a high AC, as opposed to high DR? An ooze isn't heavily armored, nor is it especially dodgy, its just a big blob of amorphous stuff that lacks vulnerable organs to hurt. That sure seems more like DR or immunities than AC to me. *confused* They wouldn't? They would have high hit points and low AC like classic pathfinder. They just don't currently in starfinder. ![]()
![]() That brings up an interesting thought. I assume that the knack surgical host bypasses that limitation as a medical lab is 50 bulk. Which is higher than you can get as a constitution score, much less modifier. So I'd think that a knack that let you create a vehicle would be limited to very specific vehicles (probably an enercycle like the technomancer spell). ![]()
![]() Arguing that mental and physical conditions caused not by viruses and bacteria and other external factors, but internal ones, are solvable with a magical equivalent of an antibiotic is not a point in your favor. The first time I was actually stunned by this kind of mindset was in pathfinder 1, serpent's skull, where a character could just get over a lifetime of alcoholism with just a cure disease potion. I could quote rules at you about how disabilities do not have an association to a mental or physical disease track, but really... that's just besides the point. Addiction is not the same as an infections of bacteria, mold or virus. Assuming anything called a 'disease' at one point in time in the real world can be cured by the remove disease effect of an item is absurd. ![]()
![]() I'm all for the cyberpunk style 'I don't feel like waiting a month for my broken arm to heal, chop it off an give me a laser cannon instead' kind of ridiculousness starfinder can do. But just saying 'oh chop off your lower body and replace it with cybernetics so you can walk like a 'normal' person' comes off as incredibly insensitive. Not to mention that Ciravel here seems to suffer from something a bit more complicated than just her legs not getting her from point A to B all the time.
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