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HunterWulf's page
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Tarondor wrote: THINGS I LIKE:
I like the general tone of the post and of the fighter concept. I like your goals for the fighter and I'm glad you're giving it some flexibility.
I'm glad that Power Attack is getting a change, and several of the other feats mentioned also sound pretty interesting.
I like the idea that not everyone gets Attacks of Opportunity, but fighters all do. Not only will fighters stand out, but the battlefield won't be so static.
THINGS I DON'T LIKE:
I'm still hating that raising your shield costs an action. Having used one for years, I can verify that it doesn't really need much thought or time.
Like practically everyone else, I think that the bonus to reflex saves from a shield MUST come at a much lower level. 6th seems reasonable to me.
THINGS I'M CURIOUS ABOUT:
I really want to see how archery works out. I want fighters to be the best archers -and- I want archery to be toned way the heck down so that it's not the nuclear weapon of the battlefield.
I'm curious how long it will take for new classes to take everything the fighter does and do it better. PLEASE don't do this. I'm looking at you, slayer.
A shield should give some sort of AC bonus without using an action. (It is essentially protection via large area of cover.) It makes sense that using an action would give you stronger or additional benefits.
If I recall correctly, I think the action benefit was a reduction of damage taken. So in that regard an Passive AC bonus like before seems logical.
I say this also as one with years of experience using shields. Mostly bucklers (non-strapped to my arm). Bucklers though I would assume, from a real life perspective, might be more active Action dependent then a round or kite shield.
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Please do this:
Make Rangers useful in all out door, non city terrains. Make their Tracking good everywhere.
Merge things like gunslinger and swashbuckler into fighter.
Please don't do that:
Force fighters have to focus on one weapon. As spell casts go up in level the scope and range of their abilities widen, where the fighter has to get masterly better an ever narrowing gap.
Magic item excellation
Have Materwork items be a thing. Anything extra special should just be rare like magic items.
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Given that its fantasy, and we accept some level of lack of realism.
Could we alteast now use it to throw a bone to martial characters.
I tend to feel that Fighter, and characters use specialize in using weapons and armor are sort of boxed into a tiny container of realism with in the game while everyone else gets to use magic and do impossible stuff.
Like if you have an exotic weapon category, can't simply those exotic weapons at least all be superior to any Non-exotic weapons in every way.
If your going to have non-sensical armor, cant the fighters at least use overly non-sensical armor for better then real life protection.
Or fighters can be just massive good at all weapons, etc.
I think its NPC building rules should remain pretty useful as is the tendency that in Sci-fi games for their to be lots of similar types of NPCs who return often.
You have more types of situations with stock type NPCs. So you need to make once but will likely reuse many times.
Examples: (Soldier, mercenaries, Storm troopers, Clones, Spys, etc.)
Techni Muyo
Tenchi - Solarian
Reyoko - Solarian
Ayeka - Mystic
Sasami - Mystic
Washu - Technomancer/Mechanic
Mihonsi - Operative
Kiyone - Operative
Ryo-Ohki - Space Ship
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Generally I have been using the Wealth by Level as simply build points, that each character has access too. They can reallocate them in between adventures, and lost ones are restored in the next session. In essence you can get your grenades back, for next session.
The primary limitation is they can only replicate things they have designs for. If you get a new fancy peace of gear you need to put it under the scanner for hours, days, months etc based on level and complexity.
However they can recycle captured gear at your normal 10% to get generic credits/or more points to build more gear.
I think of it like Star Trek where they replicate gear for an away mission.
I my games, I will make the following basic changes;
Setting: I will use a different setting then Starfinder. It will be in a future our universe with Humans coming from Earth. Also while supernatural forces and magic do exist its at less common level. Magic is not something that every person deals with often in their daily lives. Rules wise this has little effect as pretty much nearly any spell or equipment fusion can be done technologically. Simple hand waving is all needed.
Attributes: All players get a standard array for attributes, which is: 10, 11, 12, 13, 14, 15 The then add race, and theme modifiers.
(Note: I am fully comfortable with the players having slightly elevated abilities, it merely means encounters with greater numbers, and tougher beasts)
Credits: I am basically turning credits into "Omni-Gel" from Mass Effect. This works in effect like build points from Starships but for players. Each player gets their level amount. Credits lost from expendable items, can be restored by throwing captured gear into the recycler in the player's ship. Recycling items only yield 10% of its total value. Excess of this "Omni-gel" go into the ships stores, and can be used to replicate items they have designs for. Items players specifically own can be recycled at 100% value. Recycling and replication takes hours or days, so it usually will be a in between adventure thing, subject to flexibility as the drama may require naturally.
I am never a fan of wasting adventure time going shopping, except when its the focus for a particular session.
The rule quirk I found is the way weapons are organized and scale I find notoriously silly.
However, I still plan to just roll with it. There is noting harmful about it.
I think that grenades are worth it, but that their roll is that of a support weapon, not a primary. Don't load up on too many.
This grenade talk brings up a related question.
Does ammunition for higher level direct fire weapons also cost more?
A Laser that does 1d4, would use a less but proportionally consistent fraction of energy as that a Laser that does 11d6.
Same goes for other types of ammunition.
If the price of respective batteries scaled up proportionally, then the grenade cost scaling would seem quite appropriate.
Having just combed through all the feats in the Starfinder book, it looks like you could very easily play the game with out using any one of them. (Exception might be what ever is given as a an class ability)
Also one of my favorite features of 5e.
Micheal Smith wrote: That is not even remotely true. I was thinking more like if there are 30 or more baddies.
Will your 4 shots per round single fire, keep up with the their potential 8.75+ shots per round per player?
Automatic fire is pretty darn useful in time when you are out numbered. Even with opponents stronger then bottom of the food chain. You can have up to a whole party all use it. some tactical group would also help to maximise its effect.
Think of 3 or more people automatic firing into a large group. your then are layering multiple dice of damage.
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My first game will feature a universe where a vast interstellar empire was wiped out about 500+ years prior from some mysterious cthulu like force. Little is known what and how it happened.
There were a few survivors and some outlining worlds escaped the destruction. Basically the surviving worlds were mostly the low infrastructure, colony type worlds out on the periphery of civilized space. So in the present time for the players the former melting pot of civilization is now a vast unknown waste land, filled with dangers, mysterious artifacts, monsters and space zombies only the most brave foolish would dare venture.
The players are semi bounty hunters, scouts, treasure hunters for higher in the normal day to day life.
They however have an obligation to do missions assigned to them periodically, involving uncovering the source of the mysterious, little known force that cause the genocidal destruction of the great galactic empire. (these missions make up the bulk of their individual adventures)
Through bloodline they are part of an organization bent on obtaining justice. Think of it like a hidden order of knights, who have swore an oath. The oath passes through generations.
By happen stance this severs a good means for them to have a spaceship.
I will mixes concepts from Outlaw Star, Mass Effect, Guardians of the Galaxy, Gunbuster, and Tenchi Muyo. (I'll add some sprinkles from the Revelation Space series for good measure)
I think of Stamina as being just the same as Hit Points.
The way that they differ is that Stamina are just fast recovering Hit Points.
Neither though represents significant wounds outside of respect for dramatic presentation.
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If players are caught shooting people on a security camera, or have eye witnesses, calls to the police, etc then True seeing isn't needed.
In any case just because something is illegal, does not mean players will obey the law. It however might lead them to, potentially, use some smarts or judgement when how to go about it. As well as add potential situations for which they will need to strategies or accommodate.
Even with loose weapon laws, it might be of some concern to the local authority if groups of people are coming into their space station or planet carrying heavy combat armor, rifle, automatic grenade launchers and anti-vehicle rockets.
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48) If the players fly the ship at less then 500 miles per hour it will EXPLODE!!!
Weapons and armor restrictions are nice, because it adds interesting role playing challenges.
Laws will also be different at different places, but in most places a non-citizen at what ever location, especially a visitor entering on temporary visa, will almost never be permitted to carry weapons.
I have not gotten more then a a quick look at the Solarian.
It seems very interesting, but it seems weird that you have to choose either only the Armor or the Weapon at 1st level. I think it seem whole appropriate that they should have booth powers, for which only one can be active. I have no idea if that would be over powered or not. I am a lousy at maximization.
In my experience in sci-fi settings, the situations characters end up in tend to be less centrally dependent on direct fighting ability. There is a lot more infiltration, and evasion of fights. Many potential fights, may actually be too powerful for most groups, with out using good tactics or force multipliers.
Fear is the mind killer...
Player actually do something brave.
Inspiring Leadership
Loose at least 1 minor crew member while on a planet surface mission for 10 missions.
Burdens of Leadership
Loose at least 1 minor crew member, shortly after hearing their personal story about their family, happiness, and dreams, which are filled with hope and optimism.
I will use a universe that mixes concepts from Outlaw Star, Mass Effect, Guardians of the Galaxy, and Tenchi Muyo (TV series, and OVA)
Each campaign I run will probably be with in its own universe as is appropriate for the theme.
My first game will feature a universe where a vast interstellar empire was wiped out about 500 years prior from some mysterious cthulu like force. There were a few survivors and some outlining worlds escaped the destruction. The over arching story involves figuring out how and why it happened.
Does using two-handed melee weapons add Strength x1.5 like in pathfinder? I would guess no.
Aratrok wrote: Paizo is very intent on getting you on the heavy book-keeping ride this time around. If you were hoping for a game that's simpler or requires less number tracking than Pathfinder, Starfinder isn't it. I'm not too worried. These issues can be resolved by simply ignoring limits on charges, or giving players a set amount for each session to use. Path of least resistance is the way I roll.
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I picture myself as not dwelling on the power mechanic very much. Heck I barely deal with money at all in any game.
Book keeping and finance in the game is boring.
i imagine selling a ship at 10% of it sticker price is more then enough.
I don't mean your ship, I mean the ones you capture.
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If you throw the grenade and it explodes; then its not reusable.
If you throw the grenade and it does not explode; Stay the hell away from it!
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Steven "Troll" O'Neal wrote: Or you can make a skin glove from the dead being's appendage and change the setting. I would assume straight DNA would not be the only verification means. There could be a whole bunch of bio-metrics involved. In any case I don't think most people are going to be into full on gruesome dissection at any given moment. Particularly on other sentient beings corps.
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The DNA, or other type of weapon locking system is actually quite awesome.
The trick is that to unlock it, might require some time hacking. With also a difficulty roll to meet. Failure causes the weapon to go inert or decompose permanently.
That makes a strong weapon valuable loot, but also not usually immediately useful till you get back to your ship and put it under scanners and computers in the armory lab.
An infield speed hack could also be a possibility, but it only allows the weapon to be usable till it finishes it current ammo, then it decomposes. There is a lot of fun flexible options here.
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