Daughter of Imerta

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Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber. FullStarFullStarFullStar Venture-Agent, Minnesota—Champlin 214 posts (215 including aliases). 11 reviews. No lists. No wishlists. 19 Organized Play characters.


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Sovereign Court *** Venture-Agent, Minnesota—Champlin

BigNorseWolf wrote:
What makes this combat go long is that it takes x party members Y turns to complete no matter how well they do. In a normal adventure more people put the monsters down faster with say, a party of four taking 4 turns each as opposed to a party of 6 taking 3 turns each.

Good point. The action economy kinda works against the players in this one 'cuz it just makes the whole scenario take a lot longer.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Xalxe wrote:
Any recommendations on images for the two animals in Combat Cooking that don't have official art?

I like this one.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Just finished running this tonight. It was a ton of fun, but ran WAAAY too long. Ours took 5 1/2 hours and I just called the last event before it was done because the PCs were ahead 250pts to 110pts. And this was at high tier with only 4 PCs. (Channels with Keskodai in event C really racks up points! On the other hand, Keskodai literally swam through the lava in event A multiple times.) Either event B or C really should be Optional.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

My updated boon list:

SFS
Dragonkin/Aasimar/Tiefling
Legacy Heritage (not sure this is worth anything anymore)
Emergency Resupply
Mystical Guidance Systems
Light Plasma Cannon
Light Spore Torpedo Launcher
Relics of Lost Golarion (x2)

PFS
Aasimar
Ganzi
Grippli
Naiad/Character Rebuild
Tiefling
Samsaran (x2)
Ratfolk
Vishkanya
Brutal Reputation (x2)
Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Fire)/Paragon of the Society
Elemental Ancestry (Water)/Paragon of the Society
Factor
Fighting Off Corruption (Hellbound)
Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
Frontier Hero/Just What I Wanted
Genie Grudge
Hypnotic Therapy
Martial Tradition
Mendevian Weapon Training
Magaambyan Dilettante
New Days, New Choices
Niche Specialist #2
Numerian Dabbler
Personal Physician
Pathfinder Apprentice (x2)
Professional Reputation
Share The Wealth (Equipment)
Share the Wealth (Companions)
Season Explorer (Seasons 6-7)
Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
Treasure Map

Looking For
Numerian Weapon Training
Explorer of Azlant
SFS Boons, especially race boons

Sovereign Court *** Venture-Agent, Minnesota—Champlin

My updated boon list:

SFS
Dragonkin/Aasimar/Tiefling
Legacy Heritage (not sure this is worth anything anymore)
Emergency Resupply
Mystical Guidance Systems
Light Plasma Cannon
Light Spore Torpedo Launcher
Relics of Lost Golarion (x2)

PFS
Aasimar
Ganzi
Grippli
Naiad/Character Rebuild
Tiefling
Samsaran (x2)
Ratfolk
Vishkanya
Brutal Reputation (x2)
Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Fire)/Paragon of the Society
Elemental Ancestry (Water)/Paragon of the Society
Factor
Fighting Off Corruption (Hellbound)
Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
Frontier Hero/Just What I Wanted
Genie Grudge
Hypnotic Therapy
Martial Tradition
Mendevian Weapon Training
Magaambyan Dilettante
New Days, New Choices
Niche Specialist #2
Numerian Dabbler
Personal Physician
Pathfinder Apprentice (x2)
Professional Reputation
Share The Wealth (Equipment)
Share the Wealth (Companions)
Season Explorer (Seasons 6-7)
Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
Treasure Map

Looking For
Numerian Weapon Training
Explorer of Azlant
SFS Boons, especially race boons

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Someone directly emailed me with the key text for this boon:

Risen Rune Explorer (Basic): Gain knowledge history as a class skill. Risen Rune Explorer (Elite): at the end of an adventure, reduce the PP cost of spellcasting services to remove conditions by 1 for every 4 ranks in Knowledge (History) you posess (minimum 1). This reduction does not stack with other such discounts.

Worldwound Explorer (Basic): Gain Knowledge (planes) as class skill
Worldwound Explorer (Elite): The Worldwound appears to have closed at long last. Mendev remains alert, but it is qilling to sell you cold iron weaponry at a discount. When purchasing or enchanting cold iron equipment, you no longer increase its price by 2,000 gp.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Anyone know what these boons do? The master spreadsheet that someone is maintaining doesn't have any text for these in it.

Goblin Patronage
Season Explorer (Seasons 4–5)

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Have PFS
Kobold/Catfolk/Rougarou/Character Rebuild
Ganzi
Aasimar
Tiefling
Samsaran (x2)
Naiad/Character Rebuild
Ratfolk
Grippli
Vishkanya
Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Fire)/Paragon of the Society
Elemental Ancestry (Water)/Paragon of the Society
Share the Wealth (Equipment)
Share the Wealth (companions)
Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
Martial Tradition
Genie Grudge
Niche Specialist #2
Brutal Reputation
Fighting Off Corruption (Hellbound)
Frontier Hero/Just What I Wanted
Hypnotic Therapy
Personal Physician
Pathfinder Apprentice (x2)
Aspis Defector
Mendevian Weapon Training
Magaambyan Dilettante
New Days, New Choices

Have SFS
Formian/Ikeshti
Legacy Heritage (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, or Halfling)
Relics of Lost Golarion (x2)
Emergency Resupply
Light Spore Torpedo Launcher
Mystical Guidance Systems
Light Plasma Cannon

Want
Some SFS race boon that I don't already have.
Or make me an offer. There's no way I'll end up using most of these at this point.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Here are the boons I have:

Have SFS
Formian/Ikeshti
Legacy Heritage (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, or Halfling)
Relics of Lost Golarion (x2)
Emergency Resupply
Light Spore Torpedo Launcher
Mystical Guidance Systems
Light Plasma Cannon

Have PFS
Kobold/Catfolk/Rougarou/Character Rebuild
Ganzi
Aasimar
Tiefling
Samsaran (x2)
Naiad/Character Rebuild
Ratfolk
Grippli
Vishkanya
Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
Elemental Ancestry (Fire)/Paragon of the Society
Elemental Ancestry (Water)/Paragon of the Society
Share the Wealth (Equipment)
Share the Wealth (companions)
Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
Martial Tradition
Genie Grudge
Niche Specialist #2
Brutal Reputation
Fighting Off Corruption (Hellbound)
Frontier Hero/Just What I Wanted
Hypnotic Therapy
Personal Physician
Pathfinder Apprentice (x2)
Aspis Defector
Mendevian Weapon Training
Magaambyan Dilettante
New Days, New Choices

Want
Some SFS race boon that I don't already have.
Or make me an offer. There's no way I'll end up using most of these at this point.

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Does a swarmbane clasp work on a Bionanite Cloud? My GM is telling us that it doesn't because the Cloud is immune to all weapon attacks for a reason other than Swarm Traits. They give you a Swarmbane Clasp somewhere in Book 1, so I would assume that they did that intentionally so you have a way to deal with these Clouds. I haven't gone looking through the AP, of course, so I don't know what the stat block says.

Sovereign Court

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Technology guide says wrote:

This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. A hard light shield produces a translucent but substantial holographic barrier when activated. The shield bonus counts as a force effect and applies to the wielder's touch AC against beam and ray attacks (but not other touch attacks). As a transparent force effect, a hard light shield provides no bonus against lasers. A hard light shield can be used to deliver shield bash attacks like a heavy shield.

When turned off, a hard light shield provides no AC bonus and imposes no spell failure chance. Activating or deactivating a hard light shield is a move action. This item occupies the wearer's wrist slot.

Does the hard light shield occupy a hand as well as the wrists slot?

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Am I reading this correctly that if I play a level 8 playtest character and want to apply the credit to a brand new, completely unplayed character that I CANNOT hold the chronicle until that unplayed character reaches 8th level? I MUST reduce the credits to 720 and apply it to them immediately?

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I generally liked this book. I was hoping for options like ways for your character to become a construct over time--piece by piece. Or something that lets you merge with a construct similar to the Synthesist Summoner. Of the archetypes included, there are a bunch of bad ones, a few moderately interesting ones, 1 that is horribly written as to be contradictory (at least, it seems that way) and a couple that are actually pretty good. The Construct Saboteur gives some good options for rogues.

The shining star is the Voice of Brigh bard, though. It's 12th level ability lets you use bardic performance to heal and control any construct that has been deactivated/killed--healing it of HP equal to your level per round. While performing, you can give it orders and it must obey you. If you manage to heal it to full, it must follow your orders for 24 hours. After that, it returns to its original programming. What a fun option for a construct heavy campaign like Iron Gods! (and, yes, I'm playing in one of those at present, so I really want to find a way to switch characters) It's unfortunate that you don't get this amazing ability until 12th level, though. I think a better option would be gaining this at 5th or 6th level in such a way that you're limited to a round per level of control. Then, upon reaching 9th level having it switch to a minute per level maximum. And at 12th level increasing it to an hour per level. Possibly changing it to 24 hours or a day per level when you hit 15th. I think all of that would drive home the significance of Brigh as patron of constructs. Oh well, it's still bound to be fun for anyone that gets to play it at high enough level.

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Souls At War wrote:
anything useful for "Constructs as PCs"?

Sadly, no.

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Most of the archetypes are just okay, but 2 stand out: Construct Saboteur and Voice of Brigh. The Construct Collector archetype is really confusing. It seems to contradict itself.

I REALLY want to play a Voice of Brigh in my Iron Gods campaign, but I'm presently the only front line fighter.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Those look great! What did you use for the Ksarik?

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dracomicron wrote:
James Krolak wrote:
James Krolak wrote:

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

I seem to recall that the number of possible turrets is determined by the frame of the ship, and you can't really just slap turrets everywhere.

Yes, but a Medium ship can have 3 turrets, which is way more than you see on any of the ships in the Guide--and is more than enough unless you somehow have 4+ gunners. Here's the text from the CRB:

Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret).

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Man, it is a challenge to find all the little changes throughout the Guide. I'm literally looking at the old one and the new one side-by-side going one page at a time looking for what headings and paragraphs don't like up the same. It sure would be nice if changes would be highlighted in red like in Additional Resources.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

James Krolak wrote:

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Glen Parnell wrote:
@James Don't forget that the Legacy Race boon gives a +2 to one of your stats that is under 16, and that boon is the only way you can have that on an Elf, Half-elf, or Gnome.

Sadly, the GM boon I got from a charity auction doesn't have that +2 text in it. The ones you can earn by playing certain scenarios do, however.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dang. I haven't even had a chance to make use of my Legacy Race boon that I donate a ton of money for at a local con. I never should have outbid Michael that last time. Oh well, at least it went to charity.

Sovereign Court

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My group played this book over the last 2 weekends. It felt like we really got VERY little loot across the whole book. I went looking back through it to see if we missed something. I realized that other groups got the majority of their actual loot by fighting the Aeon Guard in tactical combat. My group blew them up in Ship Combat, so we got NONE of their gear. That's a really bad design if you are penalized for going through actual ship combat.

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When I click the link to download the full rulebook, I'm only getting the Rulebook Updates document.

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I find when I look at the bloodlines that I really like some of the bloodline powers, but hate the spell list that I'm required to use in order to get those powers. Like, Abyssal looks kinda cool to me, but I don't want to use the divine spell list. And I would like to be able to be a non-druid and get all the polymorph spells in the primal list, but the Fey bloodline powers don't really fit well with that.

Sovereign Court

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For that matter, if you're going to make Lay on Hands a spell, then why not just use the Heal spell and dictate that he can only use the single action version or something? Lay on Hands is strictly weaker than the Heal spell, so you're better off using that if you can.

Sovereign Court

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OK. This is confusing. There appears to be 2 conflicting rules listed about Natural 20s in the Rulebook.

On page 8:

Quote:
Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
On page 292:
Quote:

Success and Critical Success

If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

So, which is correct?

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OK. This is confusing. There appears to be 2 conflicting rules listed about nat 20s in the Rulebook.

On page 8:

Quote:
Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
On page 292:
Quote:

Success and Critical Success

If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

Sovereign Court

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I noticed that you're missing the spells for Erastil and Gorum in your spreadsheet.

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Holy cow. That "reader friendly" version is with ALL formatting stripped out. The columns on tables don't even line up on it.

Sovereign Court

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The only thing I can think of is that it's viable for a paladin to ONLY use a shield--using it as a shield and as his weapon. Probably want to put a shield boss or spikes on it. That's still kinda unimpressive, but it's an option.

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Vic Wertz wrote:
• Tell us about your actual game play. Theory is all well and good, but everybody’s got theories, and we’ve probably heard most of them already. Tell us how things are actually working in play, not how you think things will work.

^THIS is really important. I can recall back in 3.0/3.5, on the personal blog for Bruce Cordell (I think--maybe it was one of the other designers of 3rd ed and I'm just poorly remembering) he talked about when the Mystic Theurge was first released. He said people kept coming up to him at conventions and events saying, "That Mystic Theurge is SOOO broken!" He would respond calmly with the same line, "Oh, really? What happened when you guys played it?" And, every time, their response was the same: "Oh, well, we didn't play with it, but it's so obviously broken."

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Zi Mishkal wrote:
From what I'm seeing the biggest problem is that the new rules level the playing field too much. There's no real oportunity for the specialist to shine.

Just like Gunnery Sergeant Hartman said:

"Here, you are all equally worthless."

Sovereign Court

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I just got the items I preordered for the Playtest today. I'm really saddened that the pages of my hardcover and the module are all wavy like they've been left outdoors in a humid environment. Are others finding this, too?

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Well, I hope you guys get some money back from Amazon for them not living up to their end of the contract.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dang. I didn't even realize Strange Aeons was sanctioned previously.

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This certainly sounds interesting. I didn't like the way the VMC stuff in PF1 worked, but I think that was mostly because you had no control over which class abilities from your secondary class you got. This approach might give ways to solve that problem. What I'm wondering is whether you'll be able to effectively simulate an effective character that is equally split between 2 classes. The wizard examples make it sound like the best you'll get is a caster level that's about 1/2 of your character level. Does that mean you'll always feel like you're a pathetic spellcaster?

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Man, the editing on this book really fell short. I'm less than 1/2 way through it and I've found so many typos and mistakes in terminology.

Sovereign Court

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Why does this book reference "sneak attack" when there is no such ability in Starfinder?

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I would agree wholeheartedly about the Medium being a disappointment. One of my favorite classes in 3.5 was the Binder. It had a bunch of different options and all of them had great flavor that made it feel like you were making some sort of pact with some mysterious entity.

When I looked through the playtest for the Medium, I was super interested, but it made my head hurt to try to make sense of how different spirits worked together once you could have more than 1 selected. I'm not surprised that they decided that 54 different spirits would end up being too complicated and too much work. But what we got in the end had so much of the flavor stripped out of it that I had no interest in it.

Getting something that both fits that flavor and is mechanically balanced and useful would be great--but I don't think we'll see it early on in the 2nd edition books. They're going to have to focus, understandably, on the core classes and roles of fantasy adventuring.

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This sounds unnecessarily complicated. To make a single potion or scroll, it takes 4 days no matter what? That's a huge time sink.

And I'm confused by the disparaging comments about the crafting in 1st ed. You make it sound like that system is broken, but I've never seen it break anything. If anything, the amount of time required to craft items in 1st ed is prohibitively large. When I went through Rise of the Runelords a couple of years ago, time was the biggest limiter on what I could craft. And it sounds like you want to make that longer in 2nd ed?

In addition, crafting of magic items in 1st edition only increases the power of your party noticeably if you are giving out tons of currency. If you give someone 1,000gp they can change that into 2,000gp worth of magic items. But if you give out magic items or equipment, then they can only sell that at 1/2 its value. And that's coincidentally the same cost to craft an item like that. So, generic +1 armor that costs 1,000gp can be sold then those funds crafted into...wait for it....1,000gp worth of magic items.

Now, it can be argued that being able to pick your equipment without losing value is an advantage by itself. And that's a totally valid arguement, but it's not equivalent to doubling your wealth. If you want to minimize the effect of being able to craft exactly what you want, then just change crafting to cost 75% of the full price of the item. Or switch it back to the way magic item crafting worked in 3.5 where it also cost you XP.

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Personally, I don't like the fact that monsters will be built using a different approach/mechanics/rules than PCs. That's one of the things I liked about 3rd edition and Pathfinder: the monsters followed the same rules as the PCs. Starfinder adopted this approach that the enemies follow different rules and I hate that.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Option 2 is my preference, but I would be fine with options 1 or 3, as well.

I'll probably just barely hit my 4th star by the end of this calendar year, so I'm not as invested into the system as others that have GM'd 200+ tables. Those who have GM'd a lot have learned some essential lessons on how to GM in general. Whether it's the current edition or a new one built off of it, there is a lot that transfers over. So, it would seem inconsiderate to not somehow acknowledge that those folks probably know how to run an organized play scenario more than someone who starts GMing for the first time in August of 2019--even if the edition of the rules is new to everyone.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

I'm one of those players/GMs that has a ton of boons that have piled up in a folder. I'm trying to use as many as I possibly can in the near future, but it seems a waste to have all of that just go away in 2nd edition. So, I really don't like option 1.

I like option 3 the most, I think. I could live with option 2 or its variant. I'm not all that enthused by option 4, to be honest. I earned these boons through playing and GMing. I'd like to be able to use them still for something for my characters in 2nd edition. In particular, I have a lot of race boons that I'm unlikely to use in the current edition. Those were mostly gained for GMing at a convention where I didn't know what race boon I would get, so some of them don't really interest me. It would be great to be able to hold onto them and trade them in for some other option for a character of mine in 2nd edition.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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I prefer option 3. Anything that encourages folks to GM more in order to play more is a good thing. I'll also point out that I don't really like replaying scenarios. Once you've played it, all the suspense and experience of going through it is gone.

I also don't think that option 4 is a good idea.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Warwick Cailean wrote:
MadScientistWorking wrote:
Iammars wrote:

*looks at the picture for 9-17*

What.

The.

Hell.

Someone obviously decided to make a Taffy golem.
Is it too much to hope that’s Nigel?

I was gonna post the same thing!

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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The Paths of the Righteous section in Additional Resources starts off with the following text:

Several options in this book are being withheld to appear on Chronicle sheets.

Doing a search through all of the scenarios from the last few years, only once has an option from this book been allowed via a chronicle sheet. I would like to see more options be added, since they obviously cannot be used in 2nd edition.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

I'm finding a few errors under the Inner Sea Gods section in the new Campaign Clarifications that was just released. I'm guessing these are either copy and paste errors or something.

This should say page 28, not page 84:
Page 84—Calistria’s first sentinel boon should read
“divine favor 3/day, align weapon (chaotic only) 2/day, or
keen edge 1/day.”

This feat isn't in Inner Sea Gods. I think it should be listed under Inner Sea World Guide 'cuz this is the correct page in that book.
Page 286—The Dervish Dance feat does not work
if you are “carrying a weapon or shield in your
off-hand”. A spell does not count as a weapon or
shield—therefore, a magus can use spell combat
with Dervish Dance.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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I like the tighter/narrower tiers in Starfinder Society. I hope the new edition's Society adopts those.

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

With the new site redesign, I'm finding that when on the main Paizo page itself, if I click on any of the top level site menus (like: Pathfinder, Starfinder, Store, Organized Play, Community) the sub menus that pop down resize themselves based upon my browser window width in a really odd way. If it's a narrow window, it works great, but as I make my browser window wider, that sub menu stretches itself out exponentially--to the point where the right most options go completely off the screen.

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