|
Nitrobrude's page
17 posts. No reviews. No lists. No wishlists.
|


pauljathome wrote: I completely agree with you. I think the main difference between us is how much value we place on the flavour.
To me, flavour matters a lot. After all, Star Trek was "just" Wagon Train in space. Magnificent Seven is just Seven Samurai. Etc.
Whoa now, that's quite the negative assumption. I'm ALL about flavor. For me, it actually needs to be more than just flavor and set dressing. A cookie that tastes like cake is good, but some of us just want a good old ding dang slice of cake.
This thread is "man, I wish there was more fighting starships like Rogue Squadron," with you and Driftbourne saying, "What do you mean?! It absolutely feels just like you're in KoTOR!" Again, is it a bad one-shot? No. But it is very clearly a bad example of and absolutely NOT the "[actual] starship combat", many of us want and honestly expected.
Milo v3 wrote: If you tell people that an adventure is a great way to run heists, but the adventure is actually just the various complications that happened prior to the heist and some of the heist prep, while the heist itself is just a single abstracted roll... that isn't going to be seen an heist adventure to me and struggle to see how it'd work as a foundation for future heist adventures. 100% this. The conclusion was the worst part of Nova Rush even looking at it from a purely "I just want a dungeon crawl," lens. It's essentially a barely weighted coinflip between "You win!" and "You win! But, with a downside," that really isn't affected by the adventure choices prior.
Not sure if errata territory, but Vehicle rules in GM Core are absolute nonsense. Changing how heading works or allowing certain vehicles to bypass the "can only go forward" rule would go a long way.
Auto-Fire also needs some clarifications/corrections.
|
1 person marked this as a favorite.
|
pauljathome wrote:
Are you talking about playing specifically Battle for Nova Rush? IF you are, then all I can say is different strokes for different folks.
Yes. Within relation to this topic, which is specifically "starship combat," and loosely how the SF2E "subsystems" kinda work. I'm not commenting on how fun the dungeon crawl is (which could quite frankly be a castle under siege with no difference other than flavor).
I'm a firm believer that people should enjoy what they enjoy and I'm genuinely happy you enjoy the game and adventure. WoTC needs more healthy competition. I'm also a firm believer that liking something doesn't make it good. *shrug*
pauljathome wrote: When you play the scenario, you FEEL like you're on a starship in the middle of combat. You're frantically doing things to affect that combat See, I'm with Milo. My group felt the opposite of what you are saying, at least mechanically speaking. Everyone had the same repetitive check/s and it was entirely up to us to be engaging beyond, "Okay roll...it was a success/failure so here's the effect...next roll please." Especially with how DCs are designed, no one felt able to leave the lane clearly designed for them.
It feels like a QTE in a video game that goes on for longer than enjoyable.
In addition to Finoan's post...
A Barathu's base/ground Speed is unaffected by wind, while their Fly Speed is, and can be boosted to 20ft with Adaptable Limbs to also allow use of the Step Action which requires a Speed of 10ft or more. The feat also doesn't appear to remove the (Hover) part of the Speed as of now, which is extra nice.
Additionally, items like the Elite Hypopen, Augmentations like the Cardiac Accelerator, Spells such as Haste, and effects like the Critical Success of the Escape Action all grant you a bonus related to the Stride action but have no effect on nor interaction with the Fly action.
Personally, I don't like that last part at all, but thems the RAW.
The text seems pretty clear that it always maintains an altitude of 6" from the surface and that if you manage to get some air, such as if you "drive off a high surface," then you lose 20ft altitude per round until landing with no harm to it nor you.
I wish all vehicles were this clearly written. The Enercopter for example can't go sideways, up, or down despite being a sci-fi rotorcraft and somehow engineers in Starfinder forgot how reverse works as no vehicle is capable of backing up...
Claxon wrote: Or it's simply still in playtest and has obvious kinks and issues that need to be worked out. Orrrrrr....both can be true. That said...
Does the new adventure not have a stat block referencing spells that not only don't exist, but may never exist? Do we not already have an Errata post not for content...but for the official Errata itself? Are there not things repeatedly pointed out in the Core Playtest that made it to launch anyways? Are there not wonky issues with Pathfinder 2e that people have been pushing for clarification that were just copy pasted into SF2e?
Sorry I'm not gonna hold my breath and pretend Paizo sees the "obvious kinks and issues," in regards to anything.
AlanDG2 wrote: What happened to the Mechanic class in 2e? It's in the Tech Class Playtest and...is meh at best and drone at least is absolutely unusable at a certain point because referenced types, feats, features, etc don't exist. Like a lot of SF2e (and even PF2e) I'm finding, it seems like it was written by multiple people that weren't allowed to talk to one another.
Quote: If I am on a business trip and the rule is "You can use your per diem for meals or spend your own money up to what is in your wallet at the time" that doesn't mean that my meal costs are limited to the lower of the two amounts. It won't let me edit my post so I have to reply again but once home I realized I'm very confused. You completely misread my post you were replying to... or you are agreeing with me without realizing it...I never said you take the lower overall.
Idk what more to say though. People can rule however they want. Not my game. ♂️
Finoan wrote: *snip* It doesn't do "nothing." A Mystic with Crafting can use Hammer (a normally martial weapon) as a Simple Weapon. But, if they want to apply their full simple weapons proficiency to apply they need to continue to up their crafting too. Pretty clear.
Quote: If I am on a business trip and the rule is "You can use your per diem for meals or spend your own money up to what is in your wallet at the time" that doesn't mean that my meal costs are limited to the lower of the two amounts. "You can get reimbursed for any meal purchased with your own money up to your per diem rate." TIFIFY..
UP TO absolutely means a maximum is set. So...for the Hammer...you can use your SIMPLE WEAPON proficiency UP TO your CRAFTING PROFICIENCY. That is...your Simple is CAPPED by your Crafting. And that's only IF it's higher than your NORMAL (Martial) PROFICIENCY. With the hammer. Dang...
Quote: So I am going to argue that it is weird no matter which way you interpret it. Argue away. ✌️
Zoken44 wrote: This is not worth it. I find it reasonable. Whatever. You are welcome to feel that way and run it however you want. But it's not reasonable in any way shape or form that a helmet with it's own air supply doesn't also protect against smoke. Have a good one ✌️

|
4 people marked this as a favorite.
|
Zoken44 wrote: ...it isn't even filtering air, just passing it through, even if your helmet is on, ... "...others can be closed with helmets and AIRTIGHT SEALS."
"...armor is designed to cycle down, refill its air supply, and FILTER in the surrounding environment."
We can agree or disagree with the mechanical change but wow can we please stop with the mental gymnastics to justify the in-universe logic? There is absolutely NO reason armor described as AIRTIGHT with its own AIR SUPPLY can't protect against smoke inhalation. Why can it refill its air supply with clean air while in a toxic environment but not supply the user with said clean air? It makes no sense.
RAW, if you are in a vacuum and fly through a "smoke" cloud, you aren't protected. If you are underwater and someone releases poison in the water, your suit filters out the water and then I guess just releases gas to poison you. It makes no sense.
Paizo could have just as easily have used PF1e rules with zero issues and added in a clause like...
"In exceptionally hazardous environments, at GM's discretion, environmental protections only last 1hr/level (minimum 1hr)," or something balanced if needing PCs to face environmental hazards is such a priority. Or heck, just remove them entirely. 🤷♂️
Grenades are....interesting.
I'm sure there's a reason, but I don't understand why grenades weren't just given the Area (Burst) trait in the first place. Silliness of grenades interacting with abilities like the Soldier's Bombard fighting style aren't prevented due to said fighting style referencing "area attacks" and not the area trait.
Teeeeechnically by a strict reading of RAW, only Operatives and Envoys can get Critical Specialization with grenades since grenades are defined as "guns" due to being a ranged weapon with the tech trait. I would personally just include Grenades in any ability that references area attacks and be done with it.
Especially since the only two grenades with critical specializations, in the SF2ePC at least, are Incendiary Grenades and Electromag Grenades and the effects aren't amazing anyways.
Gabriel Cantrell wrote:
So by my read of it, you never look at the Martial proficiency. It's a Martial weapon for purposes of feats and the like but it ALWAYS uses Simple or Skill for attacking. Yeah, I'm gonna have to disagree based on...
"...martial weapon as a simple weapon[...]up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon)."
...emphasis mine. You get to treat a martial weapon with the professional trait as a Simple Weapon if and only IF your Simple Weapon Proficiency (capped by the Skill)y is higher than your normal proficiency for this weapon, which is Martial.

It's overly worded but the text is pretty clear IMHO.
"For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon)."
You use the original proficiency or the calculated proficiency, whichever is higher. The calculated proficiency is the lower of the skill or new weapon proficiency.
So for Hammer...
Step 1: Compare Crafting Skill Proficiency to Simple Weapon Proficiency. Take the lower.
Step 2: Compare proficiency from step 1 to your Martial Weapon proficiency, use the higher for attacking with your hammer.
Character examples...
Character 1: Simple Weapons Expert, Martial Weapons Trained, no craft skill. Craft is lower than Simple. Martial is higher than Craft. Character uses their Martial proficiency of trained to attack with their Hammer.
Character 2: Simple Weapons Expert, Martial Weapons untrained, Craft Master. Simple is lower than Craft. Simple is higher than Martial. Character uses their Simple Proficiency of Expert to attack with their Hammer.
No, it's 8 PDF pages which when printed only takes 4 pieces of paper... That's right.
Luckily support agreed that it was absolutely wrong, refunded me, updated the information on the store, and is supposedly escalating this to determine how such bad information was presented in the first place. The physical folio advertises the same information on the website. $14.99 for a whopping 4 pieces of paper in a folder is asinine.
I have the 1e folio and going from 20 useful pages with information, charts, diagrams, and art down to 8 lackluster pages that are just ugly rectangular text boxes is...quite a concerning drop in care and quality.
I posted here hoping the PDF was bugged only to find out that nope, it's actually that bad. Very disappointed in Paizo right now.
Really disappointed and seeing if anyone has gotten the physical folio because I'm hoping the PDF is just missing half the pages in some big error and not Paizo being deceptive.
The description:
"This folio’s 16 character-defining pages include:
Expanded space for your hero's ability scores, feats, and class features
A diagram to help fill every item slot, including augmentations!
Room to chronicle your character's achievements, goals, and history.
Quick reference charts to character advancement.
Tons of space to track gear.
…and much, much more!"
The reality...
• Only 8 Pages... Mostly just normal character sheet info spread out a bit more to take up space.
• No diagrams for augmentations or equipment. Just plain text boxes.
• No quick reference charts other than the exact same Ancestry and General Feats text areas from the standard character sheet.
• There is an entire page to track gear, I'll give them that.
• …and not much more of anything else...
|