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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.
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.
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.
Welcome one and all to the Lost Ledger, We have one aim in the game and that is TRADE. Through Trade and related services we hope to foster goodwill to all cities and states in Pathfinder Online. The Lost ledger will be looking for an area that can help build new trade networks, train guards men and women to escort cargo, and build a place where trades men of all kinds can gather and do the life blood of civilization. We will need great crafters, powerful guards, and folks that are willing to work with all races and creeds. To this the settlement will be LN, though we hope to keep the laws to a minimum, and be able to build a great area for training most classes. If you think open markets for your goods sounds like a good thing, with a bit of Law to help keep the peace, please join us. (I have bought a Guild Package so we will start with those extras, and hope to build a safe productive settlement.) (I have travel for the next week but will try to check in and answer questions)
One of the things that I think the Secret World did right was showing how to build a certain class and what it was made to do well. For Release I think a little guidance will help new players, not this group here as mush as we read and try to keep up with stuff, but the folks just hearing about it. PFO is changing how many things world in the worlds of MMOs, a set of guidelines saying something like. If you like playing a Fighter Type, then these are the skills you will want to look at, and so on. The SW took it a step further and when you completed the base needed skills gave you an outfit to show that you had, a little reward if you would. Just something for the board down the line to think on, not everyone will get their head around the classless system at the same rate, this might help keep more of those who try PFO. Lee
Was looking at http://www.wildstar-online.com/en/media/videos/#video-1654 Will have to see how the execution turns out, but the Idea sounds really good. Paths basically are in WS a separate Leveling Tree, based on
Not all of the WS ones work in PFO, but still could be something for down the line. The Scientist would become a Lore Master.
Just a thought for later, one for the Idea board. Lee
"Maybe the process of the creation of the map can somehow prevent this.
Just sounded like a neat idea. Lee
Just want to be sure we get it correct. I have done all the steps but the final payment, but it did not ask for emails or anything for the other members, is that after payment or is something not working? Also to be sure do I buy the addons for them then assign or does each log on after I complete the Guild Buy and then they get to add on stuff. One last thing we have a slot open atm, can I just assign that to my account to give out later or does it need another Email. Just wanting to get it correct. If there are details written already could we get them Stuck please. Lee
They have a Kick Starter going to add a set of Player Features and enhance the Web and Net stuff. http://www.kickstarter.com/projects/610004753/realm-works-streamlined-rpg-c ampaign-tools The RW program looks to help a GM keep tack of all those details, and if the KS goes a free viewer will be made so when the GM shares a rumor, or a map, the player can review only that stuff online. The GM can see who knows what rumors quickly and pump the background info that you should know to you. While keeping track of all the details of the world/universe. Use 4 different Calendars, it does it, Auto link names and items so when you type in Bad Tom, it knows you mean Sir Thomas Kay, and helps keep it all together. Are you the next big RPG writer, later you can sale content through the system. Take a look, 100's of Q&A on the front page comments. Even a tier for early access. Lee
Sorry, but I do have a mistrust of folks asking for my money, even though I have backed many KS campaigns. The teirs as they starred for PFO, really sucked, IMHO. A game that expects the faithful to pay a sub fee and still pay MTX, fees, will not sell for 50 to 60 dollars. More likey 29.99 at release in six months 19.99.
So the 35 dollar Tier is well just bad. The 100 dollar teir to Beta Test, uses your Sub time?
Now we see 200k here is your bonus for hitting this "goal".
An idea of a meeting not too long ago, though written with some humor, feels closer to the truth. The KS is running flat,
Marketting responds, will can get others to beg for us, thus the Reaper letter. Still a small bump then flat, Well we can say they hit a "goal", and give them something that will work but what, ...... We can give them a Super Adventure, all claps but the few workers in the back, one raises a hand, but what about the players? Marketting" the free loaders just want free stuff, this will be enough." Oh, WizKids called, they want to cross market the Minis, so we will give one out, and another if we reach higher level, because every one like free minis, we can not lose. One last question from the small free loaders, why release a major KS for a funded Project at Chirstmas??? In the name of my Idol, "You're Fired".
It may not of happened, this may have been the plan the whole time, but I feel that this whole KS was dreamed up in Marketing with spread sheets and the idea, the fans would back no matter how bad the value, and now they are saying these extras were planned to save face. The value is still bad for the normal player, why does a group need 4-8 copies of the same adventure, that only the GM will have a use for? The flip mats are nice, but again how many copies are needed in a group? Oh and if these are quick fixes for the KS, what will they do later in the game? Those who played EQ know Smeedly the Great Liar of Sony, and all know the damage he did to the game. I do not want to see another in PFO. PFO might be great, but the KS is not, and the unfolding as it goes seems worse not better. I hope the powers that be wake up and start filling in the blanks with the truth, for if they will lie to get your money, why should they ever stop. Lee
Seeking help finding a very old D&D module/add on. It would have been back when Judges Guild was putting stuff out for 1st Edition maybe 2nd. My memory says the cover may have been orange but not sure. It was a add on, that helped the GM setup an Adventure's Guild to the world.
I think it may be a bit simple, but we had a lot of fun with it, and would be nice to find it again for old times sake. I do not think it was a Judge's Guild product, but may have been. Thanks for any help. Lee
Hey all, I have searched but can not find the Pdf with the Players Traits that is talked about in the Players guide. Also, Is there a book or module, that deals with The Pathfinders Group itself, in detail? I see parts of stuff in some of the products I have bought, but did not see a book that really helped me understand all I can about them. Thanks for the help all,
Hey all, With the playtest group called the Pathfinder Society, I am having a rough time finding info on the Pathfinders in game. Search is not my friend it seems, anymore. I am GMing a 4th Ed game and converting these great modules. So with map making and converting, I was looking for info on how the Pathfinders are in game. I could do my own, yes but I am running low on time and would like to keep it close to the Module as I can. If anyone knows of links or such could you pass them on, please. Thanks
3 player group.
Hello all, Been away for a bit and searching has not found what I was looking for. Is there a place that details more of Who and what The Pathfinders Are and Do? What they expect from PC's, what they can offer and the like? I have read the background stuff in PF #1-6 but was hoping there was more in a corner somewhere. Running a 4th Ed game using the Modules, and between battle map making and converting find my self short on time, and have a player really looking at the PFS. Thanks for any and all help, and sorry for missing it if it was in plain sight.
Hello all, Had an idea and wnated to see if any one else thought it might help them out. Sales folks have programs that allow them to track not just a customers data, but other things to remind and help them form a more personal bond, hobbies, Spouses's name, how long married ect. I was looking at putting a DB together for gamers, GM mostly, that used something like that. It would have all the Stat blocks, but also track Faction of this NPC angainst the enities of your world and the PCs. All the quirks and dislikes a pic or 2, but mostly how they feel towards each PC, tracking interactions and reminding the GM, of all this in a easy to read format. Including (hopefully), a ZUI, (Zoomable User Interface) So when you bring up the NPC or PC, all the data is there, and a flow chart looking connections chart is viewable as well, the boxes would by color or shape show the overall +/- of Faction towards that person or group, how close the two boxes would show, how long ago the Interaction took place, the color of the line would show if it was a +/- Interaction, with other colors for special things. This way a GM could keep, NPCs reations constant. The input I hope to make min, after the NPC, PC, or group is entered then it can be either drop down or dragged to the report, then a quick one liner added to remind the GM what happened, and how many +/- Faction was assigned. The base Data base is not too hard, the ZUI is a might tricky but I may have found a system that will work. I'll prob, do up something for my self, (no mem after car wreck any more), but was wondering if anyone who surives the above reading, would use it. If so, I'll take more care in adding user stuff, not just things that work :). Thanks for reading and your ideas, on what sort of things as a GM, you would want at a glance, to have when running that NPC. Lee
Hey all, I was wondering if anyone has a well working Mana based Magic system for thier game? When I ran the d20 RQ game from WW, I found the Mana Based system to be fluid and at last players were taking and using the Meta Magic feats, as to use one the spell just increased in cost. But, there always is one, the system did not have many utility spells, and no system for converting other spells. So, I figured this board had many bright folks on it, and wondered if one or more of them, might be up for talking about what they have used, and perhaps working out a system that might work. Thank you all in advance for any help,
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