Just quote the Birkenhead Drill at them or the Starfinder equivalent
To take your chance in the thick of a rush, with firing all about,
One way in which Starfinder does feel a bit shallow is in the amount of wacky races that get pushed out, with just 1-2 pages of description. I'd prefer a slowdown in playable races (81 in Nethys, and ~15 more incoming with AA3), and instead focus on more development of some of these races we already have.
Exactly one of last seasons AOS had a glorious send up of Instagram / YouTube personalities
The Drunken Dragon wrote:
Hold on, I’m confused. Doesn’t the CRB literally point out that item levels are a guideline rather than a hard restriction? As in, a low-level character could own level 20 items, it’ d just be a bad idea to allow that as a GM
That's the point just like in Traveller in most games having a FGMP 15 and the Power armour would unbalancing - even in the Military themed Striker games it would be OP.
Master Han Del of the Web wrote:
You also get bonus languages for ranks in culture and 1 for each INT bonus.
A high INT Operative or Mechanic can have a lot of languages
Strength in numbers aka the human wave attack is not that good against a superior opponent.
Well unless the Gatling jams
Modern repeating rifles anything after brown bess massively changed things IRL
And harder SF like Traveller even more so tech level F troops could do an insane amount of damage with a small unit say a Jump Commando Company (basically an all teleporting powered armour unit)
Nerdy Canuck wrote:
Its not 1/2 your hands that defines what is an operative weapon or not.
Exactly what my human aspected tielfling (pathfinder inquisitor) says - he tries not to let his eyes do the Gould flash and his voice flange.
The Artificer wrote:
Well they would not be top of the line kit just keep a second skin and some easily concealable side arms and smaller melee weapons.
It's probably the most realistic part of starship combat. If you're using the EM spectrum, people can see you
Its not really stated what sort of missiles they are and how they target are they active, semi active, passive beam riders.
You could say have a target passively or actively detected at range, fire a missile or missiles which could be guided closer until its within the zone of no escape - then switches to active and sprints in at full speed.
Lord Fyre wrote:
Isn't this just like pathfinder/dnd where characters keep a lower level / social set of armour - some times referred to as my leather pajamas.
The problem would be each ship would take a different time to travel a given distance and you would split the party
Got to have the entire party named Bruce :-)
Traveler JTAS 11 did have a Atmospheric Re-entry Kit which had an inflatable ablation shield plus a deorbiting booster which you strapped your self into - you then deorbited and made the last stage as a normalish parachute jump
MY current backup pc is I think going to be an uplifted polar Bear wielding a fuligin bastard sword that drinks in light.
Now I want a Kasthan bagpipe player using a similar theme obvs built as a tank to absorb all the shots
I suppose the real world upgrade the weapons barrel and use different ammo would be one way of improving the maximum range - its just that Starfinder didn't go down say the traveller route of being more based on real world weapons.
Lord Fyre wrote:
Well at night time :-) though two nights ago (aginst theeaon throne) my drow got hit by a dones lazer scanner at night and was blinded for a turn.
They are more like a "Space Patrol" that enforces the minimum standards that pact worlds have to agree to - mostly outside of a worlds jurisdiction.
Classically some Traveler Ships decompressed before combat - stops those nasty fires. The crews obviously where in vacsuits.
You probably would want to be in armour in an engagement even if you where still pressurized as you could dump fire suppressant into the crew spaces.
And I suspect that there would be a hard air gap between safety critical systems and the general computers.
Also I'm not sure that once you have five all wired together it's going to be easy to throw anymore. I would say non-proficient with a 5 or 10 ft range increment at that point?
I know not every one has English as a first language but I don't see how this is so difficult to understand.
I would take it that its a set of 5 detonators ( https://en.wikipedia.org/wiki/Detonator) and a triggering device or you could use a com unit.
Just like it works in real life most explosives are inert you need something to set it off.
Well all you really need is a character would would fit as a crew member of a tramp merchantman.
Han Solo and Chewie (uplited bear or nuauar) are a couple of archetypes the crews in firefly or Farscape are oher examples.
From older films you could chose several from Casablanc Rick, Sam (icon), captain Renault, Ugarte (I can see a seedy yosoiki operative) or Yvonne ricks girlfiend.
You would need a lot more than parity to guarantee success so I suspect its more of a stand off
The Ragi wrote:
Well as the operative does have the hacker specialisation if you want to build a decker archetype to borrow a term from cyberpunk.
Felix the Rat wrote:
I think the witchwarper would make a great Dr. Who. They both have a pseudo-science explanation for everything.
I could see the Brig in Starfinder "Sgt Benson Grey chap with bulging eyes 20mm DF Grenade Launcher 5 rounds rapid"
The Paternoster gang would be another though part of me wants a propper Sontaran and Sluirian race.
‘Suggest we melt his brain using projectile acid fish, and then interrogate him. [PAUSE] Other way round.’
Torchwood would be another good crossover - I did think doing a SOR in the style of Crichton (red dwarf) as a team mom - though in the end I went for a cross between Avon And Villa - starship role lancer/snarkier I chief.
I uspect that some of teh oddities are due to the lack of sf role playing experience in the writers (and they have admitted as much in the SW youtube vids)
The pc's almost always have a SSTO starship charging a battery is trivial.
The Dungeon Muser wrote:
I would be interested I have mailed you :-)
I don't think a "tank" in starfinder would have a 5 man crew the bow machine gunner was redundant shortly after ww2. If you watch the chieftains videos on youtube there is one where he describes the process of signing for weapons they had more than 1 mg for every crew member.
And a tank that does not have a gun with CPR rounds is unlikely to need a loader
A Tank in starfinder would be a panzer (grav tank) or possibly a full on gunship (a grav tank that can SSTO)
The Ragi wrote:
Yes I do wonder if the authors have actually played many sf games unless they assume the in starfinder everyone is like the crews in aliens oh look a strange egg thing I look in it *splut* *uurg* as the chest buster attaches to a PC
Isaac Zephyr wrote:
Is not the GM increasing the challenge level and xp to account for the larger party ?
Some Kind of Chymist wrote:
I love the idea of a Nigella Lawson in space probably you could use your coking skills as a boost to diplomacy / seduction.
""If you would prefer something oozy and sticky to take up to bed with you, well, that's fine by me."
The original psionics supplement in the LLB days had this problem where telekinesis was a concentration effect and defined as acceleration of so many feet per second - you could push javelins, sling bolts etc to supersonic speeds given time.
And of course pair this with a crystal ball and continual light spell's to help with tracking and scrying you could have a ranged attack.
hypersonic javelin vs dragon *game over man*
Oops a bit of dead lock with the downside kings wonder if anyone else has had this happen to them.
A interesting situation when running the fight at the downside kings club We were down a player so a mechanic, solarian and a soldier manged to clear off the bouncers and the muscle – the yoski technomancer was off rifling the till or ogling one of the podium dancers.
I had one of the patrons help out.
We get to the back room where the boss and hatchbuster plus a mook are holed up.
Mechanic sends in drone (down to ½ hp ) party all blow the init roles roles and the bad guys ace it.
Drone: “beep beeep beep” (excitedly)
Hatchbuster: “hur hur”
Artillery laser: BOOM (max damage)
Drone: sad beep explodes.
Party: O f@~#
Party decides to retreat.
Not totally sure what to do next any suggestions?
For you old enough to remember Traveller - Some kind person has produce a set of geomorphic deck plans for starships and buildings that could also be used for Starfinder.
https://travellerrpgblog.blogspot.com/2018/10/the-starship-geomorphs-book-i f-finally.html?fbclid=IwAR3SwBjfmSDjb0-Sbzo5D_cRUX4GEsm5G6QS73y8kMH5JzYGBQg CEsSBLJ8
Just need to find away to get some traveller style ships into my game
*cough* looks at my mostly complete JTAS collection *cough* spinal mounts *cough*
I'd have thought insurance companies would refuse to insure adventurers. Far too risky.
The same way they do IRL ( did some work for a uk insurance broker a few yeas ago) for PMC (mercenaries).
Whole of life policies with a huge premium I seem to recall £30k a year for PMC working as security in Iraq circa 2007.
Basicly two expensive
Yes I saw this and other gotchas that indicate the writers don't appear to have any experience of SF role playing.
Why would the PC's ever take their helmets off when they are on the asteroid or when inside the base the spore trap seems ineffectual.
I think any FTL "starship" that has SSTO to orbit has plenty of power to charge batteries - Starfider (from an old Traveller player perspective) has some very jarring rules that take you out of the game.
I suspect the designers haven't played a lot of sf role playing games.
Mark the Wise and Powerful wrote:
The purpose of this forum is to start discussing Starfinder Second Edition. For the most part, there may not be much to say because Pathfinder Second Edition needs to be completed, first. However, I've made a critical observation that I wanted to share (and may already realized by Paizo).
Its far to early for sf2 especially as PF2 is taking a lot of SF mechanics