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I have read the abilities of Fabricate Tech and Fabricate Arms, and I'm unsure of a certain factor;

Does the Technomancer have to directly operate the object in their hand(s), or can they be used while floating in the air, similar to a Green Lantern? The limitations it presents may imply that it may require to be handheld, hence the rule of not succeeding 10 Bulk or Two-handed sizes, but then again, the image of the Battlemage in the examples segment of the class implies GL levels of shenanigans, in which you direct it while it's in the air, keeping your hands free.


bugleyman wrote:
You and your friends seem to be assuming the removal of iterative attacks was done in a vacuum -- that is, no other rules were changed. That seems rather unlikely.

Well, we don't understand the Starfinder's system yet (obviously because it's not released yet), so we were basing it off of the Unchained Rule that removed iterative attacks (Pathfinder Unchained, Page 110-111) as a reference guide of what it would possibly be like. We didn't like the way it handled, and it made attacks a little less straightforward than iteratives, especially on how it was done to instigate multiple attacks registering; (Hit over target AC by 5 or more) and it also means that any hits of 4-to-exact AC only getting one attack and ending it there, without even letting the future attacks get their chance to hit.

We kind of don't like that mindset in which any attacks that you could've rolled being decided by a single roll only. We had it a bunch of times in which or melee expert swung and missed all but the last one or so, so if it was decided by one roll, they would've never gotten that lucky hit. Lucky hits deserve a chance to happen, after all.

Starfinder may not be like this, and may even operate awesomely from what we're expecting when it comes out, but I'm just expressing our worries about such a removal as a sort of paranoia that the group and I have about it.
Still, we hope that it at least has a good conversion system or optional rule that would allow iteratives, just in case it doesn't turn out as good.


I and my friends have MANY problems with the removal of iterative attacks;

• Damage reduction. How would that be calculated? As (I'm assuming) it would no doubt be all added together, making DR basically useless.

• People who wield two melee weapons, or wish to go guns akimbo. Would there be things for them, or is their designs screwed over by saying "well, you can choose which ones you attacked with" and just have a bonus thrown into the single-roll pool.

• Attack chances. Why should all future attacks of your turn be spoiled by the first? In perspective, think of it this way; "Oh, you failed your first roll, which means all other shots or swings you take MUST MISS." Quite honestly, it would be a nightmare.

• Crowd Control! Me and my group are unanimous on this aspect being overlooked the most. The beauty of iterative attacks is the ability to divide up your attacks onto however you wish. Which is ESPECIALLY useful when being flanked or surrounded. Let's take an example of a powerful barbarian surrounded by weakling goblins; with no iterative attacks, the Barbarian would only bare down on ONE goblin that he knows is equally as weak as the others, and just rains ALL his blows on him. Goblin paste, sure; but the others are stabbing at his heels while he waits to swing at the next one. Tedious if they're truly weak, and dangerous if they're strong enough to poke him to death with swords.

• Maneuvers. There are actions that I like that replace attacks, like Quick Dirty Trick to gain the edge for my next onslaught, or prepare the enemy to be debuffed against my allies' abilities, while giving out a few good swings. Without iterative attacks, I have to do one or the other.

I understand what it's trying to bring across, like Star Trek and their form of combat is very simplistic and only really lets out a phaser or punch before the enemy gets their shot; no real combos to be had in that setting I grant you. Not to mention with Kasathas being a STANDARD race, it would be a direct pick for anyone wanting a lot of attacks.
But think of it this way; what of the players that want the Star Wars end of the spectrum, in which there's combos aplenty with a lightsaber or similar weapons, or even tactics while with a blaster? What if a player REALLY wants to emulate Greivous and spies the Kasatha and say "Ooh, quadsabers! YAY!" but only to find out that it's not as grand as they were hoping? (On that note, I would give heavy penalties to multiarmed combatants instead, like -4 on every swing for their TWF penalties)
On the whole, I'm really looking forward to it, especially since (from what I understand) that there will be a sort of conversion method for SF –> PF and back, so I hope this conversion method works out at least to bring iterative attacks back as at least an optional rule, because even my group is excited by this, but they're seriously bummed by this attack rule change (especially when we tried the unchained version of the rule and immediately fell out with that rule altogether; it was not fun for us, really).
Still; long post is long, and the group and I are looking forward to it regardless. ^_^