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They said something about addressing it , but nothing yet. I homebrew I dropped a mod based on mass, which put the sweet spot on Medium and Large ships and added extra DC mods for better results. But as the rules stand upgrading you computer can make you ship harder to fly. Also Captain actions are down right silly RAW. ![]()
There are a huge number of 15mm, 1/100 or so makers of miniatures in the US and UK these days. Average cost is 0.75 to 1.50 USD. Some of my favorites. Another good resource.
There are many other makers, most being small shops only a few folks.
Also 15mm scale maps are smaller. Easier to print and keep. For Ship Combat will be using minis from various space games.
Hope everyone has a great games! ![]()
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If the Devs like it they may use it, just give me a design credit :) Anyone who would like it I have a word doc that looks a bit better, not quite matching the StarFinder book but it is a cousin. The Captain Actions I am still trying balance.
With using Mass a Medium or Large Starship will be the sweet spot I think now.
If you see something that needs tweaks, please let me know. ![]()
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Starship Combat Changes Version 1.0 These changes are being made because our group found that adding a new computer, or such should not cause it to be harder to fly a ship. The Stunts and Maneuvers will use Mass Numbers instead of Ship Tier. SIZE MASS Number
Back Off
Barrel Roll
Evade
Flip and Burn
Fly By
Slide
Turn in Place
New Stunt
Line up Shot
+2 To Hit for a given Gunner
Engineering Actions
Hold It Together
Patch
Overpower
Quick Fix
Gunnery Actions
Science Officers Actions
Scan
Target System
Lock On
Improve Countermeasures
Captain Actions
Most of these actions should have DC based much like Pathfinder does.
I am sure there will be some changes to be made as we play test it more.
The mods for Speed and such should still be added.
But if a character has put most of their points, feats, and stats towards being one of the best pilots in the Pact Worlds, they should be able to do amazing things. Just the first WAG at it. ![]()
Using Mass for the Pilot Checks make much more sense. Now the Captain Bluff is based on Tier of Foe ship is silly. Or Demand a crew member is based on ship tier. Is worse. Engineering and Science works fine with Tier, but the rest not so much. Really bad choice, no idea how it got through play test. ![]()
23 A Cat, found the Loom of Fate, and a loose thread. 24 The Gods played in the largest caps game ever set up, and lost. 25 The question What happens if the Stars tone is placed in a Bag of Holding then dropped in a Portable Hole was anwsered. 26 After the Ball of Risqué the only way to make things right was the Gap. ![]()
There are threads already talking about Starship combat so I am looking at it from another angle. Instead of DC being tied to tier of ship, which says the better the ship the harder it is to drive, no matter if the size, engine, thrusters and such change or not, base most of the DCs on the Mass of the Ship. The mods as already listed stay, but the DC check becomes 15 + 2xMass Rating of Ship.
Still need to run the full math to insure it does still offer a challange.
As it is easy to Flip a Fighter or Small ship but the larger it gets the harder it becomes.
Pilot decides how far to try and push it before the roll. If no extra attempted and the pilot gets a roll 20 above what was needed there is no extra. If the pilot trys for a plus 4 and misses it then they fail. Also looking at allowing a Pilot to combine 2 Stunts, within reasonlike Evade and Slide.
This would allow a very good pilot a chance of pulling it off in a smaller ship at least. Size mods would start at 1 or 2 for a Tiny ship ending at 18 for the Gargantuan size. Player sized ships the DC should be a bit lower, and allow those tries for better effects, pushing the DC higher. Like I said my group find adding a better shield, new weapons, a better computer, and some software to a ship should not make it harder to pilot.
Thus this overhaul. Also looking at new stunts, like
More on the way. ![]()
I think you have it. A flashlight would add little to any to a normal light source. A Flash Light is a 20foot cone of Normal light, and outside that a Dim area. As the flash light is moving, mostly in the direction the holder is using, the 20 foot cone gives the Normal area for the small movements one does with the flash light. The Dim area should be something like 10 feet beyond the Normal cone in all directions but straight back where the holder is. An X File Style light, like a Dive Light or one in a Salvage Kit, might be larger but produce, Bright, Normal, Dim.
Also a Flashlight could be easily made to do a 180 forward or on a pop up on armor to be above the head might become a Radius light source. As for official ruling that may take some time to see. ![]()
Just recapping a few things. Ship Size does not equate to Ship Tier.
The Ship Stunts, Actions, and so on as written, do not grant a better result for higher DC. So Action in a Tier 1 Ship might be DC 17, and in a Tier 20 Ship the DC is 55, the effect it does in most cases is the same. Ship Size does not seem to be a factor in the Stunts, many things are, but the sheer size of the Ship only gets a slight nod from how manuvureable it is, and that has little effect. So perhaps, Tier should not be the factor for DC. A Stunt or Action, should have a DC set for how hard it is to do.
If the DC ends up being a 25, a level 1 PC will struggle with it, as a level 20 would have no issue.
To double the effect you double the DC plus 5, to triple it triple plus 10 and so on. Or to combine 2 things at one time, Double +5. In this way how far to push it would be the players call, as the higher skilled would be able to get more out of a ship. I will try and layout this for each Action, later today. ![]()
Cats are lucky.
If a cat leaves a ship that brings bad luck.
The Color (take your pick) can not be worn when Entering or Exiting the Drift. Coffee is the only drink allowed on the Bridge when Drifting. Three is a lucky number, all checks and equations must be checked 3 times. ![]()
Rob promises much, but as a Realm Works KS customer, delivery seems to be what ever catches his fancy for a few days no matter what he has said he will do. So after seeing his post actually yelling at his customers and the his fanboi praising his attack, I suspect he will once again promise, take money, and do whatever he feels like and skip the rest. Also that online fee can and will change at his needs not yours. Good luck all. ![]()
As you can stop and explore in the Drift I see no issues with traveling together. As a GM I might up the chance of being noticed by something. Was thinking that may be why there are few full fleets pushing through the Drift together as it increases the chance with many Drift Drives something takes a closer look.
But 2 small ships, might only double the chance, 2% chance, +/- GM.
A fleet, 10 Large, 20 Medium, and 20 Small, might be closer to 75% with 7% chance of something really dangerous, a critical fumble on the encounter if you will. As far as story goes, just be sure to note what you decide, so next time it comes up, the universe works the same way. Saw a nice log book on RPG now for space games and one just for Starfinder, as a side note.
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Not sure but make 10 ships and you will see, that having to reserve 75 power for a flash, will leave you with little to no ship. Unless Paizo says otherwise, the MIN is just what the Core has to be, and is used to Enter or Exit the Drift. If combat then starts FAQ rule lets you set power. Is how we will play, otherwise the ship will just be a power core with a drift engine taped to it. ![]()
I would think it is where the Weapon system is, not where it fires. So if the System is installed in the FA, crits to FA weapons are effected. A system in the Aft that can shoot FA should be fine. Also Weapon Systems have a ability to also fire one Arc off, causing the same issue. Forget the name for it. ![]()
Hithesius wrote: I can all but guarantee they wrote tier into the formulas because they meant tier. Size is given in numerical values in only a very few, specific places in the Starship construction chapter, while the formulas that use tier are everywhere in the combat chapter. Though your idea does have some appeal, since it allows a high level fighter to near effortlessly take a dreadnought through the same complex maneuvers that they were doing in a fighter earlier in their career. There's some comedic value there, seeing a ship nearly 3 miles long or longer dancing through space with all the agility and grace of that 20 foot racer. I think your correct though getting worse at a task because you have a better ship seems really lame. Even if those things that make it better, have no effect on how it would handle as a ship. So we will see, what the "idea" was behind it. My hope is that yes Tier is used often and it just was slipped up. ![]()
Shadowkire wrote:
Of course most west towns had you lock guns up when you entered. ![]()
Hark wrote:
Yes and no. If you are in a tube that is under pressure and it is torn open there is going to be an effect very similar to an explosion. After that the water boils away from your body. So just being tossed into space does not cause it no, but it can occur. During high Altitude training folks get high on all counts, to the point of not remembering they started singing or trying to do things, the video afterwards is quite sobering. Not sure how true but a Russian told me during their first space walk they had an issue. The walk was fine, but the suit expanded more than they thought it would, keeping the man from being able to fit back through the lock.
Yes now just stay still while I use this knife to slice your suit open on our first space walk. My guess is most war ships would drop to very low or no pressure while in combat. Having the crew in suits. I also do not think anyone would blow out air out of locks except under special needs, as it takes power and time to replace. But the movies like special effects, the Mars movie with Arnold that had him mutate and then unmutae was among the worse, just due to lack of O2. ![]()
After looking over the rule for Space Ships, the addition of a some quirks into the ships could add a bit of spice. Good, Bad, and Odd No matter how many times the crew checks and repairs and searches the quirks persist.
Things like, At Speed 6 to 8 a issue occurs in Weapon Mount number X, all shots -1 to Hit, and +1 to Damage When emerging into Drift Space the crew gets a random craving for a certain food. The Aft Shields flare out when they reach 1, and fail instead of 0, all other attacks to the rear -1 to hit for the rest of the turn. Sensors are +1 in one Arc and -1 in another. When the panel to the Sensors Station is opened, a panel across the room will pop open with a loud slam, 3 seconds later. A certain non vital external part of the ship is prone to flying off for little or no reason. This part also has on a roll of a 1 on a d10 of absorbing one critical hit. Moving Shield points from the Rear to other areas is easier +2 to the roll.
The ship Turns better one direction, than the other. Any Stunts or Tests towards the "good" side are plus 1 to the die roll, and -1 on the "bad" side. Each time a system takes a Critical there is a small chance that subsystem will get a Quirk. 1-5 % As the Crew learns their ship some of these quirks can become useful. What other Quirks sound good to you. ![]()
Chris, At the end of the day folks can not get a product they paid for. That should be a major concern for Paizo, yet you seem to think it is not a big deal. I tried for a few hours this morning, and still trying now, if it was just dead slow it would make it over time, but it actually times out stopping the download. We all know tons of money got blown on the Online MMO, and things are tight now. But if your going to sell PDF products you need to be able to handle the load.
Some is StarFinder, and some is Gen Con prep and setup I would guess as well, I do hope someone has checked to see if there is not another issue at play as well though and not just decide it is just StarFinder causing it, without being sure. I hope it is just the demand for StarFinder, but you did know how many bundles were sold, and if you at let the folks who just wanted the PDF to pre-buy it you would have had a decent idea of the bandwidth needed, and perhaps made plans. It does feel like you have just said oh well, our customers will take it as they have no choice.
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One of the worse things to happen was to call it Pathfinder Online. The design docs have little or no relationship to the Table Top Game. Thus many are confused, when the buy in. GW on the boards and Blogs said PVE would be low, as that takes lots of money, which they do not have. The Players are the Content, I wish it was otherwise but that is what we have. Without a 180 facing and 50 million cash I do not see it happening. ![]()
When the system was first laid out I had a few posts about the Stats being nothing but gate keepers, but the Devs have decided that is how it should be. It is what we have to work with now. They use many of the words from the RPG, but the meaning of the words have been altered. To the point at times it seems just to sow confusion. I think the worst thing they did was in naming if Pathfinder Online, for folks who did not follow the boards and not research it, they are in for a shock. I think the game has the chance to become a great game, if the Vision does not kill it. ![]()
Also if you start and choose a role pack or new player pack, at login please go to the bank and stick it in there. Then follow the tutorial. Best is not to get the packs at all until you feel OK with how the game works. You can lose them until the next patch and that would be sad. The Lesser packs you get from the trainers are great to start with, but the ones at log in, are better and if gotten should be banked until you get the hang of things. Thorin has not participated in any online campaigns. |