Given the amount of fire Paizo has been under in the last few months I think it was the right call to respond to open concerns from one of their freelancers posted on the blog of one of Paizo's more well known former employees. If they'd let it sit and fester it would've just been more damning to their already damaged public image. Overall this move has probably done more good than bad in the eyes of their most important stakeholders.
I don't believe that this is something intentional, mainly because it isn't affecting any other Paizo products that I've seen. My best guess is that because these books are prepared well in advance of release, the issue was simply missed until the first book dropped, and they haven't rectified it yet. I'm assuming that at worst this will continue for the entire AP but I sincerely hope that is not the case. That being said, it is ABSOLUTELY an issue that must be fixed and ideally rectroactively corrected. I am of a similar opinion that I would rather save £50 and buy the PDF on release than get a product slightly early that is borderline unusable for my purposes.
Frustratingly the PDF image issues are persisting, at this point I can only assume it will continue for the entire AP. Conceptually this AP is great but the amount of effort required to extract images for VTT use has moved this from the AP I was most excited about to the one I'm least excited about. Otherwise the stuff in this book is pretty cool!
Ixal wrote:
Thankfully this could easily be bypassed with magic, shaping the colony into the environment rather than destroying it. Also while I assume there will be deforestation (if the colonists are in a forested area) the assumption is that you have charted the area you're building in first. You have to explore the site to determine the risks before you start work, and blowing it up incurs the chance that you may destroy a valuable resource. Properly surveying an area is both straightforward and wouldn't take that long, both in universe and from meta perspective so there's really no downside to it.
Ixal wrote:
There are plenty of historical examples of colonists destroying large amounts of culture history, and wildlife through poor practice. I'm British, I would know. Why would you bomb a site when you don't know what's there? You could wipe out an endangered species, destroy valuable and rare resources, or ruin a site of importance to the colonists. That being said I would expect travel to be less of an issue in this game than Kingmaker, you can always parachute/rappel out of a ship to the area you want to explore and make sure it's secure before exploding a landing zone.
Rysky the Dark Solarion wrote:
I do find the idea of archaeologists calling in a B-52 to clear the forest around their digsite very entertaining, but yeah that's not how you access a potential area of interest, think of all the relics that might get blown up!
LeJerque wrote:
I'm noticing the same thing, it even covers most if not all of the text so I can't copy segments for handouts or GM notes. Quite frustrating honestly and hoping there's a fixed version available soon.
I'd imagine big corporations actually benefit from the Free Captains in a way, since only bigger corporations can afford the exorbitant protection fees (I think this is from Pact Worlds). That means that smaller and mid-sized companies whose growth could threaten the megacorps down the line are also subject to the threat of piracy which eats into their profits and slows their growth. Plus I imagine Broken Rock could easily function as a neutral ground for under the table dealings that corps don't want others knowing about. All you'd have to do is pay a Free Captain a large sum of credits to take you and bring along enough company mercs to ensure your safety.
Ixal wrote:
pg. 156 of the Pact Worlds book states "to many Pact Worlds governments, the mere existence of [Hellknight Citadels] is a dangerous provocation." I'd read this that the Pact Worlds don't just sit idly by while the Hellknights use their massive death ships in Pact space. There's also pg. 81 which states "the majority of [Hellknight] concerns keep them in the more civilised corners of the Pact Worlds" and a couple of pages later where they explain how one of the members of the Pirate Council is trained as a Hellknight, so you can easily infer that she knows how to keep them off the scent.The book also states that Hellknights operate almost exclusively in small groups and it requires a supreme order of some kind to even be able to bring a Citadel to bear. That isn't to say Broken Rock being completely hidden necessarily makes sense, it's a very large settlement to have never been discovered, but in my mind the lofical answer is that everyone is too busy and the Free Captains don't cause enough trouble to justify doing much about it. The Pact Worlds agreement only applies against extrasolar threats so they won't put up a united front against the Free Captains, most of the megacorps are happy to just pay protection fees (stated in Pact Worlds) and most independent organisations are too busy dealing with bigger problems and/or each other to merit a full-scale assault. It's even stated that the Iomadaen church and their fleets have a very tense relationship with the Hellknights and their ships have fought each other at times. I don't think the church of mercy would be okay with the slaughter of thousands of innocent lives.
Ixal wrote:
I doubt people desperate enough to become pirates have any moral qualms with stealing a ship.
Okay as a bit of background for this, I'm currently running two Starfinder campaigns based around the idea of starting up a colony on a planet in the Vast, and in the process I've made a lot of notes and spent a lot of time reading through Pathfinder APs, the forums, and 3rd party stuff and I wanted to put everything I've discovered and learned into one big document. After spending a good few hours doing just that I decided that maybe I should share it for people who wanted to run similar campaigns but weren't sure how to go about it. So with all that out of the way, here's my first draft: CLICK HERE. It's still a very rough, no frills version and it's far from unfinished because it doesn't really have any content past what I would consider 'book 1' of a campaign, but it's a culmination of my observations and things I've learned. That being said I'd absolutely love to hear people's thoughts and feedback on the contents of this monstrosity I've created, and if you decide to actually use some of my advice I'd love to hear how it goes for you!
Ixal wrote:
I might've imagined this, but I believe it was said somewhere (on one of the Paizo Con panels I think) that the PCs or at least some of the people brought on to fight the Swarm are mercenaries. It would make sense that the PCs were hired as independent contractors in terms of explaining gear limits. I also remember hearing AP Spoiler:
Your CO is a Vesk who moved to the planet because he wanted to keep fighting the swarm after the Veskarium and Pact Worlds repelled them. which lends credibility to the idea that the PCs aren't necessarily 'proper' military. The planet where this AP takes place also isn't a member of the Pact Worlds so they likely don't have the same levels of military and technological access to equip their grunts with high-level tech. I believe the planet was described as 'space Australia' so I wouldn't expect it to be a tech powerhouse with an elite military.
UllarWarlord wrote:
Spoiler:
Salamanders aren't playable unfortunately, however we do get both Suli and Sylph instead. I haven't finished reading the Brass Bazaar section just yet, but there is an Anacite-run shop which sells robotic toys that is quite entertaining.
HTD wrote:
Spoiler:
Plague Ooze, CR 7 Large ooze
Shadow Giant, CR 13 large humanoid Kayal (playable), CR 7 medium outsider Mementor, CR 13 medium fey Shodrav, CR 11 large outsider Heretic Velstrac, CR 8 medium outsider Vespers Hound, CR 10 medium outsider
If you up the number of creatures in encounters it will make a big difference on the challenge level. Action economy is a powerful tool for GMs and it forces players to think more about how they handle combats. Sure they could nuke one enemy down in a round, but then the other enemy at full health gets essentially a free round of attacking, buffing, or to call even more reinforcements. If the players spread their damage they might end the fight quicker but they're more likely to use up extra resources. I know it doesn't seem like it makes much of a difference but it's much more effective than number boosting. The other way to make things more difficult is to lean towards a more Tucker's Kobolds approach. Don't use the tactics in the book, make your creatures smart and mean. Have them set up traps and hit them with guerrilla attacks that chip away at your party's health and resources. Make things chaotic and don't allow the party too much breathing room.
Marco Massoudi wrote:
Population of Madelon's Landing: Spoiler:
The colony has little over 100 people (108 to be exact) Azlanti Ships:
Spoiler: Klokworx Drone - Tiny racer Sovereign Harrier - Tiny fighter Vanguard Comet - Small shuttle Sovereign Monitor - Medium Transport Vanguard Sanctum - Large heavy freighter Sovereign Sumpter - Large heavy freighter Klokworx Nexus - Gargantuan Carrier Sovereign Vindicator - Colossal Dreadnought The starship section also has a few ship options that are mostly exclusive to Azlanti ships and the inside cover has the Vanguard Voidsweeper which is a medium explorer.
AmbassadoroftheDominion wrote:
Spoiler:
Astrazoans - No known homeworld but mostly found on Absalom Station, Castrovel, and Verces.
Bantrids - From Hibb, a shepherd moon of Liavara
Borais - Undead forms of other species so wherever that creature is from. Khizars - Castrovel, but some are found in the polar regions of Aballon. SROs - Wherever they're built, but mostly Aballon. Strix - Originally from Golarion, but now come from a spire in the sun-facing part of Verces. All of the planets are pretty cool for their own reasons, but I'm personally a big fan of Bretheda.
I'm really excited about everything in this book! Personally, I hope it's mostly/all new content rather than legacy stuff. I think it would be better if there was a book dedicated specifically to stuff that is carried over from Pathfinder (races, magic items etc.). Either that or spread the old stuff thinly through new books to allow more focus on expanding new content.
I personally really like the monster creation rules, in PF I felt overwhelmed trying to create monsters because I felt like there were so many moving parts involved. Now with SF rules I can follow a step by step process and have the monster I imagined without having to worry whether or not it's balanced. Whilst I do agree that streamlining the classes for npcs can be a bit confusing and sometimes irritating, I don't mind too much because it does make creating encounters faster (once you're familiar with the mechanisms that is) since you don't have to build full PC statblocks. This is all my personal opinion though and I do see why people might not like it.
It makes more sense if you imagine ship AC like character AC, it's not just whether or not a shot pierces your armor but how hard you are to hit. A ship with high AC might be just absorbing the hits, or they might be dodging the shots in which case shields would only need to take effect if the ship was actually hit. Alternatively you could argue that the computer detects incoming attacks and only puts up shields if the attack is likely to cause damage.
Rysky the Dark Solarion wrote:
Well there's the: Iron Gods Spoiler: but other than that I agree that until stated otherwise we can assume the APs from Pathfinder don't impact the timeline. Ascension of Cassandlee into a Goddess atg the end of Iron Gods
The_Defiant wrote: I don't have the book yet (they won't stock them where I live till the 31st) so I gotta ask, what're the skittermanders all about? I do hope they're more Stitch than Gremlin, cuz I don't especially feel like using something that cute and fuzzy as a baddie They're a species of little fuzzballs that don't understand the concept of permanent governance, they can cooperate to achieve a goal but don't get the idea of having someone always in charge of them. They're also pretty much the most helpful race in the galaxy, they just really love helping people! They don't really make very good bad guys I gotta say, though the babies have a weird worm mouth coming out of their stomach which is real freaky.
Opsylum wrote: What's the deal with the Draelik and Wrikreechee? I don't think those have ever been mentioned before Starfinder, so they're the biggest unknowns of the new PC races. We saw a Wrikreechee on Ninja Division's Kickstarter, although I don't think a Draelik has been shown anywhere. Draelik are lumpy pickle-looking dudes who are mixed up in some weird negative energy plane stuff. Wrikreechee are just mollusk people who lived in an ocean under ice until like 50 years ago when the pact worlds explorers found them.
CorvusMask wrote: Well, what is their "thing". Like, Endbringer devil, what end it brings, some sort of apocalyptic one or what? Endbringer devils are basically living spaceships, they get summoned into space full of devils and then plummet onto a planet and send an army out, then go full-on titan mode and start crushing everything. They don't have any rel propulsion though so once they land they can't leave the atmosphere, just get re-summoned to hell and then back into space when they're next needed.
Space McMan wrote:
This is the point where I have to disagree with you. Starfinder was, from the very beginning, designed to be a system that Pathfinder players could jump into with some basic rules familiarity whilst also being more accessible to new players who haven't seen Pathfinder or other d20 systems. Whilst I agree that they didn't give strength much in the way of extra utility, they couldn't remove strength or mix it with another stat because then they'd be breaking one of their own design goals. However they could've made strength more relevant, the stat still had to exist in the same general format.
In your opinion, what could have been done to make Strength a more useful stat? I see where you're coming from but I don't personally see how you could make it useful when technology and magic in most cases makes it obsolete. I can see why the other stats would be useful in a setting like Starfinder, Dex is for reflexes and quick aiming, Con is your resilience, Wis is your instinct and street smarts, etc. Strength is only really how physically powerful you are which is a much less relevant stat when there are robots and powered suits that can do all the work for you. I'm curious as to how you think it could be a more useful stat.
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