BigNorseWolf wrote:
Thank you friend, but those are the rules in the Pathfinder Society Guild guide. The Starfinder Society Guild guide has slightly different wording (and possibly mechanics, which I am still confused about :P) But it does bring up a point of reference. With Pathfinder Society you have two pools of items you can use your gold to buy from (again I'm not going to worry about how Prestige or Starfinder's Fame works into this because it's not really what I'm confused about). You can buy items from your Chronicle sheets, and then buy items that have a gold limit relative to your Pathfinder Fame (as a side note it's a little annoying they call Starfinder's equivalent of Prestige, Fame because that isn't confusing at all). So I'll kind of reiterate the question again, does Starfinder only have the one pool items you can use credits to buy from (the Always Available item pool) or do your Chronicle Sheets count as a separate pool of items you can buy from (while factoring in that they contribute in a way to the Always Available item pool)
Hello friends I am a bit confused, so perhaps you can help me out with this. So in the guild guide it says for Always Available Items: Quote:
but in the following paragraph it says: Quote:
The use of beyond confuses me. So does that mean that the above items are Always Available, but in addition to that you can buy items from your chronicle sheet? If so, does that mean you can buy items from your chronicle sheets regardless of item level and that simply items = to your character level + 2 that are on your chronicle sheet are Always Available? (hence you wouldn't have a limit of how many you can buy?)
Hello friends. I'd like to pose a question to the floor. Do you feel that the schedule for Season 1 appears to have too many Tier 3-6 scenarios? I ask because I'm the primary organizer of SFS in my area and I'm finding myself running out of Tier 1-4 scenarios to run (without having to run the same scenario over) and have at the moment maybe 3 players in the area that actually are level 3. Granted I know that if EVERY player makes it to every game they'd be within the 3-6 tier by now but most players I run for generally don't make it to every game. It looks to be pretty ambitious on Paizo's part to have as many 3-6 tier scenarios slated as they do in Season 1 but I honestly don't see the need to have so many in a system that is just starting out. Especially since some of the later ones are slated to be 5-8, so there's even less space for the 1-4 Tier. So what do y'all think on this? Does Season 1 have too many 3-6 Tier scenarios?
I fall into the "normal parties aren't even really that morally good if you thinl about it so why does having a goblin in the party bother you so much when you have a half orc barbarian smashing everything and a rogue stealing everything that isn't nailed down camp." I mean they're called murder hobos for gods' sakes. If a goblin isn't that then I don't know what is.
GentleGiant wrote:
By a class called the rogue no less.
Truman wrote: The writers are KILLING IT on loyalty bonuses for those who've paid attention to the NPCs and lore breadcrumbs along the way. I'm so impressed and absolutely loving my time in SFS. Agreed, I absolutely love how each scenario either calls back to an old one or helps set up a future one. I don't think I can count a single scenario (besides maybe the first one) that doesn't call back to at least one another scenario. I love it, it's great.
I admit I haven't played them but I keep seeing Legendary Planets and Redshirts as decently reviewed adventures on DriveThruRPG. The former seems to be a series of planet settings coupled with a tied-in adventure. Had I the time, I'd definitely check them out, but alas I'm hunkered in with my own homebrew campaign and SFS.
Definitely the modular character customization. One reason why I didn't convert to 5e was that every Fighter played the same. I've always liked Pathfinder's "here's a bunch of options, dig through them and build the character you want" approach. I want a simpler version of that where you don't have to have a billion feats to do one cool thing.
*Thelith wrote:
I think at this point it'd be a good reminder to point out that each round is only six seconds. It's not really all that unreasonable to assume that one character might take 12 or even 30 seconds (though it'd really suck if you failed THAT many rolls) to come to after your body is literally just knitted back together from mortal wounds.
gustavo iglesias wrote:
Well I meant that it'd change your character's level portion of your proficiency bonus. So in the lvl 12 character example a lvl 12 character has a total of +12 to a skill that is trained. In my system that lvl 12 would have +3 to a skill that they are trained (1/4 of their level). That seems to be a far more reasonable bonus to a character that is only 'pretty familiar' with a skill (and then add their ability modifier on top of that). However if that lvl 12 character was an expert they would have +5 (+1 for being expert, +4 because of level). Master would be +8 (+2 for being master, +6 because of level). It just makes the proficiency rank matter the most, which makes sense. With the current system: a trained lvl 12 character gets +12, an expert +13, a master +14. So there's only a +2 difference between a master and a trainee (which makes no sense). Now there's a +5 difference between that master and trainee. It may be a small difference but it makes investing in a skill matter just that much more. Also, depending how the DCs are designed, having general overall skill bonuses might be helpful because we might just run into the "it's impossible to fail" problem with 1e when everyone's getting a +12 to pretty much every skill.
I'm not a huge fan of the +level to your modifier, but I think an easy fix could be had. Just make the amount your level contributes to your modifier based on your proficiency rank? For examples Trained would grant 1/4 of your level, Expert 1/3, Master 1/2 and then Legendary for the full level which at that point would be a reasonable thing. It makes the proficiency ranks matter a whole lot more, while still keeping more or less the same balance.
Brother Fen wrote:
Off-topic Have you read the Starfinder Core Rulebook? There's literally a chapter about porting Pathfinder content to Starfinder rules. I do it all the time. Coincidentally on topic: Please: Make 1e Pathfinder content in some way compatible with 2e, like in Starfinder. There's a whole wealth of monsters that I would love to work with in a simpler streamlined system. Please Don't: Remove character options or customizability. One thing I disliked about 5e was that every fighter played the same, and so on. I want to have the same depth of character customization just with a cleaner rule set.
What scenarios are you playing...? In my experience Pathfinder Society / Starfinder Society is painfully easy. I mostly GM (10 games with PF and 8 with SF, so I'm not SUPER experienced) and I can still count on one hand the amount of players I've downed (with no where near a risk of death with the wealth of healing items at the players' disposal) and I had only one character death (due to a ridiculous set of rolls but the player was only playing a stand in pregen character for a group of 3 and didn't have a registered character). I also might suggest that if you stuck with a character beyond level 1 or 2 you'll find yourself able to progress. I'm not trying to be factitious here but I think part of your problem is not committing to your characters. I do agree that the lack of options can be really restrictive, but a good GM will improvise ways to allow for other options to work. As for the non-linear complaint, well, sadly Society scenarios aren't the place to go off the rails. Finally with point 4, I think the point of a scenario is to have fun. If you or your group are looking at it as a way to farm experience or loot then I don't think you're going into Society play with the right mindset. The whole idea is to have a good time, not get the most loot.
Joey Virtue wrote:
Not Pathfinder, but IIRC correctly, D&D 3.5 had the Beguiler class, which was essentially a magic rogue. Porting that over shouldn't be too difficult.
More plants, more magical beasts, more dragon subtypes (especially lower CR Dragons, something similar to Spawn of Tiamat from D&D 3.5) More template grafts. And also some alternate racial traits for some aliens just so you can customize some of the entries without having to build the whole damn thing yourself. Also, if there's room, some more NPC load-outs. |