Quartaroy's page

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I happen to be the GM, I see these weapons as potential rewards that I could use to add some familiar fun to the campaign and open a few more approaches to combat.

I really appreciate the inspiration a lot of these homebrews bring in; And while I'm not a huge fan of Starfinder's weapon system, I do really appreciate these modular systems that get close to the -ideal- system I have in mind.

The couple of suggestions I thought I might have had are non-issues now that I've explored this system in greater depth. In confidence, I can say that this document is well-put together. The way it touches on lore while bringing in solid interpretations of Borderland's mechanics is great. There aren't any significant formatting errors I've run into and the graphics contribute well to the overall flavor and theme. I look forward to whatever may come.


That's another oof from me. I wasn't aware that modal was a property, so I was wrongly understanding it. That also addresses the concern of not having cryo snipers. Sadly, Shock snipers are still not possible.


Thanks, I totally missed the frame as a part.

With that help, I've been able to craft most of the weapons without confusion. Though I'd like to clarify how to interpret the Maliwan special.

So a Cryo weapon with the Maliwan frame would go from damage type Cryo to damage type Cryo/Shock.

A non-elemental weapon with the Maliwan frame keeps its damage type and instead gains the Boost special.

If correct, that does leave some areas that would be fun to visit. There are no Cryo or Shock snipers, which Maliwan has been able to do in the Borderlands game, and seems reasonably doable with these parts.

Likewise, I find it strange that elemental weapons just gain more element rather than empowering their element, while the non elemental weapons remain non-elemental. Maliwan has always exclusively produced elemental weapons.

Thanks again for the help! This is a very exciting approach to weapon crafting.


I want to use this in my campaign and I've been playing with this a bit. The system has a good premise, although I'm not sure I understand it well.

I take a base item, for instance, a Light Machine Gun. I plug in the level 8 stats, and put all the modifiers in and get out what in theory should be a Level 8 Torgue Heavy Weapon. It has the basic stat modifiers, and it's special becomes Sticky/Explosive Mode.

It seems for some things like with sniper weapons, the range benefits falls grossly short. I'm also not sure what special applies if you're using parts from 4 different manufacturers.

The weapon system in starfinder doesn't have a real "basic" weapon that all these mods could just fit over, which ends up making it relatively confusing trying to just make a level 16 Maliwan Sniper. What happens to the generic specials that all the high level weapons have?

I started throwing together a spreadsheet calculator, it only accounts for Price, Damage, and Range. I suspect it needs some heavy changes.

https://docs.google.com/spreadsheets/d/1VXtsefRMhhdXsEeRnw1Q5rXVqM8MJixSvAN g81fLxXg