Raia

Raia of Jabask's page

75 posts. Organized Play character for Brian Adams.


RSS

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>
Wayfinders

2 people marked this as a favorite.
ZombieKira wrote:
Let us remember powered armors like the mjolnir from halo have a miniature nuclear reactor, costing as much as a frigate each suit. So we cant differentiate mecha from power armors By power plant or if they can support their own weight, like in d20 modern. Paizo Has done a good enough job distinguishing the 2. We all know they won’t go back and rewrite all of the released material, so let’s look to the future not the past.

Halo naming conventions mean nothing for Starfinder. In Starfinder the difference is the power plant. Nothing outside the Starfinder rules has any say on how Starfinder mechs and power armor must behave, unless you house rule it in. Starfinder is Starfinder. Gundam is Gundam, Halo is Halo. Voltron is Voltron. They are each separate things, so please keep that in mind.

Wayfinders

I might consider a phase frame (the one that IS technomagical in the rules) to have magical attacks, especially if the weapons, core and pilot are chosen appropriately.

Wayfinders

3 people marked this as a favorite.

Mech combat is mech combat. You want to use your class abilities, pop out of the mech.

Wayfinders

You are assuming that your sources and expectations for them are what the devs had in mind. Using 'but it doesn't work that way in these universes' is a flawed argument. Among other things, in the rules that we have, Mechs are not space-worthy. Which creates a definite difference from Gundam. Drawing inspiration from is a far different thing from slavishly following the source material. You may need to make some house rules to get the feeling that you want.

In PF/SF, generally unarmed attacks are very ineffective, unless you have supplemental things that boost them to an effective level. So the assumption that unarmed mech attacks must be something you can do is flawed.

On top of which, there are existing rules for what happens when a vehicle that is not designed and reinforced for doing so collides with another object. Like it or not, Mechs are properly classified as vehicles, and exceptions would need to be called out specifically. SOM gives a piece of equipment that provides an exception to the collision rules if the attack is successful. If it isn't, collision rules apply.

Wayfinders

2 people marked this as a favorite.

Because a power plant does not fit on powered armor. THAT is the big difference. The structural reinforcement to support it, and the insulation/radiation shielding required to keep it from frying the pilot mean that you need to build a mech. Those big power armors are largest and most powerful that can be built to run off of stored power. And because they are operating on stored power, they would have to be carted to near the battlefield and then donned. You can't patrol an area in a jarlslayer. Having to change out every hour to hour an a half makes them useless for that purpose. Yes, it mentions the battle harness running for 20 hours, but that one has a power consumption curve way out of line with the rest.

Wayfinders

Essentially, like another 'why doesn't this work at full power all the time' issue that was raised, it isn't a matter of the power core being underused outside of combat, it is being overused during combat.

If you need a real-world example of this type of phenomenon that you have probably experienced regardless of who or where you are, do people run around with massive amounts of adrenaline in their system? That is pretty much restricted to life threatening fight or flight situations, and it wouldn't be healthy long term.

Wayfinders

Robbgobb wrote:

This chart is not for SFS, is it? I follow those rules instead? I am just asking as my character build that I am testing is not really putting much into Nanite investment.

If was making a character from this chart then if one invested nothing into their Nanite investment, would the Nanite investment be the total from the previous level this chart shows?

This chart was generated as a response to a question of how to create a (playtest) Society character and their options.

Wayfinders

And if they can't, see Metaphysician's comment on working together in another thread.

Wayfinders

I'm pretty sure that, much like starships, there will be a sizeable sample of official mechs for those who want them, as well as the rules that allow those of us who like tinkering under the hood to customize ours.

Wayfinders

Oh, and Abadar, who has a major corporation, Asmodeus, who has taken up book burning as a full time pastime, and Iomedae, who has some of the fanciest ships around. Modern human biases aside, the gods are as relevant as the players and GM decide they are.

Wayfinders

Well, other than Triune. Without them, you would just now be getting rules for ways to move around between planets and systems

Wayfinders

1 person marked this as a favorite.
Ixal wrote:
No idea why you bring in building mechs into this. The rules are about repairing them. And if you use GM Fiat to gloss over things you frankly should not do a playtest. The goal is to ensure that the rules work and you don't achieve that by ignoring rules during testing.

I bring it up because the particular horse that you are flogging right now is that having cheaper and faster methods to repair mechs affects WBL. And I am pointing out the reasons why, in actual game play, it is a non-issue. The initial mech does not come out of WBL. A replacement mech does not come out of WBL. People who plan for it can repair their mechs at no long term costs, even if the GM decides to make them pay for repairs. And those horrendous costs to repair? The mostly fit well within a character's expendables budget, even if they didn't plan ahead.

A Tier 1 mech, available at 2nd level unless the GM overrides the rules, or there are 2 or more operators, has about 10hp. So it costs 100 credits to fix from destroyed or nearly destroyed, around the price of a level 1 fusion seal or 2 Mk 1 serums of healing, which would heal an average of 9 hp to a pc, with no guarantee of more than 2hp. So a fixed repair cost that is about the same as expendables that average slightly less healing, and have no guarantee of hitting average. Now, if the party has a Mystic handy, they can fix that pc up with a few castings of spells for no WBL consequences. And if the party has a Technomancer who has chosen to set up for mech repair rather than any of the other options they have, they can fix the mech with a couple of spells for no WBL cost. Your argument basically boils down to 'I didn't think to pick up the cheap option, so no one should be able to'. Mine boils down to 'the expensive option is about in line with a non-optimized party's cost to patch up a PC'.

I happen to think that my argument is the more relevant for overall play balance. The objective shouldn't be everyone is on the same level within the mech rules, regardless of how well they plan, but rather is this out of line with the existing rules set for a similar level of optimization. Nobody can stay within the general rules system and optimize everything. You have to choose strengths and weaknesses, and every party or player is going to have to choose what they prioritize, and therefore be on uneven footing with another party, depending on circumstances. And we aren't just testing the mech rules against themselves, but against the entire game system.

Wayfinders

1 person marked this as a favorite.

Jemstone, sometimes, you have to find the answer in the mirror, rather than look to the devs to solve every little thing. This isn't an adversarial game that requires everything to be spelled out to settle disputes. The rules are more like the Pirate Code in PotC. Guidelines. The final arbiter is the GM unless you are in Society play, and even there, you will get table variation where the rules are not exact. And that explanation is flavor text, not a rule. Flavor text suggests that all phase frames can teleport around the battlefield, but when you look deeper, you see that in order to do that, they have to have a piece of equipment installed at an additional cost, that can only be installed on phase frames because the other frames lack the magical elements that let it work.

Jimbles, you don't know when they will burn out. You might have the engineering specs, but you don't know if you got the one that was put together when the guy was coming back to work hung over, or the contractor was in a rush (or greedy) and used inferior materials to save time/money, or if Fred took your mech out for a joyride and put an extra 10 minutes of maximum output on it. So the safe thing to do is to not run it past its standard operating level unless it's a matter of life or death. After all, if another combat comes up before it finishes recharging, you can kick in the higher levels then. When aliens, etc. push the Enterprise past its safe limits, Scotty's first priority is slowing her down as quickly as is safe (also don't want the nacelles tearing off because you slammed the brakes).

Wayfinders

Recovering HP without magic takes time, which in many ways is more valuable than money. Have you ever had to use the long-term recovery rules? Talk about something that will take a character out of action for a long time, that is measured in days, not rounds.

And as for the importance of money? I've run multiple APs, and looted gear provides almost all of the equipment used. The non-AP home games I've been in don't have much use for credits either. So I disagree on money's importance outside of Society play.

Wayfinders

I disagree on the strength of not allowing a save every turn versus allowing a save every turn when the maximum duration is four turns, and the average is 2 1/2 turns. As for removing conditions, that requires specialized abilities or gear.

What part of GM FIAT do you not understand? Mechs are not something PCs buy with money. Starships are not things that PCs buy with money. They do not affect wealth by level calculations, and you don't have any guarantee that they will be available at all times. The GM says that you have x points to build a mech with, or hands you a premade mech. They shouldn't have a charge when you turn them back in for repairs. You are focusing on a trivial section and making it a part of the Rocky Mountains.

There are no indications that Mechs will be allowed as anything other than throw-aways in Society play, much like the vehicles that some scenarios hand out. And potential effects on Scenario rewards are something to be handled on a scenario by scenario basis.

Who cares if my home campaign level 10 party has more wealth than your level 10 home campaign party? House rules alone are going to make differences in powers and no reasonable player should assume that they can just bring in a character from another campaign without alterations. The only place that is an expectation is in Society play, and this is not (explicitly not, since they are not being allowed in society play for this playtest) a test of how they work in Society play.

Wayfinders

2 people marked this as a favorite.

During normal operations, the shield regeneration is done at a safe, sustainable rate. In combat, systems override these limits, operating shield regenerators at their maximum capabilities, which, without regular repairs would cause them to burn out in less than a day, perhaps.

There is a reason why the Enterprise (NCC 1701 no bloody A, B, C or D) didn't cruise around at warp 8 all the time. For short periods they could reach that speed, but if they did it all the time, they would need an entire engineering staff of Scottys to keep from breaking down. You don't want the shield generators breaking down while you're out on a stroll, but when it comes to 'get me shields before that plasma cannon wipes us out' you ant those generators working as hard as they can. You can fix them afterward, if you are still alive.

Wayfinders

1 person marked this as a favorite.

I did not say 'stun', I said disable. Read. To meet the conditions of equivalency, the spell would need to render a PC unable to act effectively for 1-4 rounds. 2nd level Mystic spell Hold Person paralyzes a single target for 1 round per level (meaning a minimum of 3 rounds, barring saves, exceeding the average for Discharge at its lowest possible duration without saves). In addition there are a number of creature special attacks which have similar effects. Further, Discharge does not prevent the pilot from opening up the hatch and firing their personal weapon or casting spells.

Regarding your first paragraph, so Mystic Cure is bad design? You should only use the long term recovery rules, since they exist? There is a cost to having caster levels in a party, part of which is sitting around being bored a lot of the time if you built solely for casting, much like soldiers tend to get bored in diplomatic situations. The game is trade-offs, not wish fulfillment. And it shouldn't be designed around 'the worst possible solution to every problem is the only one you can use'. That solution is there for when the GM is being not kind and you didn't choose to get access to any other, better solutions. Not kind means that the GM doesn't decide to handwave the damage with 'well, your mech is going to be out of service for a while. Give me a perception check. Okay, that pile of boulders over there? Turns out it's a partially buried, but otherwise functional mech. It will take one man hour of digging and a DC 15 Engineering check to get it working.' Perfectly possible given that mechs are granted by GM fiat. If I want you to have a mech for the next encounter, you will have one.

And for the second paragraph? It just means that such a spell would have to be higher than 2nd level. There is a long history in d20 of higher level spells doing things faster or better than similar lower level spells.

Wayfinders

Or, hey, like we do in starship combat around where I am, they can cooperatively decide on a plan of action.

Wayfinders

By the rules, if they can handle the challenge, yes. Note that they still have the skills and BAB of 1st level characters, so taking on a CR10 threat may be rather challenging even with the aid of the mechs (BAB/Piloting ranks still figure in to mech attack rolls).

Note that I am probably not the best person to talk about this, since my home games aren't XP driven, they are story driven. I haven't done non-Society xp in years. And in society it would be a simple 1 or 3 xp depending on whether the mechs were in a Scenario or AP book, regardless of challenge rating.

Wayfinders

Since mechs are granted by GM fiat rather than at the players' whim, why not, if that is what you want for your campaign?

And what are the rules for a level 1 pc with heavy weapon proficiency picking up a Blue Star Plasma Cannon and firing it? Are there any mechanical penalties called out in the rules? Or is the only thing stopping them from doing so the fact that the GM doesn't leave one laying around to be picked up?

Wayfinders

Okay, so the difference between expending healing items to patch up your buddy, or having the mystic/envoy do the healing. Hmm. 10 credits per mech HP plus half an hour's time to restore tier hp, no limit on how many hours per day, versus one time per day heal HP equal to level. Looks to me like mechs are easier to fix without magic than a PC, so why shouldn't they be about as easy, or maybe a little easier with magic?

Wayfinders

Issues which I have been addressing in other threads you started. My initial objection was that you had too many threads that you started on essentially the same subject.

However, since this is perhaps the better thread to keep going, I will repeat things here.

Discharge spell would, at most, disable a mech for 1d4 rounds. It is not power armor operating off of a battery, it is a vehicle with a power plant. Since there are a number of spells that can do the same thing to PCs, most of which I only hear complaints about when the particular PC gets hit with them, I do not consider that effect overpowered.

Since the issue with other spells that you mention is a general issue with vehicles (as you state), it is something to be resolved outside the playtest.

Show me any point in the mech rules where a cost for repairs is listed. Mechs are built like starships, using build points granted by the GM. This means that no PC can decide on his own that he wants to get a mech, and force the GM to deal with the issues. This also means that no player resources are lost if a mech is destroyed other than any post destruction battlefield issues. And further, it means that the GM is perfectly free to say 'oh, your scout mech got heavily damaged? Here, have a combat frame.'

Wayfinders

Ixal wrote:


1. If mechs are creatures because they are normal combatants in tactical combat which was designed in a way that you fight creatures you have things like the polymorph trick

2. If mechs are objects they are very vulnerable to certain spells like discharge which would instantly power them down with no save (as objects were never expected to be combatants, those spells are not balanced for being used against an enemy) while on the other hand immune to several damaging effects which do not list objects as targets or being effected like call cosmos

3. If mechs are exclusively vehicles then the technomancer or mystic player will be very bored when fighting on foot against a mech as there are about 5 spells in the whole game that can affect vehicles and none of them usable in combat.

1) Mechs are not creatures, therefore irrelevant.

2) Mechs do not use charges, they use a power plant. They could be disabled for 1d4 rounds IF they fail their Fortitude save (yes, mechs do get Fortitude saves, some frames list bonuses to them), which is not much different from effects that can be placed on PCs. That spell is not imbalanced.

3) This comes down to the definitions of spell targets, something better resolved by adjustments to the individual spells themselves.

Wayfinders

Are there issues for gameplay? Yes. And some of them will need to be worked out. Can baleful polymorph be used on a mech, since it is a creature (your hypothesis for over half of the issues you raise)? No, because it is NOT a creature, it is a vehicle. It is explicitly stated as being treated as a vehicle in the playtest rules.

If you are willing to concede and drop that particular dead horse, then perhaps we can have a productive discussion on what needs to change about spell targets, but as far as the definition of creature, it is not nearly as vague as you try to make it.

Wayfinders

Most, if not all, things that require will saves also require line of effect. Since mechs are noted as blocking line of effect to and from its operators (p12), there are no will saves by operators. Since, as I noted elsewhere, mechs do not have volition, being vehicles, the mech wouldn't make will saves any more than a hover van would.

Wayfinders

2 people marked this as a favorite.

Actually, under your 'are mechs creatures' thread, I just added items that refute your entire hypothesis. You are the one without anything constructive in these threads. You just repeat your hypothesis, take it as proven, and then create problems off of that which do not actually exist.

Wayfinders

Ixal wrote:
Pantshandshake wrote:

I mean, mechs lack most the basic things I would expect from a creature statblock. Like stats. Or the ability to take an action without a pilot. Or a basic form of intelligence. Or any sort of independent agency.

I'm not going to dispute the whole targeting thing with you, you're 100% correct that plenty of things only target creatures, and that needs a long hard look and some corrections.

But I read your assertion about what a mech 'is' as basically "It exists, so its a creature!" as flawed and incorrect.

The definition of creature is:

Creature
A creature is an active participant in the story or world. This
includes player characters (PCs), nonplayer characters (NPCs),
and monsters

And when you are fighting a giant mech its very hard to dispute that it is not a participant in the story.

Without a pilot, a mech has NO actions. Therefore, it is not a creature. It has no volition of its own, and more than a enercycle does, and thus is not an ACTIVE participant. It is a VEHICLE.

Wayfinders

1 person marked this as a favorite.

Page 11, under Designing Mech Encounters, Experience subsection.

Wayfinders

2 people marked this as a favorite.

You have several threads all based on a single faulty premise. Since the foundation is faulty, all of the threads are faulty.

Wayfinders

They clearly state that mechs are treated as VEHICLES, which are not creatures.

Wayfinders

Page 13: A mech's initiative modifier is the lowest modifier of its operators (minimum 0), with the minimum increasing by 1 every 5 levels. So that would be saying that the mech itself rolls for initiative, with that applying to all mech actions.

Wayfinders

Pan wrote:
DeathQuaker wrote:
BigNorseWolf wrote:
Raia of Jabask wrote:

The leaked script sounds like "Screw the first seven movies" to me. A giant steaming pile that would pretty much only please fans of episode 8, and have no place in the Skywalker Saga.

As far as who Rey is, either John Williams is a psychic, or he influenced JJ's decision, or he was one of the few who knew the whole plan from the beginning.

Or process of elimination or Infantry barrage sharpshooting (that many geeks shooting at a target some of them are bound to hit it dead center)
What does this have to do with John Williams' score?
There is a scene with snoke in TFA that has palps turn Anakin music from the prequels going.

Actually, not that. Rey's theme. Pay attention to it in relation to Palpatine's.

Wayfinders

The leaked script sounds like "Screw the first seven movies" to me. A giant steaming pile that would pretty much only please fans of episode 8, and have no place in the Skywalker Saga.

As far as who Rey is, either John Williams is a psychic, or he influenced JJ's decision, or he was one of the few who knew the whole plan from the beginning.

Wayfinders

1 person marked this as a favorite.

The Trekkies are the ones who got us an Enterprise with no engines.

Wayfinders

Lethallin wrote:

You can take a 10 and burn a resolve to restore stamina points even if you're at full stamina. Usually isn't a point to it, but you still can do it.

You CAN cast Mystic Cute or Healing Touch on someone to restore hitpoints even if they're full.

You just can't use the Medic archetype's ability to turn it into Stamina.

Wayfinders 1/5 5/5

2 people marked this as a favorite.

Naiaj can only track so many logistical chains at once?

Wayfinders 1/5 5/5

All I want is a mobile Medbay. For when those silly frontliners stay in the fight too long.

Wayfinders

VampByDay wrote:
BigNorseWolf wrote:
VampByDay wrote:
BigNorseWolf wrote:

It's not your fault but it is the starfinder system.

But . . . you . . . I mean . . . THAT WAS MY ENTIRE POINT! I think it would be good if there were better options for damage at range. I . . . I can't . . . I just . . .

I wish New York was a more metropolitan state.

My home town has nothing but corn cows and walmart.
There should be more cities in the state.

Your characters aren't solidly built. They're badly built. I get that the envoy encourages a bad build , but your data point is way off. "theres no point in firing" s true... of pistols. Just like my home town may not represent new york state at its most urban. If you're looking for ranged damage

Your data point for ranged needs more damage is either off, or a mis stated PISTOLS need more damage. Pistols aren't the only category of ranged weapons.

Wow . . . just . . . wow. I mean . . . wow. So let . . . let me get this straight. Any envoy that doesn't invest in these specific two feats (weapon proficiency and versatile specialization) is a badly built envoy. I . . . wow. Good to know that me, and my friend, and my other friend with an envoy, Navasi and EVERY OTHER ENVOY I HAVE EVER PLAYED WITH (including the multiple envoys I've seen online) are bad builds. Guess we should all scrap those characters.

Only if you insist on measuring worth by damage throughput. Instead, look at everything the envoys can do, and those builds look just fine. Not everyone in the combat has to be acting like a DPR machine. Are you not firing solely because in your perception it's pointless? Or are you not firing because you have something more useful to do. As I noted, Raia rarely fires because she's more useful keeping others in the combat longer, or melee tanking when all of the @#$% soldiers are sharpshooters, so the Mystic doesn't end up in melee and die. On the rare occasion I do fire, it's pretty much bonus damage for the party if I hit.

Wayfinders

1 person marked this as a favorite.

As of COM, there is the category of punch guns, which are technically ranged weapons that specifically state that they do not provoke when used on an adjacent target (the only legal targets for them in the description and tables). Given the existence of this exception, unless a class ability or feat removes the aoo trigger, any ranged attack at an adjacent target will provoke.

Wayfinders

Metaphysician wrote:

Yippee!

I do hope it has some rules to help facilitate NPC ship operation in battle. Having run a couple ship fights, one of the biggest issues is that the NPC ship still has all the same action phases, and action decisions, as a PC ship. . . only instead of 3-6 players splitting the mental effort, its all on one GM.

Unless the only thing a GM ever runs is 'single big bad' combats, they always have to keep track of more things than a single player. Action phases actually let them focus on one set of tasks at a time.

Wayfinders

2 people marked this as a favorite.
Sauce987654321 wrote:
Opsylum wrote:
Sauce987654321 wrote:
I'm very curious how they are going to do atmospheric dogfighting with starships. I would imagine that it's a way to convert them from starship scale to creature scale so other creatures and vehicles can interact. If not, then I don't know how else they'll do it that'll add anything to the game.
I really hope they include some variant rules for giving starships and vehicles some room to interact. Apart from that, I mostly expect this to feature rules for environmental effects, like cloud cover, storms, gravitational effects, anti-air defence hazards, etc.
If it's basically just hazards, like you mentioned, I'm going to be soooo disappointed, haha.

The principle problem is one that West End addressed decades ago - the matter of scale. Think about that WW2 strafing run by a fighter, and how a single person can react to it. The one Vehicle/Starship combat I've seen felt right being done using modified chase rules. The ship (a fighter size creature) was basically too big for the vehicle to do any real damage, but they were able to affect it's ability to hit them. Realistically, Han can fire his blaster at a Lambda class shuttle all he wants, and he'll probably hit every time, but the shuttle pilot will ignore him. Or fire back, with a lower chance of hitting, but if he does, Han's vicinity is going to be pretty unpleasant.

Wayfinders

BigNorseWolf wrote:
Raia of Jabask wrote:


The Soldier and to a slightly lesser extent Mechanic and Solarian are the ones who focus on damage throughput. Operative and Envoy do damage (Operative) or heal (Envoy), while also boosting everyone else's to hit chances.

The hit chance is kinda meh, especially if you have an operative in your party (yes, operatives CAN apply things besides flat footed, to some enemies, with the expenditure of resources. Not sure they should though...) and can't get em and bluff em

** spoiler omitted **

Raia's primary job is battlefield medic, with appropriate class feature and feat choices. At higher levels, she's been burning through inspiring boost as soon as someone is down enough stamina to get full use of it, including any resolve I feel is warranted. By the time I've done that, people are into hit points or suffering conditions that I can relieve without the restrictions on Inspiring Boost. Unless there's a Vanguard around, it's pretty easy to keep doing something to be useful, without ever having to take a shot.

Wayfinders

HammerJack wrote:
Quote:
and to a slightly lesser extent Mechanic and Solarian
...what?

There are choices for Solarian that go more towards battlefield control than to raw damage. Most Solarians are damage machines, yes, but not all. And my armor solarian has been effective on occassion without directly attacking.

Wayfinders

Anyone who is focusing only on individual damage throughput as a way to be effective/fun is really missing something. My Envoy went through 8 levels while using approximately 1 battery worth of charges, without me feeling like I wasn't having fun, and without anyone else in her parties thinking she wasn't contributing.
The Soldier and to a slightly lesser extent Mechanic and Solarian are the ones who focus on damage throughput. Operative and Envoy do damage (Operative) or heal (Envoy), while also boosting everyone else's to hit chances. Technomancers provide some flexibility on energy types, without having to carry 16 bulk worth of weapons, and have that handy 'when it absolutely has to hit' capability. Haven't tried to build a mystic, or a non-playtest version of the three new classes, but people at my tables seem to be enjoying them.

Wayfinders 1/5 5/5

So, replays are a complicated issue in SFS. Scenarios with the repeatable tag (including a few to which it was applied retroactively) can be played any number of times with new characters. This includes the first book of most APs,though not Signal of Screams. There are also some faction boons that allow for limited forms of replay. Exoguardians have one that allows you to replay a scenario for each tier you have with them, but for almost nothing in the way of rewards. Second Seekers Jadnura will allow you to treat one scenario per faction tier as if it had the repeatable tag for that character, and there are Nova replays. There may be other ways, but those are the most likely ones to come up.

Basically, read the Society play guide.

Wayfinders 1/5 5/5

TheGoofyGE3K wrote:
Sorry, things seem to have gotten a bit off track. So was the answer months from now? That was the only one I saw in here

The answer is that Thursty is trying to get it done ASAP. How soon is possible is up in the air. The rest is all just speculation and argument about what is balanced enough to make the cut, colored by individual posters' biases.

Wayfinders 1/5 5/5

1 person marked this as a favorite.

And even with Thursty, as a Paizo employee, making sanctioning decisions as to what gets into Society play, he isn't making the decisions as to what goes into the rulebooks for the Starfinder game as a whole.

Wayfinders 1/5 5/5

2 people marked this as a favorite.

Since the hard cap at 18 for stats at start is a part of the intended rules for society play (including capping Steliferra at 14 strength to account for their ability to boost strength by 4), arrays would actually make compliance harder. And since your clearly stated intent is to circumvent that cap, your argument is a nonstarter.

Wayfinders

I'd say it also worth noting that a significant percentage of the scenarios do allow mission briefing, followed by purchases, and at least 24 hours before you get to the actual site. In that case, fusion seals are a viable choice.

Wayfinders 1/5 5/5

1 person marked this as a favorite.

I'm in Kingbrendarr's group A. At this point, our group is pretty much Starfinder only, with lots of other groups doing PF/PF2. We are taking our time going through the APs every other week, so running out of material is less of a problem for those of us that don't travel to cons, and frequently when we are at cons we are GMing a lot. Of the core 7, 5 of us GM at least occasionally. Our main issue is probably the geek sudoku to get our high levels going through everything when one of us needs to split off to run a second table, and to catch up after con season. The newer people are just starting to get out of the 1 to 4s with their primary characters, so things should get a little better in that regard soon.

The principle problem for the other two groups seems to be a matter of consistency. I went through Dead Suns book 1 with what I suspect is one of those two groups a year ago, and then that AP just disappeared.

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>