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With Starfinder, there's suddenly going to be a bunch more base races added. And, with that, I assume that means there will be base classes or core classes added. What are your thoughts about allowing standard pathfinder feats and classes into a starfinder game?

Personally, I'm against using both sources. With all the material that already exists, I think starting over and limiting the allowed material to "just Starfinder" would bring back that feeling of...Not quite simplicity but we won't need to use and srd that lists ALL the feats and then hit ctrl+f to find what we need. I think having it simplified and grow outward from that all over again is something to look forward to.


I have the big Inner Sea Region Poster map. The one that is 4 individual posters that combine together to form one really big map. My question is, is there a file or image or something that is big enough for me to take to a print shop of some sort and have it printed out as a single poster without the overlap? I don't like trying to line up the edges and it makes it hard to display and move without edges tearing.


Torbyne wrote:
Kosmonaut Ivan Rûski wrote:
Anyone else hoping for grappler ships, like in Outlaw Star?
Actually, one of my very first snarky comments about Starfinder was wishing the team good luck adapting the Grapple rules to spaceships. seriously, what kind of size mods are going to be in play for that. how do you determine a ship's str mod? can you have multiple operators and ships with 10+ arms? Nightmares best avoided my friend.

If it has hands to grapple with, then it has hands to cast spells with!


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It's my beleif that instead of gods being universal, they're local. Not sure how local but they say...have claimed an area. A solar system, perhaps two or three. All beings in the pantheon that is in charge of that area, follow that pantheon's afterlife expectations.


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Steven "Troll" O'Neal wrote:
Lycanthropes! In space, the moon is always full, and sometimes there are 37 of them.

Were-comets...sometimes they're normal moons. Sometimes they're careening killers!


My guess is it's going to be something exploratory to show off new features. Like a legendary ship was sighted and the party is tracking it down. Takes them to several space locales to show different environs and locales and how to approach different spacey situations.


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Christopher Anthony wrote:
Aroden never really died. He just went on vacation and everything fell apart while he wasn't watching.

So...when he comes back, is it like The Hangover on a massive scale?


Cthulhudrew wrote:

Spaceship PCS!!!!

(But seriously, maybe some kind of side-system such that as the party grows and levels, their ship can do so alongside them? Learn new maneuvers, gain ship traits, etc.)

Man, ship levels would be cool. I could definitely see that as a good way to increase ship capabilities without it being tied into the party's GP. (or Monies.)

The hard part with that, is it still means if you get into ship combat, that not all PCs are smoothly helping. I'm hoping for a way that a cleric, wizard, fighter, and rogue can all help. Spelljammer almost had stuff for that...

Clerics would heal crew, wizards would buff the ship. fighters and rogues could gear weapons but, all their combined actions still seemed to add up to "the ship moves and shoots". Like moving one PC as some sort of...clumsy megazord.


I've actually made a large starmap when I did a mix of spelljammer and pathfinder. "sometime in the past" all the races went to war against the "ominous threat" that threatened the galaxy. After that, the Orcs were the first to recover and quickly expanded over previous territories that were controlled by races.

It's not that there was an "orc world" or "gnome planet" but there were worlds where the governing body was primarily composed of a certain race.

Anyway, if you're interested, you can open this campaign file in Maptool. the particular map to look for in that is Starmap. I named several solar systems, planets, how many moons they had... All so I could have an extensive map for adapting skull and shackles to space. It was fun but ended before the party really got to explore.

https://www.dropbox.com/s/sve4dl703sjgk4k/spellfinder2.cmpgn?dl=0

If you have questions, let me know. Like many DMs, I love to ramble on about my brainmakings.


Oh, I didn't even think of flying saucers. I was thinking about AD&D's Spelljammer campaign setting. This was announced and I was like...Yay! You're useful again!

Also, on an unrelated matter, I don't remember if I invented it or I heard about it somewhere, but we ended up using a new unit of measurement for describing how much a ship could carry. It was called a Metric Ton. A metric ton was a 10x10x10 cube. I hope to get to use that again lol.


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I love sci-fi style games, but there's always one thing that I run tino a problem with. Spaceships. In many movies and books, the ship is almost like a character in its own right. The Enterprise, The Serenity, The Millennium Falcon. And combat in those looks neat and fast paced and everyone has something to do.

In games however, it tends to feel slow and dull, especially if you aren't the pilot/navigator/helmsman. Not everyone has something to do that they're good at, and if you DO give everyone something to do, it takes forever to get anything resolved. And the ultimate result of moving a ship, feels like working 1 PC as a team...a very clunky team.

I want ship combat that feels fluid. That lets everyone contribute. And is something that doesn't get super slow.

I realize that you could just use the ship as a means to an end. Just gloss over the travel but that seems to detract from a sense of...I don't know. Some sort of adventure that makes those ships appealing in other mediums.

Anyone else have thoughts about using ships in games?