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Teridax wrote:

I think a lot of people have missed OP's point completely. They're not asking for Starfinder to be realistic, they're asking what it takes for a melee-focused combatant to be effective in a world where everyone fights with guns, citing examples that are very much not realistic. In my opinion, there are two crucial factors that make melee combat viable in a primarily ranged environment:

  • The melee combatant can get in range of their target and arrive in good enough shape to fight from there.
  • The melee combatant fighting in melee is suitably more effective than the ranged opponent, so that it is desirable for them to enter melee combat.

    Notice how all of OP's examples line up with this: traditional soldiers in Dune have shields that block ranged attacks, so they can safely enter melee combat, and slow blades are the most reliable way of penetrating shields. Jedi and Sith can deflect gunfire and sometimes move at super-speed, allowing them to safely get into a range where they can slice their foes with lightsabers that cut through most armor like a knife through hot butter. Assassins in Cyberpunk can make themselves invisible, move into melee range undetected, and kill enemies before they even know they're there. Every single one of these characters has the means of approach, and the payoff for getting into melee.

    So let's talk about the Solarian, because this conversation is very much about the Solarian: does the class have the means of approach? Well, not really. At most early levels, they move about as fast as anyone else, and are only slightly more durable than your Mystic or Witchwarper, except they have to spend their turns exposing themselves as they move into range. One subclass can pull enemies in, but the pull is short-ranged and not especially reliable, whereas the other subclasses lack any gapclosers at 1st level. Does the class have the payoff at melee range? I'd say mostly, yeah, but that is threatened by classes like the Operative, who can start dealing more damage right away from a...

  • I think you're spot on with this. I am hoping we get a class(es) (Solarian or otherwise) that can be more effective in melee than the operative can be. I think the Operative is covering too much creative space, as it stands.


    I am super excited for Starfinder 2e!

    I just wanted to at least bump the idea that psionics (classes, feats, lore, etc.) would be added to the game. Psionics seem such a natural fit for this setting where the martial, technical, and magical all come together.

    Anyway...super stoked!


    Ediwir wrote:
    http://2e.aonprd.com/Rules.aspx?ID=554

    So, an ability like Explosive Death is considered a Skill...I didn't know that, thank you!


    Ediwir wrote:
    DCs are normally based on level, or their ability/spell DC if they already have one.

    Hi! Can you cite the reference for the rules you speak of?


    As the title. For example, a Skeleton Guard's Explosive Death trait deals damage to adjacent creatures and requires a Basic Reflex Save.

    I'm not sure how to calculate the DC of the save. I'm sure I have missed the rules for this somewhere...

    Thanks for any help!!
    Romans 5:8


    mrspaghetti wrote:
    Oedii wrote:

    Hi all!

    I noticed that some of the Bloodline Spells have a Heightened description of "Heightened [+1]".

    What exactly does that mean and where is it described in the Core Rule Book?

    Thanks for your help!

    Page 299

    thanks!!


    Hi all!

    I noticed that some of the Bloodline Spells have a Heightened description of "Heightened [+1]".

    What exactly does that mean and where is it described in the Core Rule Book?

    Thanks for your help!


    Ahh, I found it!!

    She has the Versatile Heritage, allowing her to select a General Feat!


    Hi all!

    I was looking through the Barbarian pregenerated character (Amiri) that can be downloaded from this website, and I noticed that she has a General Feat (Die Hard). However, I cannot seem to find where the rules allow the selection of a General Feat based upon the rest of the build.

    She has Natural Ambition from her ancestry, but that only allows her to select a Class Feat--giving her a total of two Class Feats at level one. Furthermore, the Barbarian progression table doesn't show that Barbarians gain a General Feat at level one.

    Any insight that you can offer?


    Hi all!

    If I am understanding the Titan Mauler benefit from the Giant Instinct feature correctly, the only damage bonus from using a Large weapon is during the Barbarian's Rage. However, Titan Mauler also specifies that the Barbarian receives the Clumsy 1 condition /whenever/ their chosen Large weapon is wielded.

    So...does it seem best for these Barbarians to carry two weapons with them (one Large and one appropriately sized for them) in order to avoid the Clumsy 1 condition when they are fighting but not Raging?


    The Goat Lord wrote:

    I like the concept of the Solarion and how sci-fantasy it feels. I'm hoping for more really out there concepts like that. Where the Solarion takes inspiration and derives power from things that are immense (stars), perhaps there could be a class that draws power from things that are tiny, at the quantum level? Their powers can even vary depending on who is observing them. String Theorist! Stringer! Quantarion! You get the idea.

    Absalom Station has the Eyes Wide Agency, a private investigation firm of psychics. I'd like to see some sort of psychic class, without going all the way to psionics, that draws power from probability a la Marvel's Domino, uses telekinesis, can communication telepathically, wears fedoras and trench coats, and can buff itself with inner monologues. Neo Noirist.

    Interesting ideas!


    I like all of your ideas for new classes guys!

    I don't know what a Medium or Kineticist is, but they sound kinda cool!
    A Beast Master type of class would be neat, as mentioned by Dread Moores, too!

    I also agree that a Scientist class could be different from the Mechanic by giving them a different focus like buffing/debuffing (Thanks Steve Geddes!), upgrading arms/armor/items/spaceships in new ways, or...I don't know.


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    Tyrnis wrote:

    I'm hoping we'll see a more dedicated (non-engineer) scientist -- sure, we have a biotechnician theme, which is nice, and you can always reflavor envoy healing/buffs/debuffs as medical tricks, but I think there's room there for a lot more cool stuff that warrants a class of its own.

    As much as I want to see a Starfinder take on a necromancer, I think that'll probably end up being a new mystic connection (most likely option) or alternate class features for technomancer (less likely, but possible) rather than a class of its own, and I'm fine with that.

    Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.

    I like the idea of the Scientist. Perhaps some of the class' mechanics could involve research that allows item upgrades for themselves and their party.

    I'd also like to see Psionic classes introduced to the universe. Maybe they could include classes like the Adept from Shadowrun, a Telepath, or a class with a Telekinetic abilities.


    Thank you both so much!! That helps a lot!!

    The "that means its effects last for only that amount of time" part of the rules had me confused. I didn't realize that "effects" here referred only to the those which cause the afflicted character to make saving throws.


    Page 417 of the CRB reads the following:

    "Frequency: This is how often the periodic saving throw must be attempted after the affliction has been contracted. If the affliction lists an amount of time after its frequency—such as 1/minute for 6 minutes—that means its effects last for only that amount of time, regardless of whether the affected creature ever succeeds at a saving throw. Such an affliction cannot be cured via successful saving throws; after its duration ends, the victim remains at her current step on its progression track until she receives the benefit of remove affliction or a similar effect."

    I am not sure I understand. In the example given, would the affliction only last a maximum of 6 minutes or would the affliction and its effects last until a remove affliction or similar effect is received by the character?

    Thanks for any help!!


    I am curious if Paizo has hinted at any new/upcoming publications that will include new classes for the Starfinder game system.

    I really like the system and would like more character options!


    Wow...so, at least at 5th level it looks like the Mechanic+Drone > Operative in terms of damage per round. Surprising class design...I am not sure I like it, but it's interesting.


    So...does the class seem balanced throughout the level span? I haven't played or ran a campaign yet, but on first blush that seems really strong compared to other classes.


    I am new to Starfinder and am having difficulty understanding what Mechanics and Drones can do per turn.

    Can the Mechanic spend a Move Action, Standard Action, and Swift Action on his/her turn which is then followed by their drone spending a Standard Action--essentially meaning that the Mechanic attacks twice per round at level 1?

    Thanks for any help