| Pspritechologist |
if anything, I would just increase the flat penalty if your PCs/an NPC is in light armor by 1 or 2... Losing dex entirely for NPCs can be as much as -8 at level 10, which is an incredible penalty that means all of your players can full attack and expect to land both shots, possibly even if they are level 7.
All good points, I'll consider changing it to something like that, but maybe I'll just do away with it in the end. Thanks for the advice.
By adjusting DCs, I mean making it so that someone with max ranks, a half decent ability score, and a class skill can... maybe 60% pass a check. Adjusting the high end down from 100% is of course a trial and error adjustment that I'm still dialing in myself.
I'm afraid I'm not quite sure what you're getting at, sorry. Could you try explaining it in a little more detail?
Whatever works for you works for you. Personally, I like the idea that my handgun at level 20 does as much damage as a MBT's cannon, and that technology is worth as much as it costs to equip a small army. Part of the fantasy and all that.
To each their own, of course :P
Have you considered buffing non-magical healing instead?
It's also a very different pace of play if your characters have to pull back and rest up in the ship's med bay instead of pushing through with some quick spells/serums of magic nanotech. So if you can adjust the pace of play it seems okay. It's just that spells affecting only stamina seems... like such a downgrade to the spell that it might as well not exist.
In combat healing is perhaps even less useful than it used to be in PF1. If you're healing out of combat, well there are only so many situations where you can't take a 10 min rest instead. If you're running into those situations often, well you just made the mystic with mystic cure mandatory. It not being mandatory is a plus side of starfinder's system.
The way I see HP is that once you start taking points out of it, you're in a bad way. An average fight should end with you taking little to no HP damage, it just tuckering our heroes out, but when they start losing HP? That's when they're in danger of actual injury, long term ones. That's why regaining hit points is so hard, it's physical injuries that take time to set, maybe they need a cast, or stitches, that kind of stuff. Unless, of course, you've got a healing serum, which will set your arm right back in place. With all that, this take on HP, in that you really don't want to lose it, I feel makes healing items and spell all that more useful, where now they can provide a cushion you can't really get anywhere else, to prevent you from actually losing those vital hit points. This is just my personal take on it, of course, and it's how I'd like to run my games.
That all being said, I do appreciate the input, and if you've got a fitting way to buff healing with all that in mind, I'm open.The characters I've seen in heavy armor tend to be the melee damage monsters that can destroy difficult encounters solo (they'll be screaming I need healing afterwards, but they can do it).
So, penalising the squishies for not being as DPS heavy just seems odd to me. Unless you want to give every character free proficiency and then let them chose between mobility restricting heavy armor and light armor?
The way I see it is that it's just a hand waive rule that might as well say "Any prepared character can hold their breath in space." It clearly doesn't make sense in world, as some of the armours it would apply to are archaic, but it's there so people don't need to worry about it. There's nothing wrong with that, but space is an element that I find interesting, and hand waiving it's survivability is something I don't super want. That being said...
Lifesupport: I would go with Garretmanders suggestion: reducing it to 1 hour/level and even maybe make it a armor upgrade. This would make more sense.
You can then take some special armors (e.g. the EVA/D-Suit) which come already with a lifesupport system for free.
I do actually really like that idea, where no armours include life support (unless obviously intended, like space armours) and it's available for all of them as an upgrade. I think that's a really good mix of keeping it accessible, while sticking with the theme I want to go with. Thanks for the suggestion :).
I like some of your approaches (especially the economic as this bothers me A LOT, too).
I'm glad to hear that :)