![]() ![]()
![]() Sanityfaerie wrote:
Not having those classes in the initial book would also be a huge mistake. ![]()
![]() Jonathan Morgantini wrote:
But of course you can use a grenade for nonlethal damage, you just don't pull the pin before you throw it at someone's head. ![]()
![]() AnimatedPaper wrote:
I decided that the starship system just did not work as written. It is fine for the small, adventurer sized ships but totally fails once you start getting into the bigger warships or freight haulers. I have not quantified it yet, but my solution was to look at the function of a ship, and it has the capacity needed to do that job. So a heavy freighter (size large) has a cargo hold able to hold the equivalent of 80 to 100 of the 40' shipping containers, and it also has 8 expansion bays so it can be customized. The carrier (size gargantuan) has a flight wing with 4 or 5 squadrons of size tiny craft, plus a pair of shuttles along with the crews necessary to maintain all of them and a flight deck crew to launch and recovery them, and then it has 10 bays for customization. And every ship size huge or larger has 1 or more small craft for moving people and cargo from planet surface to orbit. But that's just me applying my real world experience to a fantasy game. ![]()
![]() Tectorman wrote:
Except that for a ship of war, the first and foremost consideration is its ability to perform its mission. A battleship needs to be able to hammer away at other ships without taking too much damage in return. A destroyer needs to be able to prevent missiles or small craft from reaching the capital ships, or escort convoys, or suppress pirates, etc. And a carrier needs to be able to carry small craft. Life support for the crew, even the crew itself, exists to serve the mission. Extra capacity on the water and atmosphere recycling, sure, maybe enough to support 150% of the expected maximum. But not multiple redundancies. The crew will be in space suits during battle, so air is not an immediate concern. Perhaps a full day's expected usage of water, and enough air in compressed storage to replenish the ship once or twice. Then too, none of these ships should be going into battle alone. A modern U.S. Navy carrier battle group includes the carrier itself, a supply ship, a cruiser, and a couple of destroyers. (Plus an attack sub, but no one is supposed to know that they are there.) If battle damage damages life support, the surviving crew can be evacuated to one of the other ships while repairs are made. I think that to a large extend, we are talking at cross purposes. You are looking for a rational to justify RAW, while I am stating how I think the rules should be changed to better reflect the way things are in the real world, extrapolated into a science fantasy realm as if it could be done in a straight forward manner.
Tectorman wrote: It's like Bruce Wayne's line about Superman in BvS; if there's even a 0.00000001% chance of those factors contributing to stranding them away from help, simple prudence demands that they treat it as a 100% certainty. Ah, man! Spoiler warnings! I haven't seen that yet. ![]()
![]() AmbassadoroftheDominion wrote:
Winston, who lives under the name Mr. Saunders. ![]()
![]() ChaiGuy wrote:
Unfortunately, I learned the game before I learned about swords, so the nomenclature always seemed normal to me. But, back in the day, there were quite some arguments raging about banded mail and fighters with more hit points than a rhino. ![]()
![]() ChaiGuy wrote:
It is possible to purchase a non-magic composite longbow that allows you to add your strength bonus to the damage. It is not possible to purchase a regular longbow that allows you to add your strength bonus to damage. Composite bows, long or short, get their capability by layering various materials together, so that on the inside of the bow, you have materials that resist compression while the outside is made of materials that resist expansion. By selecting different materials and using different thickness of material for each layer, you can make the bow require a greater effort to pull, thus giving your strength bonus to damage. Self bows, log or short, are made from a single material, usually wood. Their capabilities are based on the wood chosen and the thickness of the wood. English longbows were made from Yew trees, which will act as a natural form of composite bow due to the differences in characteristics of the sapwood and the heartwood. The longbows recovered from the Tudor ship were examined and found to have pulls of 95 to over 100 pounds. Since this is a fantasy game, there would be many more choices of possible material to make self bows. Darkwood? Mithral alloy? What ever the material, it should be just as possible to make a self bow for strength as it is a composite bow. It is a flavor thing more than anything else. If I am creating a character around a Robin Hood type theme, using a composite bow is just not right. Then too, a primitive group might be able to harvest the right trees even if they can't manage the layering involved in a composite bow. ![]()
![]() Earlier, people were mentioning the possibility of weapons of being better or worse against various types of armor. If you really think that this is a good idea, try and find a 1st edition Player's Handbook. It had tables giving weapons bonuses or penalties based on how likely they were to hurt someone wearing each type of armor in the game. Of course, the tables always had the problem of ambiguity: AC 9, is that a guy with no armor holding a shield, or is it a guy in leather armor with no shield? This problem persisted all the way through the table, right up to plate mail and shield, AC 2, since each number except AC 10 and AC 2 could be made by having a lesser armor and a shield, or just the next best armor. It was the removal of tables like that that first convinced some of my friends to try the brand new 3rd edition. ![]()
![]() I hope that this is the edition that fixes a problem that has existed since 3.0, and that is only composite bows being eligible for strength bonus to damage. Especially in a world with many magical materials, it ought to be just as easy to create a strength longbow as it is to create a strength composite longbow. ![]()
![]() A +5 long sword, made by the Jester of the Gods. Anyone who used this blade had their clothes and armor take on the appearance of a clown suit. Thee was a known powerful magic sword, named "Waycleaver" able to cut through stone and allowed the wielder to cast Passwall three times per day. Also in existence, but less well known, was the Halfling made "Wheycleaver". It gave the wielder a +2 on making cheese. ![]()
![]() EltonJ wrote:
Or, if you have been around long enough, break out some ship deck plans from Traveller, Space Opera, GURPS, D20 Future, Serenity, Fading Suns... ![]()
![]() Dale McCoy Jr wrote:
I would be very interested in such a tome. ![]()
![]() Where possible, miniature scale maps: Deck plans for starships, everything from the tramp freighters and fast courier ships on up to the naval warships and space stations, and for the local, small stuff like the port tenders, shuttles, customs boats... Maps: port facilities, bars (both low class dives and high class establishments), office buildings, reactor facilities, chemical processing plants, casinos, and all the other places that make adventuring live interesting. Planets and star systems. A little bit of information on everything from the primary star out to the farthest planet, with plenty of detail on the main world. Every world with an ecosystem needs at least a few unique lifeforms. ![]()
![]() Hayato Ken wrote:
Okay, then I'll call for an Inner Sea High Courts book. Although, I do have to admit that an "Immigrants" book sounds interesting, too. ![]()
![]() Little Red Goblin Games wrote:
Rapier fencing, good to know. I did a little of that with the SCA, as well as foil in high school. Oh well, looks like one more thing that I have to buy... ![]()
![]() Helic wrote: I ran the math for a 1st level Expert Blacksmith (1 Rank, INT12, Skill Focus = Take 10 to get 18, 20 once he buys masterwork tools). In a little over a year (Average upkeep of 10gp/month, Earning 10gp/week), he can afford to earn the capital to buy a Smithy in a little over a year (less if he doesn't save most of his money). Then he jumps to a weekly income of 17gp/week. It will take him longer if he wants a house attached to his Smithy. Assuming a bit of discretionary spending and the want for a house + smithy, he probably works for 3-4 years as a journeyman blacksmith before setting up his own business. For what it is worth, in my campaing, I go with the assumption that the NPCs manage to gain experience points just for surviving life's little surprises. Most folk are about 3rd or 4th level by the time they are ready to get married, and might make it up to 8th or even as high as 9th(!) by the time they retire and/or die of old age. Of course, they are still only commoners or maybe experts (much less common...) but at least they have those few levels. ![]()
![]() A yeoman farmer, a peasant just wealthy enough to own enough land to feed himself, his wife and a couple of kids, will need about 25 acres of farmland. One acre of farmland is about 43,560 square feet or 1742 squares of 5' x 5'. The purchase of just ONE unit of "farmland" from UCm requires either 600gp or 15 Goods, 15 Labor, and 300gp. The problem is that one unit of farmland only covers an area of up to 100 squares. It takes 17.42 units of farmland to buy one acre, which means that even if that yeoman does enough work around his community to cover the 262 Goods and 262 Labor required, he will still need to come up with 5240 gold pieces to get that ONE acre of farmland. Actually getting the entire 25 acres for that small farm would require 6532.5 Goods, 6532.5 Labor, and a whopping 130650 gold pieces! (Or just pay 261300 gold pieces...) And that assumes that he and his family live in a corner of one of the fields, it does not include the cost of a house or barn, or even a shack. However, for a mere 8,920 more (a measly 6.8% extra) that peasant could live in a Noble's Villa. Building just the farmland segments sequentially would require 8710 days, or almost 24 years. Historical notes:
Not a complaint, just an observation... ![]()
![]() David knott 242 wrote:
Or worse: imagine spending a couple of decades with a teenager... Out of sympathy for all of the fictional parents in my world, I generally assume that even the longest lived of races still matures almost as fast as humans. The rest of the time is spend as young adult, until they finally start the aging decay process. ![]()
![]() Jeff Erwin wrote:
Well... I am not quite sure that a "tree" is what gets erected on the site of the Asherah pole... And as an aside, I would like to point out that there are some people that would get offended by claiming that the God of the Bible had a consort or wife. (Even if the Bible is full of references to Asherah poles going up all over the place on a fairly regular basis.)
About Tel'kk▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ “Soldiers are issued armour for their flesh and bones, but they must fashion their own for their souls. Piece by piece.” ― Steven Erikson The heart of the Warrior is a protective heart. The Warrior shields, defends, stands between, and guards…” ― Stu Weber, Tender Warrior: God's Intention for a Man ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ HOST SHIRREN SOLDIER 1 Lawful Good Medium Humanoid [Shirren] PACT WORLD PROFILE ▽:
SFS #▸ 4669-705
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ SFS ID NUMBER▸ # 4669-705 FACTION▸ Exo-Guardians CHRONICLES ▽:
SFS 1-32 Acts of Association▸ XP: +1, Fame: +2, Credits: +720 TOTAL EARNED▸ XP: 1, Fame: 2, Credits: 720
FACTION REPUTATION ▽:
Reputation with Acquisitives▸ -
AVAILABLE BOONS ▽:
Exo-Guardians Champion [FACTION]▸ You’ve declared your allegiance to the Eco-Guardians and dedicate your missions to furthering the goals of that faction. Benefit▸ This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. Normal▸ A character gains no Reputation unless he has a Faction boon slotted. Distinguished Ambassador [SOCIAL, LIMITED USE □ □ □]▸ You aided Chiskisk, a prominent member of the Starfinder Forum, in concluding negotiations with a foreign power by touring the visiting diplomat around Absalom Station. The visiting dignitary remembers your actions and can be called upon for support.
SLOTTED BOONS ▽:
Ally▸
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ DEFENCE ▽:
EAC▸ 15 [10; +3 Iridishell, Basic Armour; +2 DEX Mod] KAC▸ 18 [10; +6 Iridishell, Basic Armour; +2 DEX Mod] AC [vs Combat Manoeuvres]▸ 26 [8+KAC] *+1 Racial bonus to AC when wearing armour HP▸ 13 [7 Class +6 Race]
MOVEMENT & SENSES ▽:
SPEED▸ 20ft. (30ft. -5ft. Armour Penalty) SENSES▸ Perception +5; Blindsense 30ft. OFFENSE ▽:
Initiative▸ +2 Base Attack Bonus [BAB]▸ +1 Melee Attack▸ +3 = [+1 BAB+2 STR Mod+Misc Mod]
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ WEAPONS NUMBING BEAM, TACTICAL | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d6 C | Critical▸ Staggered | Range▸ 50ft. | Type▸ Longarm | Ammo/Usage▸ 20 Charges/Usage 1 | Special▸ Nonlethal. SINGING DISK, SOPRANINO | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d4+2So | Critical▸ Confuse | Range▸ 20ft | Type▸ Advanced Melee | Ammo/Usage▸ - | Special▸ Analog & Thrown (20ft). BATON, TACTICAL | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d4+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Analog & Operative. UNARMED ATTACK | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d3+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Nonlethal. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ABILITY SCORES ▽:
STR▸ 14 [+2] DEX▸ 14 [+2] CON▸ 12 [+1] INT▸ 12 [+1] WIS▸ 12 [+1] CHA▸ 09 [-1] ABILITY POINTS BUY [RACE]▸ +2 CON, +2 WIS & -2 CHA
RACE: SHIRREN ▽:
Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races. ABILITY ADJUSTMENTS▸ +2 CON; +2 WIS; -2 CHA
THEME: GUARD ▽:
You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe. ABILITY BONUS▸ +1 STR or +1 DEX THEME KNOWLEDGE [1ST]▸ You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. In addition, Perception becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation. CLASS: SOLDIER ▽:
Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends. STAMINA POINTS▸ 7 + CON Modifier
FIGHTING STYLE: GUARD ▽:
The guard fighting style focuses on defense. You become adept at wearing armour, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defences. ARMOUR TRAINING (EX) [1ST]▸ You reduce the armor check penalty of armour you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armour by 1.
FEATS ▽:
BODYGUARD (Combat)▸ You can attempt to ward off attacks that target nearby allies.
SKILLS ▽:
SOLDIER▸ 5 Skill Ranks per level [4 Class; +1 INT] Soldier Class Skills List▸ Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis). Perception (Wis) gained through Theme. ATHLETICS +06▸ 1 Rank; +2 STR; +3 Class; -X Armour
* THEME BENEFIT▸ Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. LANGUAGES ▽:
COMMON, SHIRREN & YSOKI ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ EQUIPMENT & CARRYING CAPACITY ▽:
Numbing Beam, Tactical▸ [Level 1] [1 Bulk]
TOTAL BULK CARRIED▸ 7.0 CARRYING CAPACITY [Unencumbered]▸ ≤9
* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
CREDITS + VALUABLES ▽:
TOTAL CREDITS▸ 30 Starting Credits▸ 1000 INITIAL SPENDING▸ 886/1000▸ 54CR Remaining
EARNED SPENDING▸ 720/720▸ 0CR Remaining
SALE OF EQUIPMENT▸ 11CR Added
IN-ADVENTURE EXPENSES▸ 0CR
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ TEL'KK BOT ▽:
▸ In combat Tel'kk will always default to non-lethal damage and weaponry. Only when there is no option or the lives of others depend on it will they resort to lethal force.
|