Hello, I am having trouble wrapping my mind around how to sell the Overmarket section of this scenario. Each NPC has different ways of increasing their attitude, which is all well and good. However, it seems to imply that getting an NPC to helpful convinces them to trade. What I can't figure out is trade with what? As far as I can tell, Safa doesn't give them any money, and the orb can only be used once. Particularly with Jalal, it seems odd that he would give away his grandmothers necklace to a group of outsiders just because he likes them.
2 things came up for me in preparing this one. First, here is how I am interpreting how subsist should work during this scenario.
Subist:
Quote:
Second of all, I am confused as to what the dotted lines on the encounter F map are supposed to represent. As far as I can tell, there is just the monolith on top of a plinth that take up a 2x2 square area in the middle of the map, and I can't figure anything for the dotted lines.
I completely agree with this idea. I would rather this be a case-by-case call than a blanket ban cavernshark wrote:
Online Guide Team Lead - JTT wrote:
I don't see either of these to be an actual problems however. It is not like PF1 each additional entity had an entire turn to resolve. Their actions are limited in scope AND the system moves forward faster and more smoothly than PF1
I suppose this is a good of a time as any for me to post my starship combat rant. Optional Rant:
I do want to start with the fact that I do enjoy it as it is today. It is fun to fly, shoot, lock-on etc for me. As long as everyone has an idea of what they are doing, it goes smoothly. However.... First on the GM side of things, frankly it is insane. After making the great decision to make NPC's use their own separate track for stats/abilities, they decide to have NPC starships work exactly like PC starships. That means in addition to my normal GM duties, I am playing 5 things, each of which is expected to be handled by 1 person on the players side. If there was one thing I could realistically ask for to change, its simplified NPC starships that don't require rolls. Just include the +2 to one of the gunners from the captain, just let me say weapons are always boosted etc. Play with the math so its evens out and let me just roll for shooting the guns, which from the players perspective is the only roll that is interesting. As for the player side of things, I had really wished they had not taken the approach of making this a d20 skill challenge, but instead approached starship combat like a cooperative board game. Let players make meaningful decisions and make it more about resource management then rolling d20's. I think a Space Alert/Pandemic:Rapid Response/FTL approach would have been a better approach. Right now, only pilots really get to do anything besides roll a d20. Engineer kinda get to choose between holding the ship together or boosting it, but magic/science officers are pretty much there to just hit a button over and over again. I literally have not seen a captain in SFS in months, so long that I don't remember the last time. As BNW mentined, at a point it becomes "I don't have to make any decisions or rolls, so I guess I sit here giving a +2 to our best gun". There are just roles that just aren't fun because the player isn't doing anything Again, for what we have, I really do enjoy it. I just know it could be so much more...
For what we have, I agree that good handouts are a necessary component of starship combat. It goes smoothly and quickly if everyone at the table understands it. I have finished tier 3-6 starship encounters in ~30 minutes on numerous occasions, and higher tier ones in similar time frames. That always happened when everyone knew their rolls and how they fit together, and focused on making sure the guns hit. However, if 1 or 2 have to constantly look up DC's and don't know what or when to roll, it quickly becomes a sloooog.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Took a first read through the playtest, and here are some notes/questions I have. I will admit I didn't read all of the components, but mostly focused on the core mechanics. 1. With base stats being based on fractional tier, I think it would be a big help to have a "class chart" to give you those values, like this one 2. Just to be clear, when it says "Minimum Mech MP", that means that is at least how much MP you need to consider a mech of that tier. It also means that if I go into the next bracket, I don't necessarily need to say my mech is 1 tier higher to keep my costs in check, correct? 3. Mech HP seems very odd to me. A tier 1 Juggernaut has 20 HP and 2 hardness, which to me seems very low. That being said, the rules do say Quote: At tier 1 and every tier thereafter, a mech gains additional Hit Points equal to its HP Advancement multiplied by its tier To me, this means the HP of a Juggernaut chassis (assuming nothing else added) is T1 - 20
That does seem more like it, but means that HP increases fast, with a T20 Juggernaut having a base HP of 2320! Those are my first impressions, curious on peoples thoughts about these subjects
I do agree with Lau that hero points can be used after knowing the results. I do wish they were clarified to be "use before you roll, but roll twice and take the better". I find that half the time hero point rerolls go down instead of up, disappointing my players, including too many times of a 2 becoming a 1. Alternatively, my totally OP wish would be that hero points are a fortune effect that increases the degree of success by one step of a roll. Turning a hit into a crit, or a miss into a hit in a desperate fight, avoiding a crit fail on a crucial diplomacy check feels much more like a heroic surge than than Turing a 2 into a 5
Considering that it only takes 7 days of downtime to retrain into a feat, and that a full rebuild is the equivalent of playing 5 games, or just running 3 (as far as we know now), I don't see the need for the free rebuild to extend into the APG release window. The idea behind the free rebuild was to let people tinker with the options represented at launch, and its window has already been extended by 6+ months. APG is going to expand this system by an incredible amount, but so will every other book in the RPG line. The cost of early adoption is you don't get everything at the start, but with retraining and AcP rebuilds that cost is comparatively low.
BigNorseWolf wrote:
Attack of the Swarm Spoilers: The intro talks about Zelari capturing Swarm creatures on the "fringes of the ongoing Swarm battlefield", a feat only capable if it happened before Book 1 of the AP ends, which takes place in early to mid 319 AG, or about a year ago, and ends very shortly afterwards (matter of days). The Life Scient/Prof(mercenary) check implies the same time span, before the end of Book of AotS.
For the tasks that cost no gold, does that mean its a PC working on it by themselves, or that the NPC's are helping free of charge? Cleaning any room or Excavating the stairs are the relevant ones since the sidebar on says that they can hire NPC's for 3gp, but the activity it self says it does not cost anything. This is important because if cleaning costs gold, then the PC's will run out of gold before getting to everything, unless they pitch in their own wealth. Then my next question becomes how much progress do they make on their own and does this impact their treasure at the end?
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I have signed up for this game, but I am also 100% new to PbP. I plan on going through the new player guide and setting up my character, but will be leaning on you and the other players for help. Is the best channel to ask through this thread, PM's, or another way?
I have always wanted to do a PbP, but have 0 clue as to what I need to do get setup to play. I have all of my characters registered to my account, but really only have the names filled in. Is there somewhere that can walk me through what I need to do to participate, or should I just sign up and sync up with the GM?
Prepping this one for tonight, and I realized something that I wanted to ask. Pg.16:
If a PC is reduced to 0 Dexterity from this effect, that
PC is immobilized and transforms into a mummy, just like the morlamaws near the ritual circle. This unusual mummification is a curse that ends when the portal closes (see Development on page 18). The caster level of the curse is 20. Pg.18:
If the PCs do not succeed at defeating Farimther, then the
cult completes the ritual. Ghatanothoa enters Arniselle through the portal, dooming all life on the aquatic planet. Any surviving PCs are petrified along with the cults, and eventually, everyone on Arniselle. Raise Dead:
...It is possible to bring back a creature that has been turned into an undead creature, but the beacon for the creature’s soul must be more powerful, and must be worth at least 15,000 credits. My question is if the 14 fame option in the Guide to organized play covers this "enhanced" version of Raise Dead, or if a PC would need to pay out of pocket (on top of the body recovery) in order to return. My hope is that this does not happen, but you never know, especially since the final fight has 6 combatants against the PC's + the hazard
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
It seems by my reading that you cannot etch property runes on yourself if you are using explorers clothing and/or bracers of armor. It seems like explorers clothing can only have potency runes (not resilient or property), and that bracers of armor can only have talismans. Am I correct, or am I missing something? Relevant text Explorers Clothing:
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
Bracers of Armor: These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor
Creation wrote: You conjure a temporary object from eldritch energy. It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. Bold for emphasis. Even if you could take this feat, even if you could create onyx with it, even if you had access and could use the create undead ritual, you can't use it for a rituals material components.
Unless leadership says that otherwise, changes are not "grandfathered" in. You will need to change his membership. Unless this had any mechanical benefits, you will not be able to retrain anything for free. Keep in mind I am basing this answer based on past experience with the organized play system. I cannot find a section in the new guide to organized play that specifically calls out what to do in case of an errata changing your character
Auke Teeninga wrote:
If you need more solid evidence that cavern elf just means "an elf who lived underground a lot": LOCG pg. 25 wrote:
This is gonna be a rough month. We have been making 3-4 tables 2x a week all month on PFS2. Nearly everyone (vets and new people) have played everything. Plus, since the replay functionality hasn't been implemented yet, it is going to be hard to seat our vets at either PFS1 or PFS2 tables, and most of the new people have shown no interest in PF1. Hopefully everything picks back up come October, and our new players stick around
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I have actually already had this happen. A barbarian did a third attack and rolled a natural 20, but his total was not enough to hit the AC. So his failure got upgraded to a regular success
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
This came up for me as my monk picked up both Ki Rush and Ki Strike. It looks like I should have 2 focus points, as the page 302 sidebar is not limited through multiclassing. The one example they give is multiclasses, but the first sentence says: "It's possible, especially from archetypes, go gain focus spells and Focus Points from more than one source" That to me says that archetypes is the main way, but not the only way to get focus spells from more than one "ability".
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ikarinokami wrote: its in the sidebar, which is part of the rulebook. monks use wisdom What page? I have looked up and down the monk chapter and not have not been able to find this.
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