Jaxom Faux's page
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I'm kicking myself i didn't write it down but i believe one of the dev said you can lose 1 starship tier to have a 2nd at -2 tiers of the first.
it was in a forum post about having starfighters with your ship.
Tim Statler wrote: Miniature Giant Space Hamster wrote: Jersey Burke wrote: I'm still waiting for the Giant Space Hamster race. You rang?
Oh, wait, you're looking for my cousin. Yeah. We are looking for the Giant Miniature space Hamster. I hate ratfolk so I'd already decided in my world they were space hamsters :D
Pax Rafkin wrote: I'm tired of them trying to justify CHA as a stat. They do it in Pathfinder as well. I can't have an ugly, anti-social sorcerer? Isn't Charisma supposed to be force of personality and not just looks because i swear i've played an ugly as sin sorc before :D
Ventnor wrote: JRutterbush wrote: Kiln Norn wrote: Hey guys I figured out the graviton recruitment slogan.
"Come to the graviton side, we're attractive."
Feros the Light Solarian wrote: "Come to the solar side, we're radiant." "Come to both sides, we actually understand what a 'cycle' is." Come to no side, everyone's a part of the cycle. Embrace the cycle, we're attractive AND shiny!
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I just want to say i'm very happy with the way this class sounds. will probably be mainlining it for the first few campaigns. :D
Reminds me a lot of the sword sages in tome of battle/jedi.
Hey Owen, at least one other person has asked but.... do solarians get to chuck energy as a ranged attack? you know, special beam cannons, miniature black holes, great balls of plasma? Basically can he go all space wizard as well as beatstick to compensate for lack of ranged weapons?
Garrett Guillotte wrote: Ventnor wrote: Gilfalas wrote: Jaxom Faux wrote: So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.
also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?
Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.
I am not sure of the reason. I am sure that they cannot be hacked. Hacking the soul is the domain of magic. What a coincidence, I'm also really interested in seeing what 6th-level technomancer spells look like. well played folks, well played.
So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.
also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?
Ventnor wrote: Not yet. Looks like we're looking at the Solarian next. YES!!!
obviously this is one i'm waiting on :D

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Mashallah wrote: Jaxom Faux wrote: Mashallah wrote: Jaxom Faux wrote: Mashallah wrote: The "beat DC by 20 to stop making checks" feels very superfluous and pointless to be honest.
To be even theoretically able to beat DC by 20, you need to be able to pass the DC at a roll of 1.
And, at that point, you autosucceed every check anyway, so you wouldn't likely have to roll in the first place.
the dc is 10, i have bonuses worth +15, i roll a 15 = i don't have to roll anymore to do so something.
i roll a 14 = i have to make a probably simple roll with a slight chance of oops for everything.
doesn't seem stupid to me nor did i roll a 1 to make it work. You don't get the point.
If a DC is 10 and you have +15 modifier, you can't fail even on a roll of 1, making rolling pointless in the first place. Yes, i can't fail the basic roll. But i'm getting a reward for being a master hacker with not having to repeatedly roll. also different actions likely have different dc's and who knows what modifiers are in play between rolls.
so accessing the computer on my super roll saves me from having to "disable the turret system" at a dc 20 "turn the pc into a remotely detonated bomb" on a dc 25 and such.
Maybe the computer has counter-measures to any roll under a 25? I can't imagine the kind of DM who would make you roll when you pass on a 1, unless you explicitly want to for some reason. I agree, when i'm dm i tell my players they don't need to roll if they can't fail. I'm just saying we have no idea yet what other actions may be involved, if it does turn out a simple roll will do it i completely agree with you that rule would be pointless.

Mashallah wrote: Imbicatus wrote: Mashallah wrote: Owen K. C. Stephens wrote: Reaction cannons use advanced tech to redirect recoil back into the projectile being fired. That is not how kinetics work. That is not how any physics works.
That phrase is utter nonsense granted even minimal knowledge of physics. Any sufficiently advanced technology is indistinguishable from magic. In addition, Magic exists. Multiple dimension exist. This isn't Science Fiction, it's Science Fantasy. Don't try to apply real-world physics to it. Firing a projectile is literally sending equal momentum into two directions.
One of those is the momentum of the bullet, the other is known as recoil. If you recombine them, they simply cancel out and the bullet stops moving.
Stopping the bullet in the barrel is very counter-productive to having an effective weapon. It's fantasy.
The recoil is being recoiled and therefore adding 2x momentum to the object. :D
normal force
======<>=======
reaction cannon
======<>======= then magically the recoil is returned becoming ======<<=====<

Mashallah wrote: Jaxom Faux wrote: Mashallah wrote: The "beat DC by 20 to stop making checks" feels very superfluous and pointless to be honest.
To be even theoretically able to beat DC by 20, you need to be able to pass the DC at a roll of 1.
And, at that point, you autosucceed every check anyway, so you wouldn't likely have to roll in the first place.
the dc is 10, i have bonuses worth +15, i roll a 15 = i don't have to roll anymore to do so something.
i roll a 14 = i have to make a probably simple roll with a slight chance of oops for everything.
doesn't seem stupid to me nor did i roll a 1 to make it work. You don't get the point.
If a DC is 10 and you have +15 modifier, you can't fail even on a roll of 1, making rolling pointless in the first place. Yes, i can't fail the basic roll. But i'm getting a reward for being a master hacker with not having to repeatedly roll. also different actions likely have different dc's and who knows what modifiers are in play between rolls.
so accessing the computer on my super roll saves me from having to "disable the turret system" at a dc 20 "turn the pc into a remotely detonated bomb" on a dc 25 and such.
Maybe the computer has counter-measures to any roll under a 25?

Owen K. C. Stephens wrote: Luna Protege wrote: I suspect that Kinetic projectile weapons that don't have that quality are mostly going to be things like Railguns... Save for maybe the occasional gun which has some kind of "electric firing pin" as the igniter, which sounds like a largely redundant feature. Or one that uses motorized chambering/reloading rather than spring-loaded. That's the basic idea. Now this being a sci-fantasyi game, we have some sci-fi projectile types. Reaction cannons use advanced tech to redirect recoil back into the projectile being fired. They aren't analog. X-gen guns have external power packs powering ammo feeds. Magnetar rifles use electromagnets to fire their rounds.
But standard semi-auto pistols and machine guns are analog, since they just use mechanical parts and compressed chemical propellant of whatever type. not to mention fuzzing the AI targeting assist/rupturing magnetic containment/glitter-bombing the air to refract lasers/de-ionizing the area/etc :D
none of those would affect a good ol iron sighted slug thrower.
Mashallah wrote: The "beat DC by 20 to stop making checks" feels very superfluous and pointless to be honest.
To be even theoretically able to beat DC by 20, you need to be able to pass the DC at a roll of 1.
And, at that point, you autosucceed every check anyway, so you wouldn't likely have to roll in the first place.
the dc is 10, i have bonuses worth +15, i roll a 15 = i don't have to roll anymore to do so something.
i roll a 14 = i have to make a probably simple roll with a slight chance of oops for everything.
doesn't seem stupid to me nor did i roll a 1 to make it work.

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Shisumo wrote: I appreciate that physical presence looks to be required for most hacking - keep the hacker with the group, dang it!
Jimbles the Mediocre wrote: blog wrote: So let's just put it out there: Like many RPGs set in a universe with advanced technology, Starfinder has rules for computers, and hacking computers. And, like nearly all RPGs that do so, these rules aren't grounded in reality. Thank you for heading that discussion off at the pass.
Yeah, no kidding. Moreover, the genre conventions by and large wouldn't support realistic hacking anyway - we want R2 plugging into one of those little rotational sockets and gaining access to prisoner manifests and engineering schematics in like 30 seconds.
No kidding.
Firstly I agree with the "one computers skill" because honestly... every programming language/hacking method/encryption/networking/etc is just a deeper facet of knowing "how to use a computer"
Secondly i hope we can avoid the old shadowrun "rigger is the computer the rest of the party waits for him to finish his solo". I'm assuming this will be closer to rogue disabling the trap rolls.
My first campaign in a new system is always straight from the books. After that i tend to house rule/flavor campaign it depending on the player requests i get.
Most recently is a pathfinder game that the players demanded an indiana jones style game in a desert.
The inner sea became the inner-sands and there are now sandships traveling through-out. Nobody knows exactly what happend other than about 100 years ago the inner sea raised and evaporated. Come to find out all sorts of numeria-style water domes with tech are now open season.

Mashallah wrote: Jaxom Faux wrote: Mashallah wrote: Luke Spencer wrote: But did those rules come out in the CRB? If it isn't an important part of the game then why would they include it in the core rules? They're including a lot of stuff in the book already and I don't see why something like harvesting cybernetics would need to be there if that isn't a thing that happens in the setting they've designed. I'll reiterate. My complaints are largely because Paizo explicitly said they don't intend to publish any significant amounts of non-core content for Starfinder.
Hence, it is likely many such things won't ever see the light of day if they aren't in the CRB.
And cybernetics harvesting is an iconic part of sci-fi as a genre. I'm still baffled by your hatred of simply houseruling things you want to be different? Why does it have to explicitly be written as an optional rule?
I'm curious because as a gm i've house ruled many many different rpgs and even certain rules to fit certain types of campaigns. It's really not a huge problem. Most of my games are on roll20 through applying to games advertised there.
Houserules are vastly less likely to be commonly used than optional rules.
Thus, if it has to be houseruled, I'm vastly less likely to ever get to use it in play than if it was an optional rule. Ok, I understand that, if you don't have a local group that could make things a huge pain if the default scenario isn't to your liking.

Mashallah wrote: Luke Spencer wrote: But did those rules come out in the CRB? If it isn't an important part of the game then why would they include it in the core rules? They're including a lot of stuff in the book already and I don't see why something like harvesting cybernetics would need to be there if that isn't a thing that happens in the setting they've designed. I'll reiterate. My complaints are largely because Paizo explicitly said they don't intend to publish any significant amounts of non-core content for Starfinder.
Hence, it is likely many such things won't ever see the light of day if they aren't in the CRB.
And cybernetics harvesting is an iconic part of sci-fi as a genre. I'm still baffled by your hatred of simply houseruling things you want to be different? Why does it have to explicitly be written as an optional rule?
I'm curious because as a gm i've house ruled many many different rpgs and even certain rules to fit certain types of campaigns. It's really not a huge problem.
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Owen K. C. Stephens wrote: Heck I took one of my favorite things I included waaaaaay back when I wrote the Guide to Absalom, and tied a new thing to it for Absalom Station and the setting in general, and I suspect 99% of people won't catch it.
(And it's not even revealed until either an article or Alien Archive comes out, I'm not sure which is first.)
And that's fine. The idea must stand on its own, the fact it has a thin thread to a previous bit of lore is fun, but neither necessary to use it in setting nor to enjoy it as an element of Starfinder.
OOOOO the plot thickens!
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Personally i keep coming back to starfinder is more star wars (space fantasy) than a realistic space simulator. gee whiz tech just works with no explanation of how and follows rules never explained by science.
There is a reason cyber isn't worth harvesting and everybody knows that even if nobody knows what the exact reason is.
everybody knows blasters shoot red and blue bolts of slow light and not beams but nobody knows why.
It's not worth the brain sweat for more than a toss-off answer such as the part is dna linked. If for some reason it is a huge deal to your players a house rule off the cuff should work.

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thecursor wrote: The Inheritor wrote: Honorable Battle-Brother wrote: The Fourth Horseman wrote: Honorable Battle-Brother wrote: FatherShaun wrote: Malefactor wrote: Solarion, channels dark energy and light energy, tied with stars, Envoy, who is kind of a team leader type al la bard Operative who is some sort of space secret agent/ninja, Soldier, who is a space-fighter, Technomancer, combines tech with magic, Mystic, caster who channels energy of the universe (Whatever that means) and Engineer, guy who is good with tech and has robot companion. Sweet! Good to know! Don't forget to PRAISE THE HOLY PLASMA CANNON! PRAISE IOMEDAE! MAY HER BLESSED WEAPONS SMITE MANY HERETICS! BLASPHEMER! YOU DARE PLACE YOUR FALSE IDOLS ABOVE THE HOLY GOD-EMPEROR!?!?!?!
Lock and load. Time to cleanse some corruption and chaos! DESTROY THE FALSE EMPEROR! TEAR DOWN THE CORPSE ON THE THRONE! AVE INHERITOR! You do me proud, Battle-Brother. I Salute you
*trumpets*
FOOLS! YOU WILL ALL PERISH IN THE LIGHT OF THE DAWNFLOWER! FEAR OUR PLASMA THROWERS! THE HOLY FIRE OF THE ANCHORITE LEGIONS APPROACHES! THE DERVISH BEGINS IT'S SPIN! BEHOLD THE LIGHT OF DAWN! FOR THE GREATER RAILGUN!
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