Emkrah

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If you have some sort of free pdf printer (xchange, foxit, etc.) just print the character sheet page from the pdf?


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BigNorseWolf wrote:
William Ronald wrote:


An errata for the Pathfinder Core Rulebook printing in January allows players to take two free-floating bonuses for an ancestry. So, you may be able to have a shirren with and 18 charaisma working with an elven soldier with an 18 con.
Wait isn't that just plain better than the +2 +2 -2 everyone usually gets?

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.


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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.


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Yes, if they have something granting them the ability to.


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Supernova: " At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet."

It is a radius based ability. It just happens to be 10' from your square.


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JediJabroni wrote:

It's not silly to want to know how to invest in a ship. To find out that it's unattainable without this specific form of currency is honestly absurd. I'll never understand what the heck Paizo writers were thinking with this. Owning something like a freighter in a sci-fi setting should not cost hundreds of millions or no one would.

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.


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Driftbourne wrote:


Getting to the 20th level seems to be a trend for not aging.

Other than that bit in the CRB that access to modern medicine means you live as long as you want too.


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I think the only caveat is to #3.

Solarians are still and always have been one of the most powerful classes at pure damage dealing. Their tradeoff is they just aren't good at skills in general. If you are in melee you will take damage, but you will be dishing out damage as well.


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I think the issue here is that OP wants rules as written flavor. I don't understand that particular desire, but suggesting adding flavor to existing option won't help here.


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Metaphysician wrote:
Leon Aquilla wrote:
You could rule that but you would be wrong.
Actually, no, I wouldn't, because I am the GM, and thus what I say goes. Note that I said "this is what I would rule", not "this is the abstract objective reading of the rules in the book".

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.


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Senko wrote:

I can see a player arguing they can access the wireless router from another room or refering to the abilities like xray vision that are blocked by different thicknesses of materials though.

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.


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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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CookieLord wrote:
but would swarm strike end?

Since you are forming a different sheathe array, I would think you would have to spend the surge to gain swarm strike from the new array, yes.


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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.'


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thistledown wrote:
BigNorseWolf wrote:
thistledown wrote:
Remote Hack is an annoyance that GMs have to constantly be squashing lest it derail the printed scenarios. Very rarely do the authors consider it.
.... Why? Its the one thing the mechanics have in their mechanics that let them mechanic better than the operative can mechanic. Let them break the tech, that's their narrative purpose.

Because it allows skipping of content.

Someone sealed themself in a pod with the only controls on the inside? Hack it anyways.

Door that you're supposed to open only after exploring the rest of the ship? No problem.

Walking down a hallway and a computer happens to be on the other side of the wall but in range? Got it.

Baddy has info on a pad / controls to a device that you need to defeat him for / find out about later? Nah, skip the whole thing.

In a home game, all of these are fine, and the GM can just roll with it. But when a scenario has to be run as written, doing things that break the intended narrative causes problems.

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.


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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.


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The reason you can't really smell in a vacuum is that you can't breathe in to get the bits you smell to your smell receptors.

A sensor that recreates scents might be believable however.


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If it doesn't have the archaic weapon property, then it's not archaic.


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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.


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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.


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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.


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Jim H wrote:

Actually, it does NOT say the same.

Under Expert AI it lists 3 things, while under limited, it's only 2.

The way it's written is also vague. You're reading it as Move Action OR Standard Action OR Full Attack. However, it can also be read as (Move Action AND Standard Action) OR Full Attack. It's worth noting those are the same options that a normal character has.

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'.


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I haven't analyzed the alien archive, but I have running a few campaigns at this point. There have been very few enemies with spell resistance, and those that did tended to have low SR, so that's not as big of a factor in SF in my experience.


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CBrate wrote:

I don't get it. Why would it use the word "barrier" in the description if it wasn't a barrier to anything?

I am considering using it to construct a bridge. There are that many ten foot square panels that can be oriented horizontally.

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.


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It can look like a drone version of anything they want. As in it looks like a tiny silver dragon, but it's obviously a drone and not an actual tiny dragon.

At least without some method of disguise.


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Because they're really awkward about the whole thing.

But really, probably some game balance thing where they may have swapped roles a few times here and there.


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Andham wrote:

Thank you Milo v3 and Garretmander!

I do wish it could of worked like I had hoped. Nonetheless good to know DR/ER can't actually go below zero. I might still take the feat since not many in my group do not have a way to over come DR/ER.

At the level it's taken, it's a very good feat, because enemies start having a variety of DR/ER as standard.


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SaveVersus wrote:

I didn't think I'd would find anything so front-loaded as a GB in Starfinder, but I was a little surprised there wasn't like a mech pilot archetype, or a soldier that specialized in power armor; I think there's a Heavy Armor specialty though?

I looked at just making a mech, but unless I read it correctly, it doesn't really work out for one person? It looked like my options were one mech that everyone pilots, or a team of small mechs... which is totally fine, btw; I'm not saying the system should have catered to my whim that it knew nothing about.

I figure whatever I end up doing, it won't feel like a GB until around 10th-14th level.

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.


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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.


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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.


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E-div_drone wrote:
Garretmander 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.

Please explain to me how having the armored hull plates being able to move detracts from their defensive capacity while they are locked down in their standard placement.

The more rational problem with such a design is that battle damage could block the section from being able to move, or, if you are using the silly media idea of motors or hydraulics, the fact that if your ship is so damaged that must bail, the power for those systems will almost certainly not be available. The real world equivalent, the ejection seat, uses 'exploding bolt' principals, where the fastening mechanisms are quick release holds, with either compressed air, or a charge similar to those found in air bags, to blow off the cockpit hatch.

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.


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E-div_drone wrote:
Garretmander wrote:
There's also the consideration on warships, that having a hundred pre-made holes in your armor for escape pods to jettison through is not the best idea.
In keeping with theme, most warships that have life pods scattered across all decks have exteriors panels/hatches that move/open when the evacuate order is given.

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.


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Leon Aquilla wrote:
Archpaladin Zousha wrote:


My personal headcanon is Lao Shu Po shanked him and stole his divine power.
I thought the same thing, but apparently Lao Shu Po became divine from consuming a Kami.

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.


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Ashbourne wrote:
Metaphysician wrote:
Garretmander wrote:
John Mangrum wrote:
Metaphysician wrote:
I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...
A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.

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.

This. And even against higher level parties, they are more threatening, by a lot, than an equivalent number of any other "CR 1" critters. Which means they aren't CR 1, and shouldn't be treated as such ( or provide loot as such ). If a party of level 10+ PCs aren't threatened by CR 1 mooks, the answer isn't to use some special weird rules hack to make CR 1 mooks more threatening. The answer is to use higher CR mooks.
What I'd like to see is a creature that can outnumber the party at least 4 to 1 that has a chance to hit the PCs but not do enough damage to overpower them quickly, since the goal is to have a lot of them they should be simple creatures to make it easier for the GM to run the combat with them. this doesn't fit well with the CR system might require a new class of creature. Something like this would have been fun to try in attack of the swarm fate of the fifth, where you want the players to feel ther taking on overwhelming numbers

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.


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Zwordsman wrote:

Yep. I assume it does nothing past the statement.

Just weird visual. Looking through light haha.
I bet if it was proving any other benefit it would be illusion and a will save to see through.

Still it'll be funny to use It to write or use it to make a box of black light in darkness to see what happens

You find out just how dirty the alley you're standing in is.


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It doesn't say it provides concealment or impediment to vision, therefore it doesn't. Especially since it's a cantrip.


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E-div_drone wrote:

In game terms, ships like that would be well out of the PCs BP price range. Capital ships are stupidly expensive to build RAW as is. Start strapping military hardware on every available surface, and there is no way that PCs would be able to afford such a craft, or if they could, they'd be sacrificing other things, likely making their ship a glass cannon that could be taken down with distressing ease.

The question I was posing was more pointing out a flavor thing for the setting; actual 'ships of the wall' as it were would be strictly the province of governments, and possibly very large organizations, as no one else could reasonably afford them.

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?
Yes, in the lore/art/etc.
No, in the mechanics.


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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


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E-div_drone wrote:
Garretmander wrote:
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.
I agree with your interpretation of RAW (which I would have thought my previous statements would have covered), but even in my earlier comments and queries was about how many turrets were allowed by size/frame. Certainly it is ridiculous to think of an Explorer with 4 turrets, but let us consider one of the most popular Light Freighter/Explorer (arguments can be made both ways) ships of sci-fi lore, the Millennium Falcon; it has two turrets, a dorsal and ventral. I can't see how one could reasonably cram a turret into a fighter sized craft, small craft should probably only have one, medium, as suggested above, might have two. Where much of my question is oriented is with regard to capital ships, which tend to be so BP intensive as to be highly impractical for a party, and thus would tend to be the province of military organizations or mega-corporations.

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.


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They're both kinda bad, but at least bleed doesn't give them a save?


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No, hence the nanocyte's additional text. That might be a mistake, but I don't know that for a fact. Until then, versatile specialization at level 3 has you covered.


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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.


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John Mangrum wrote:
Metaphysician wrote:
I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...
A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.

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.


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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.


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E-div_drone wrote:
Kishmo wrote:
There is solar sheeting, as a nice "get charges while roughing it" option. It's cheaper than a bag of holding stuffed full of batteries, in any case :D

The issue with that is you are quite literally burning daylight waiting for your batteries to recharge. With other convertible power sources, either wind or mini hydro so the party can sleep while their batteries are charging, would work better, as would a rig you could set up around a camp fire to serve as both cooking surface over the flames, and power generator, using both thermo-electric effects, and turbines powered by smoke (with built in chimney so the smoke comes out over the party's heads rather than in their faces) to generate charges.

Gaulin wrote:
Also if we're talking about drones (which don't need to be charged, but for things like their weapons), the mechanic trick portable charging station is an awesome option for recharging batteries.

OK, but what about those parties that have another class for their engineering needs? Or if the mechanic really needs that trick for something else in their build? Yes, there are class options (Including technomancer spells. Can't think of any operative tricks for parties relying on one of them for tech needs.) to meet the need, but the game shouldn't be designed such that a party in the middle of nowhere needs their tech support character to ret-con themselves to be able to get by.

The main point of my earlier objection is this is the far future. Where are the nano-scale fission/fusion generators? Since this setting also includes magic, where are the planar siphons to draw down electrical power from storms in the plane of air? There should be items that meet the need of power generation in the back of beyond so that a party doesn't need to configure themselves in unusual ways to make sure they don't run out of power.

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?


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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.


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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).


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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.


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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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The only known power is that it acts like an absalom station scale drift beacon to specific aeon stones.

Considering that is basically what lets the azlanti exist as an empire in the vast, I'd say that's pretty powerful.

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