CHARGE: is now a 2 action activity. So you can move up to double your movement and 1 attack with the listed penalties, within this activity. However, if you then don't take any other attack action, or you don't move anymore (move-equivalent actions such as making a skill roll don't count), you can wave the -2 AC penalty. Otherwise, it applies as before.
COUP DE GRACE: is now a 3 action activity. Everything else stays the same
FIGHT DEFENSIVELY: is now a 3 action activity that lets you trade one of the actions for a guarded step at any time during the activity. If you attack, the penalty for each attack (1, 2 or 3) is -8. Everything else stays the same
TOTAL DEFENSE: is now a 2 action activity. Same restrictions apply. Furthermore, you cannot take any attack action in a ROUND where you used this activity (this includes combat maneuvers, of course), cast any spells or use any spell-like or special ability. You can only use your remaining action to move or to take a guarded step.
RUN: is now a 3 action activity, where you can only move up to four times your speed with all the same restrictions as before.
WITHDRAW: is now a 3 action activity. Everything else stays the same
This is a proposal to implement Pathfinder 2e AWESOME action economy into Starfinder. It's a rough WORK IN PROGRESS, so I would love to hear your thoughts/input, thank you.
TEST conversion Starfinder >> 3 action economy
Everyone gets 3 actions in their turn. Enemies too of course
1. Attacks after the first: 0/-5/-10 (0/-4/-8 for operative weapons)
AUTOMATIC FIRE: the penalty for all the attacks is now -4 (same as it was before when we had the full attack). Everything else stays the same, only difference: you don't consume your entire magazine, the ammo used is still double the normal amount for each target, but nothing more. (sorry I had to add that, I hate how it currently is!)
UNWIELDY: these weapons can never be fired more than twice per turn. Everything else stays the same
BLAST: every attack with a blast weapon has an additional -2 to the attack roll (same as before). However, blast weapons can never be fired more than twice per turn. Everything else stays the same
MULTI-WEAPON FIGHTING: your multiple attack penality is now 0/-4/-8 with small arms. Your operative weapons now have 0/-3/-6 multiple attack penalty. This affects the triple/quad attack ability: your penalty is now -3 for all three/four attacks, in that case
MULTIATTACK for monsters: now a 2 action activity, but all attacks are done at -6.
TRICK ATTACK: stays the same (you can move and attack with this new 2 action activity), but it counts as 2 attacks for the purposes of multiple attack penalty. Furthermore, the enemy stays flat-footed for rest of your turn even in the basic version of trick attack (allowing you to use the 3rd action to attack again, with a -10 or -8 as per the general rule).
TRIPLE/QUAD ATTACKS: they are 2 action activities that let you make 3 and 4 attacks, respectively. In both cases the penalty is -4 for all three or four attacks.
HASTE Spell: you can now move up to your speed during any 2 action activity (before and after the activity if you want), for free. The rest stays the same.
THE BIGGEST PROBLEMS:
... more to come
Vanessa Hoskins wrote:
I find this characterization entirely accurate.:D
The Vein wrote:
I'm playing Age of Ashes with my long time group and we LOVE 2nd Edition Pathfinder. I've been playing PF since it was released way back in 2009, and had played 3.5 for years before that and I'm so happy to see a new take on the rules. I know there's a lot of negativity around new editions and people complain a lot, but just know at least one group of long-time players are totally down for second edition and everything to come with it!
Your group is not alone, we are loving it as well! :)
Owen K. C. Stephens wrote:
Ah, my last Starfinder baby. I am so looking forward to seeing it out in the world!
As if people hadn't said it enough already, it was so sad to see you go!
However, thank you so much for contributing to the creation of my new favourite rpg, and I can't wait to see what's in store for the future of Starfinder :D
(I'm litterly biting my nails in wait for this manual to come out, and so is my Biohacker player xD)
This, exactly. Which makes me sad, being a hardcore fan of Paizo games.
The extremely good idea of introducing tools(rules) to further integrating exploration and downtime into pathfinder clearly enriches the system AS WELL as the value of the core rule book. Also given that these expansions are not even forced on GMs and players, they're there for your benefit, if you want to use them. That's pretty good value for money (something that similar very famous games seem to have failed to deliver so far!)
To take this and turn it into an arid discussion just to complain about a non-existing issues... well that's just a self inflicted wound, people.
Thanks to everyone for their feedback in previous posts. This is the definitive version I came up with. It's an attempt to make crit effect fusions (specifically) more palatable to players, especially at low levels, (and fun for monsters and NPCs to have) by extending crit range. The drawback is that you forfeit crit damage, which also helps avoiding them becoming "must have" fusions.
HAZARDOUS (lvl. 2)
I will add them to my homebrew and let you know if they're good and fun, or if they make the game explode!
Page 72, Alien Archive
The Kyokor creature has a trait under "other abilites" which is called "massive". This trait does not exist in the traits list or anywhere in the Alien Archive, or in the Core Rulebook.
What is that?
(by the way, I hope you can confirm that it was an attempt to give the creature some sort of DR, because as it is it doesn't have any kinetic DR. And that's absolutely ridiculous for what a Kyokor is supposed to be. My quick way of fixing it would be giving it the Enhanced Resistance feat, which will grant it an appropriate DR 35/-)
In all my games grenades cost HALF their price as written and have a +1 x grenade level bonus to its base damage (not touching effects).
Example: Frag Grenade II: 2d6+4 damage, cost 350 credits.
That's the only way to make them useful, and give them more of a feel for something dangerous. I want PGs and enemies to scream for cover when they see grenades flying, not laugh it off for not even making it through their DR.
I can agree about the general need for a lot of new aliens to fill the Starfinder world. But we already have:> 2 Alien Archives,
> Pact Worlds
> 36 I think Starfinder Scenarios
> 18 Adventure Paths (which I love and can't wait to play)
... all of these books are full of aliens !
While we still haven't got a book dedicated to starships and starship combat/exploration, magic and all the rest that I have already listed.
I am firmly convinced that AA3 is not a priority (for the customers) at this moment. Or at least it certainly isn't for me.
I'm sorry if this sounds obnoxious, but this is the first Starfinder book that I am NOT excited about.
I have 2 alien archives with a ton of playable races and aliens, I am sorry but I have NO NEED for an AA 3 now.
I really wish Paizo would push out almost anything else, instead of this. There's a galaxy of room for expanding: magic, technology, planets, corporations, weird space phenomena, starships, starship combats... like literally ANYTHING would be more useful than a AA 3.
Again, apologies, but I had to say it out loud.
Love it. It would absolutely work. None of the counterpoints I have read would prevent this from working, and the grenade is not intended to be triggered by the damage, obviously, why would anyone think that?
The only problem is that it's a clear attempt to circumvent the RAW and especially the balance of grenades in game, making them more powerful than they are supposed to, so I would certainly not allow it for anything that isn't your home brew game.
James Jacobs wrote:
I was just about to write a post in the general discussion suggesting a book more or less like this!! I am glad I did one last search. Thank you so much. Buying it now!
I would buy such a game faster than you can say: "MINE!!!!"
WANT IT, PLEASE DO IT!
Thank you and to the players for your hard work!
Same here, it sounds AMAZING! Good work there!If you manage to integrate it in Roll20 somehow I will defintely buy it.
I disagree. All of the other classes you mentioned actually DO have strong flavours to them and a solid idea behind their objectives, progression and sense of purpose.Generally speaking, in every d20 rpg like this I have tried the fighter feels as generic as they get. Given the way in which it is usually implemented, I personally wouldn't even consider it a class. It's more akin to a "heavy armored soldier npc". That's why it has never really piqued my interst (as a PC choice).
I would give it clear themes to chose from when you build it (gladiator, mercenary, commander-strategist leader, etc.), maybe then I will be interested in playing one.
Yes to Nimble Dodge to monks, would make perfect sense.
Jurassic Pratt wrote:
I agree, add this to the list of stuff I really don't like about this iteration of the monk. Unfortunately, as it has always been my favourite class.In the "monk feedback" thread there are other suggestions and stuff that I don't agree with. The biggest being a lack of structure with respect to even the other classes here in P2e, as well as the absolute cringe of the idea of a flapping "crane attack", "tiger claws" ... embarrassing B-movie crap.
No and no. Paladins can't have it, Barbarians can't have it, Fighters can't have it etc.It is an extraordinary feature of characters who are trained to fight in an exotic and unusual way. Therefore, it makes perfect sense for the monk to have it.
Right now the rogue has it... If the rogue has it, then the monk must have it. Or take it away for everyone. Or better still, leave it and find another way to make STR more relevant for the STR users, for instance make it so you have to use STR to resist the athletics uses instead of acrobatics, or add more ways to cirumvent DEX from AC (surprise attacks, flat footed which used to make you loose your DEX mod, feint, you name it).
Or what about give STR based fighters a "break defense" feature, which gives them the ability to ignore the DEX to the AC of your hated DEX lovers.
They ways to make this work are countless.
Hi all, so far I am loving the new pathfinder edition. I'll start giving feedback here since this is the first thing I really didn't find as good as the rest of the game: the monk class.
1) It feels poorly fleshed out, just by reading through the class description you get a sense that there's just a bunch of class features in a list, without an organic structuring and you are supposed to pick some. A bit underwhelming.
2) The key ability choice doesn't seem to stand on its own two legs. The idea might have been good, but it's not structured into anything concrete inside the class mechanics. As a player, I can't clearly understand the flavour of what it means to choose one or the other, as it is not presented to me in a compelling way. Plus, I fear statistics-wise it makes the monk weak in combat (if you choose STR, you will lack too much in AC, if you pick DEX, you won't hit and you won't deal damage...)
3) ki strike feels underwhelming to use, and ki powers in general lack a structuring. Also stances, especially their description, sound a bit silly... that's just personal preference of course, but I would have appreciated a much more serious approach rather than "you make yourself look like a crane so you bat your arms around". That level of 70's chinese martial arts B movie stuff doesn't hold up very much in 2018 I think. I haven't got a detailed argument for this point, sorry, they just don't click for me. Disregard this if you want.
Number 1 and 2 are the big bad things in my opinion. I hope this helps steering this class towards a good place!