Taergan Flinn

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Organized Play Member. 14 posts. No reviews. No lists. 1 wishlist. 3 Organized Play characters.


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Sovereign Court

I recently started playing an Aasimar, have the feats Angelic Blood and now Angelic Wings. Why on earth does Impossible Speed not apply to natural fly speeds? I know that RAW it only applies to base land speeds, but, if i have a natural fly speed, why my new fastness not apply to that? Or was this just an oversight? And if we all rule that it cannot apply to flying, how in the world can I get my natural flight faster? Birds get to fly faster than they walk, and I believe a druid archtype will as well. Any opinions?

Sovereign Court

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thenovalord wrote:
Yeah. Forcing people to access electronic devices at the table isn't great. Mobiles etc are such a massive distraction anyway, bringing apps to the table isn't what I wish to see

Ditto.

Sovereign Court

So here's the set up: A technomancer and a soldier are face to face, in adjacent squares to each other. No one has any spiffy combat feats like Step Up and Strike, or Stand Still or anything like that. The technomancer wants to cast a spell, so he moves away so he doesn't cast in melee (yes, he could take a guarded step, but, he doesn't). The movement provokes an AoO from the soldier, and the soldier hits him and rolls damage accordingly. The caster then finishes his movement 30 feet away from the soldier. Now can he still cast a spell that round? or did the AoO damage disrupt his casting since it was in the same turn?

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kaid wrote:
Bill Dunn wrote:
One benefit of rolling lots of dice and adding them up: the more dice in the pool, the more it trends toward the mean and the less swingy it gets. That's a feature I assume they're intentionally exploiting.
This is I think one reason they do it. The other way is the rifts way of throwing stuff like 2d4x10 but that in practice is going to have a lot more swing in outcome than throwing a boatload of dice.

This. I believe they added more damage per swing, instead of giving us a lot of swings.

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baggageboy wrote:

So I'd like to discuss the archetypes model starfinder is using. Please share what you like and what you don't like and why. I'll start:

Likes:
I like that the archetypes are modular. I like the idea that it is available to anyone regardless of class.

Dislikes:
I dislike the loss of class features to gain the benefits of the two archtypes included in the core book.

The initial archetypes. Neither of them seemed to provide me with anything I wanted for any of the classes aside from the soldier. Even still I chose not to do an archetype an instead "built my own" with my soldier by using my regular feats to buy interesting abilities and only pick up combat feats as the bonus feats

Other thoughts:
I'd like to see some variant multiclassing as archetypes, ie I'm a solider with the mystic archetype. I lose some level of soldierness, but pick up a reduced spellcasting ability. Or I'm a technomancer with the operative archetype, I pick up a bunch of class skills and a reduced trick attack and the cost of no spell cache and 1 less spell known per level 1 less spell per day.

I didn't see anything I liked with the archetypes. It's like they were already offering a way to say "here, go ahead and change things already!" Me, personally, I'm a fan of playing the classes as they are written. Now, like Pathfinder, if they want to open up a whole book on archetypes later down the road, great. But, for now, I would rather play one step at a time.

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So, what really is the difference between the two? Is it something of your level vs the level of the area?

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Reef wrote:

To me, the problem isn't the infinite loop, but the fact it makes charging a waste of money.

Why would anyone recharge that battery? Buy a new gun, pop the battery and throw the gun in storage. Use it for trade with local thugs. Donate it to the local orphans. Heck, throw the gun away and you are still ahead financially.

Because sometimes you are in a place where there is no vendor conveniently around the corner.

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Zombie Lord wrote:

I don't think it should cost so much to charge batteries. Sure it should cost something if hiring that service from an NPC, but I don't think it should cost anything if you have a source of power.

Power plants of larger ships (may) be able to have stations to charge batteries. That limit seems absurd to me. Crafting a small charger unit should be easier imho, or diverting power from even the smallest power plant during periods of low demand should be easier for someone with the Engineer skill.

The Recharge spell having a 20% chance to destroy a battery also sounds silly to me. Who is going to risk throwing away the money spent on batteries?

I thought the same thing. I saw Flashlight. It has a capacity of 10. You can buy it for 1 credit. Recharging is half the capacity, so it takes 5 credits to charge a 1 credit flashlight. Odd indeed.

Sovereign Court

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Descrud wrote:

I was wondering what you guys are wanting from future starfinder expansions or splat books. Things like new classes, spell effects, feats, or equipment.

I'll start:

Ever since I read about Oras, CN god of evolution, I had an idea of a mad scientist character haphazardly mutating an alien animal to suit his needs. I envisioned a pet class similar to the pathfinder summoner that uses genetically modified organisms to duplicate certain spell effects (bioexplosive blobs of animal matter that recreate an Explosive Blast and the like) and can spontaneously give his pet mutations that recreate things like armor mods or weapon fusions.

So what's on your Starfinder wishlist?

A more in-depth equipment/gear section. The core rule book has info on hotels, meals, clothing, armor and weapons, but what about other random things? Like what does a bandolier cost? In Pathfinder, we had the Ultimate Equipment Guide that gave us all kinds of knick-knacks, but even the Pathfinder core rule book gave us more than the Starfinder core rule book. Weapons and Armor are great, but, I also like a good idea of random stuff I can spend my credits on.

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Ultimagus wrote:

So. Guns akimbo. Practically every NPC's gonna have a gun. So, is it really required to have a tank anymore?

To give context, I'm part of a fledgling campaign, and we're deciding on the party. Even though I technically chose first, wanting to play an Envoy, we wound up with a ranged Soldier, a Mystic, an Operative, and a Technomancer/Mechanic. I could be willing to play a Solarian, but Envoy really gets me excited. But is it really necessary to have a front-line melee fighter in this game?

Well, in Pathfinder, did everyone give up melee because everyone had access to bows? Not hardly.

Sovereign Court

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So I was looking at different weapon choices to buy at Level 1. Since we can buy items that are CL+1, that means I can buy a Flame Doshko, ember. The 1d8 fire damage is fine, but, Wound? If I attack someone, and I crit, then they could possibly face making a Fort Save vs. DC 16ish or get dismembered!? Am I the only one that thinks this is a bit excessive at Level 1?

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GeneticDrift wrote:

Multiweapon fighting p. 160

Deflect projectiles p.156 (to be able to deflect more types of projectiles)
Probably others too

ah, nice catch. though i believe spending a feat just to get the penalty down from 4 to 3 just doesn't seem worth it. But thanks for the reply.

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I've found nothing other than the basic "you can attack twice with both attacks at -4 to hit." Does dual wielding really do nothing for this? I would have thought an extra attack, or at the very least perhaps reduce the negs a bit. Is that all, or did i miss it somewhere? Thanks in advance.

Sovereign Court

Question: I play a half-orc that became permanently Enlarged. Now, I stand 12'8", and weight just under 2000 pounds. Is there nothing that says that i would be harder to trip? I mean, a normal person trying to trip a 2000 pound person should surely get some extra negs?