Something I would LOVE to see with Mech Combat (but also something I know I don't have the skill to do): a version of the Training Interface Modules as seen in the Starship Operations Manual, but for Mechs instead. For those who don't know what they are: In short: "A training interface module (or TIM) is an advanced computer combat simulator that enables a starship’s officer to apply their own training and expertise in starship combat. Each TIM is programmed to interface with both a specific class feature or feat as well as with a crew role; " https://www.aonsrd.com/Starship_OtherSystems.aspx?ItemName=Training%20Inter face%20Module&Family=None It just seems natural that such a thing would exists for Mechs as well (particularly the ones that can 'Transform.....and Roll Out ^_^) into Starships themselves. A quick glance shows that some Class Special Abilities can probably used with Mecha with no modification, particularly some of the Soldier Fighting Styles. Far as I know, though, there is nothing to allow a Weapon Solarian to apply the benefits he receives from a Weapon Crystal to Mecha attacks (probably the very first thing I would want if I were playing a Solarian Mecha Pilot).
John Mangrum wrote:
The Interactive Maps are a big bonus to those who use a VTT, or simply a big TV screen they can put virtual counters on ^_^
I don't have any problems with what I have read (so far), but there seems to be an obvious connection that can made between the 'Death Cult Monks' and the 'Eye of Entropy' cultist from "Horizons of the Vast". If/When I run this adventure, I'll make the 'Death Monks' actual followers of the "Eye of Entropy", maybe even make the Mystic, Sister Baraga, a Third Eye Mystic Connection.
Can't recall if I commented on this before, so apologies if its a repeat: While I'm looking forward to this supplement, I can't help but think about something similar in another Sci-Fi RPG: Traveller. A few years back, the then stagnant Traveller setting was 're-vamped' with a sourcebook that cast the setting into a post-apocalypse. An intelligent virus knows as simply "Virus" had gotten loose, spread through the galaxy by ships (and wi-fi when 'in system'), causing all computer-connected tech to fail, bringing the galaxy to its knees. This revamping did NOT go over well with Traveller players, and sales plummeted. I think, if they had presented it as just a one-shot Setting Option, it would have been accepted better, but from that point on, 'Canon' Traveller was in the Post Virus universe. Later on the game was re-booted yet again, this time ignoring Virus, and restoring things to status quo, more or less. I don't think Drift Crisis will be the 'canon' setting going forward, at least I hope not for those of us who liked the universe as it was (I want to come up with something that destroys the universe, not have it forced on me.....now, where can I find some rules for those Octopus Headed Brain Suckers? ^_^)
I can also remember "Traveller: The New Era" by Game Designer's Workshop. They decided to shake up the setting by introducing "Virus", an intelligent program that caused the collapse of galactic civilization by making any computer equipment dangerous to use (the more complex, the more 'intelligent' Virus would become in it, and of course it had a 'Kill All Humans' attitude, more or less ^_^). While it was an interesting new setting, it turned off a lot of old time players (like myself) and didn't really seem to capture the imagination of new players. So the next iteration (Mark Millar's Traveller) did away with the concept and continued as if it never happened. That being said, I think people were upset because they made a drastic change to a setting that has been around almost as long as Dungeons and Dragons itself (often thought of as the 'First Science-Fiction RPG', and certainly was to me). If this book is only a 'Campaign Option', and not the Canon for the setting from that point on, I can more easily accept it (I could even see a Witchwarper somehow causing the players to shift to another reality where this happened, and the players working to get back to 'reality', perhaps with a warning of what could happen). As usual, though, I will certainly pick up the .pdf file when its available, if only for the character/gear options. Leon Aquilla wrote:
Cellion wrote:
Over at the Starfinder Reddit page, someone came up with what seems, at first glance, to be a pretty good rewrite of the Starship Combat Rules: https://www.reddit.com/r/starfinder_rpg/comments/iyrsob/starships_revised_u pdate/?utm_source=BD&utm_medium=Search&utm_name=Bing&utm_conten %2520t=PSR1How useful it is depends on the viewer, though. For example, he does away with ship facing, and initiative goes from Highest to Lowest, as in standard combat. Also, using these rules may call for rewriting all the starships presented in the various Adventure Paths, if you want it all to be consistent.
https://youtu.be/o3dcDxt-YyE A teaser trailer for an upcoming Netflix movie called "Space Sweepers", which seems to be about a crew of a small ship going about making claims on space junk to make money, and one of their 'claims' has something special.....and very dangerous.....onboard. I couldn't help but think of the 'Fly Free or Die' adventure path when I saw this, which has the same " simple people making their way through the galaxy" theme ^_^
Well, I'm an old 'Traveller' Grognard, so I kind of like systems like this in my Sci-Fi RPGs ^_^ However, if you were to use any such system in a way that grants the players actual money, I could see how it could easily break the system. One thing I would do, if I were to modify this system to use actual Credits, is to also introduce many and various means of draining away credits earned (Docking Fees, Fuel Fees, Ship Repair and Maintainance.....bribes ^_^, etc.). These systems are really good for those who like to play 'Papers and Paychecks' style of gaming (again, you could do this solo in 'Traveller', and could probably do so with this system as well)
To me, this is a good idea, but only if you are someone who has a large flatscreen you can use as a 'gaming table' (best way to put your figures on it). The maps have a 'Map Tag Off' function and a 'Grid Off Function'.
I read quick through this first in the Fly Free or Die AP, and I do like it. However, I don't know if I'll pick up any of the rest of it (I'm not subscribed). From the read through, its a pretty good 'One Shot' adventure to introduce players to the game, then launch from there on your own, unique adventures (or other APs if you wish). Also, they include rules so that players can fly from planet to planet engaging in Trading and Speculation (something which was a fun part of the old 'Traveller' game to me ^_^). I have long been planning on introducing such a concept into Starfinder, reskinning such a system from the old (very) 'Gazeteer' books for Basic Edition Dungeons and Dragons put out so long ago (but still one of the best systems for such I have ever seen):
This isn't really a 'serious' post, but I just had to make it anyway ^_^ Is anyone else out there watching "Star Trek: Lower Decks"? Personally, I really enjoy it (and, in my opinion, its the only good 'New Trek' to date). Anyway, in Episode 4, entitled "Moist Vessel", the crew encounter a 'Generation Ship', but its crew/colonist died due to a malfunction long ago. However, onboard the ship is a substance I'm calling 'Liquid Genesis', since it can re-order 'inorganic' matter into simple life (plants and the like), which was intended to help reseed a new world. The superficial similarities between this episode and "Waking the Worldseed" are interesting, and I love the idea of 'Liquid Genesis'. Also, how many of us players often end up being less like Captain Picard and crew, and more like Captain Zap Brannigan and his cohorts? ^_^
Metaphysician wrote: *blink* In what way is Starfinder *not* meant to emulate 'anime style role playing'? For that matter, where did you even get the idea that 'anime style role playing' is even a thing that actually exists? The anime medium encompasses pretty much every genre, style, and tone imaginable. Only an incredibly broad general purpose RPG system would be capable of handling games based on, say. . . Cowboy Bebop, Macross, Planetes, and Ghost in the Shell. You can certainly do 'anime style' role playing with Starfinder, but just as some games specifically focus on the 'Fantasy Genre' like Pathfinder, there are some that strongly focus on emulating the most popular tropes of Anime, with the one that first comes to my mind being "Big Eyes, Small Mouth": https://www.drivethrurpg.com/product/365/Big-Eyes-Small-Mouth-Revised-Secon d-Edition?manufacturers_id=1&filters=0_2140_0_0_0 I'm not saying that I want to switch to a full on anime style rpg, but just incorporate one element (and a somewhat silly element at that ^_^) into Starfinder.
Okay, I know Starfinder isn't meant to emulate 'Anime' style of role playing, but I recently saw a bit on youtube with the title "Crouching Moron, HIdden Badass", and I couldn't help but think of how you could create a character like this in the game. Of course you could just create any character you want and play him as such, but a part of me likes having actual 'crunch' in the character (rules modifications) that allow/reward the player for picking a character with this concept. The closest I have been able to find is a 3rd party supplement called "Star Log.EM-080: Isekai Characters" (not certain what the rules are here about linking to 3rd party producers, but the name should be enough for you to find it yourself). Its essentially a 'concept on the tin' product, if you know what a "Isekai Character" is: A concept from anime where a 'real world' character suddenly finds himself through various means thrust into a world that's like whatever Fanboy product he has been consuming (comics, anime, and yes, RPGs ^_^). I could see using these rules, but dispensing with the outward Isekai concept. Play him as a doofus who just happens to have extraordinary luck when it comes to what he does (so of course his alignment is probably Chaotic Neutral ^_^) Anyone else have any ideas on how to add the 'crunch' to play such a character (maybe feats, archetypes, etc.)?
The Ragi wrote:
Same here. Pretty much the entire reason I got the Dreamscarred products was to emulate Dark Sun in Pathfinder. I particularly liked the Vitalist class, which allowed for non-divine powered healer. Add the kineticist from Occult Adventures (to take the place of Elemental Clerics), and you can completely remove the 'Divine Power Source', one of the key elements of the background of Dark Sun.
I don't want to sound negative in this response. I hope that his family situation improves. However, it has been nearly 3 years now since this was first proposed, with nothing other than a couple of works in progress postings. I personally wouldn't mind giving all the Kickstarter backers a 'incomplete' version of the rules set, kind of like how Paizo gave everyone a free .pdf copy of their Pathfinder 2 Playtest rules (in the same way, we could give pointers for the final version). I personally plan on using the rules set within the Azlanti Star Empire. giving them access to a 'powers set' that is unknown (and thus confusing) to the people of the Pact Worlds (remember, the original Ioun Stones were connected to Psionic powers in the 1st and 2nd editions [and maybe 3rd edition, I can't recall]).
Well, one of my favorite monsters from the old D20 Modern system was the 'Star Doppleganger', which was pretty much John Carpenter's version of "The Thing (from another world)" ^_^
It has a Lovecraftian feel, without truly being a Mythos entity (frankly, one of the things I didn't like about the 'Strange Aeons' adventure path was its very close association with the Cthulhu Mythos). Of course it will take some work to convert it to Pathfinder stats, but not too much. The hard part will be how to emulate it taking someone else's place, without the other player's knowing (easy to do for NPCs). There was a Ravenloft adventure about Dopplegangers ("Hour of the Knife") dealt with PCs being replaced harshly: If a PC was ever in a situation where they were alone with a Doppleganger, they were automatically assumed to be killed and replaced (but this was originally a tournament adventure, so nobody was losing long standing characters themselves).
Agan, thanks for the replies, I appreciate it ^_^ @EldonGuyre : Yes, this n'gathu looks like something I could use (maybe even combining it with the 'Mutation' rules from Chaositech ^_^). Although it shouldn't be too hard to do myself with copy/paste, I do wish one .pdf could be made with all the Kytons created for Pathfinder in one easy to find resource (and I'm also the d20PFSRD has a page with them all as well). On a not totally unconnected note: For those of us who still love and use those 'Tentacle Faced Brain Eaters', there is a feat tree in "Complete Psionic" called 'Illithid Heritage Feats', which can be turned into a Corruption with a little work (mostly adding 'Stains' to each feat, and making it a full Gift that way).
EldonGuyre wrote:
Thanks for the reply ^_^ Malhavoc Press was one of my favorite 3rd party producers back in the day, and I have the Chaositech .pdf. I suppose I could modify those rules into a 'corruption' of sorts. I'm afraid the link you provided give me a 'page not found' error.
I've did a search here and at Reddit. A similar question was asked when Horror Adventures came out, but there doesn't seem to be any rules like this. I was wondering if anyone out there knows of any rules to represent the character slowly becoming a Kyton-like being (personally, I've always seen Kytons as the 'Cenobites' from the movie/Book series "Hellraiser"). Officially, the closest thing I have found is the 'Shadowbound' corruption, but that doesn't represent the modification of the flesh that you see with Kytons. There is a 3rd party product that has the 'Voidspawn' corruption, but it comes off more as a chracter devolving to a 'cthulhu' like tentacled monstrosity. If anybody knows of any such rules, I would appreciate the help (I may try to come up with my own rules for such, but I such at rules modifictions myself).
I picked up the actual book for Starfinder, as well as the PDFs for all the other rule books. While it does look interesting, I have to admit I was looking for something that would let me use my VAST catalogue of Pathfinder material (particularly the Bestiaries) in a setting that uses the 'Baseline Pathfinder' rules (including Action Economy, and everything else, no matter how many problems it might have when compared to the more streamlined Starfinder). Although I don't know if I'll ever contribute to this thread, I may eventually pull out some of the better options from Starfinder and just convert them to Pathfinder (less work than going the other way).
I'll be keeping an eye out for something like that as well. I guess I've just been playing/buying Pathfinder for so long, I want my Sci-Fi rules to be closer to basic Pathfinder. That being said, it doesn't seem like it would be too hard, since Starfinder has some basic rules for converting monsters from Pathfinder to Starfinder, so going the other way seems like a no brainer.
I'm not sure where else to ask this, and this is the first result in an 'Alien Archive' search in "Starfinder General Discussion", so.... I just got the Alien Archive myself, and it looks great ^_^ Matter of fact, I wouldn't mind using some of the critters in a 'baseline' Pathfinder game. So I was wondering: Does anyone out there know of any guidelines for converting Starfinder Critters to Pathfinder? I know the base Starfinder rules have some guidelines for going from Pathfinder to Starfinder, but I don't know how well they work going the other way (haven't really played a game yet, but I plan on playing a one shot soon with some friends, just to test the system).
Actually, after seeing "Alien Archive" for the first time, I'm wondering about the reverse: I would love to use some of these critters in a 'baseline' Pathfinder game ^_^ The Archive doesn't offer any suggestions itself, but it probably won't be to hard to do myself, although I'll ask elsewhere here to see if anyone else has any guidelines.
As I've said elsewhere, even if I don't use all the rules/setting as printed, the starship construction/combat rules are excellent, and can pretty much be pulled out of Starfinder and used in the old D20 Modern/Future rules with little to no changes, depending on how much you want either rules system to adhere to the other.
Vidmaster7 wrote:
You know what they say: "If it isn't one Damned Thing, its Another" ^_^
quibblemuch wrote: ....There is only one plausible explanation: Automobiles are sentient aliens, the harbingers of an invasion wherein we destroy ourselves. Ahem.... ^_^: https://horrorpedia.com/2014/09/17/the-cars-that-ate-paris-1974-australian- comedy-horror-film-overview-plot-reviews-dvd/ Oh, man; why did you have to reactivate the neurons I have that recalled this particular piece of schlock? ^_^
Well, for me:
I'm an 'Old School' D20 system guy (although I've been playing RPGs since the 'Red Box D&D", or more appropriately for this thread, "Traveller Black Box" rules ^_^). I'm not sure if I'll use these rules completely as is, but if I ever start up a Modern/Sci-Fi D20 game, I will certainly use elements from this (particularly the Starship Rules, as the old D20 Modern/Future system really lacked in this department). To be true, anything I run will most certainly be a hodge-podge of stuff stuff from D20 Modern/Future, Pathfinder, and Starfinder.
I see I'm piping in on a conversation that's 5 years old now, but..... I just discovered this, and it looks like a nice and useful document, so a big "Thanks!" for it ^_^ However, if I were to use Slenderman, I would probably power him down some, and make him a high-level servant of a Big Bad rather than the Big Bad himself (maybe in service to one of the true Lovecraftian Horrors, like Nyaralthotep [sp]). Also, seeing as he has a 'modern' origin, I would use him in a 'Modern Horror' game, and with both Occult Adventures, Horror Adventures, and soon Starfinder out, that should be easier than ever now.
Zelgadas Greyward wrote:
Oh, I did, not long after I made that post here :-)
Chemlak wrote:
Although its probably already been mentioned in some of the replies above, the very concept reminds me of the infamous "Book of Erotic Fantasy". I do recall that that book actually did treat the subject with maturity (I particularly liked how they described how each Alignment would possibly treat sexual situations). That being said, it was the first "Big" book to take on this subject, and it caused a bit of an uproar (made TSR change their 3rd Party Content policies; and as I recall some 'rumors' that one of the writers of the book was the head of his own 'cult' 0_0) I'll probably pick it up when it comes out, but I doubt I will ever use any of its content for any game I run (but than I can say that for a LOT of the stuff I buy from Paizo itself [DAMN, but you make a lot of content!! ^_^)
Distant Scholar wrote:
I may wait for a few reviews of the product before I pick it up then. Again, what I would like is just the 'base' set of rules that can be used for any Sci-Fi setting, whether its the "Hard Science Fiction" of "2001", to the campy Space Fantasy of "Battle Beyond The Stars" (What? You thought I was going to mention that other franchise? This one had "John Boy" in it, Dammit!! ^_^) You can argue that Pathfinder is a good set of 'basic' rules for a Medieval Fantasy setting, and with all the books out now you can really fine tune it to your likings (changing the magic system for example, or even injecting High Tech into the setting). I'm hoping that Starfinder will do the same for 'generic science-fiction' (just saw the premier of Season 2 of "The Expanse", and I wouldn't mind setting a short campaign in that universe ^_^)
I don't know where else to put this comment, so I'll put it here: While the whole "Golarion in the Far Future" concept does sound interesting, what I would like from Starfinder is more of a "Basic" rules set for making your own sci-fi adventures. I know I'm going to get a lot of "Boos" for this, but I for the most part did like D20 Modern. It gave you a basic rules set for playing 'Modern' era games, then put out various supplements for settings based in the Historical Past to nearly any Sci-Fi setting you could think of. They even did their own vesion of the Fantasy-meets-Modern-World concept with "Urban Arcanna", which the base setting of Starfinder reminds me of. I will be buying "Starfinder", in hopes that it will give me that update of "D20 Modern" I've always wanted (i.e., Modern/Sci-Fi Pathfinder Rules), but I'm not sure if I will be using their "Elves in Space" concept (and I always have my old "d20 Modern" books to fall back on for inspiration, in necessary ^_^) I'll add more, after reading some of the comments above:
Whereas I am looking forward to it as well, a part of the 'Old Crotchety Gamer' in me feels kind of resistant. Don't get me wrong, I love Pathfinder and its rules system. I've even bought a couple of .pdf modern/sci-fi conversions of the rules at the various online gaming stores (but was not quite happy with any of them). Once I commit to a system, though, it usually takes a LOT of effort for me to change. When 3.5 came out, I didn't buy any of the books for that system, preferring to stick with 3.0 (well, except for the Expanded Psionics Handbook, since I'm a big goob for that rules set ^_^). I finally switched from 3.0 to Pathfinder as my base 'fantasy' rules set. Still, though, I prefer the D20 Modern rules set for my Modern/Sci-Fi rules (they even did a version of the Star Wars setting that was more or less compatible with D20 Modern). Although it would take a bit of work on my part, I could reasonably adapt the Modern rules to Pathfinder. However, like I was tryingn to do with Ravenloft, Pathfinder will probably do it much better with StarFinder (as they did with Horror Adventures). So yes, I'll probably break down and buy the main rulebook when it comes out, but not pump as much money into that rules set as I have with Pathfinder (although if they come up with good starship construction rules [ala the old Traveller game]], I'll probably pick up that).
Although the monsters section was necessarily short, it was a good start. As I mentioned before, we finally have Pathfinder stats for the 'Alien' ^_^ A long while back, in the d20 Modern rules, I remember seeing stats for another iconic movie monster, "The Thing (from Another World)", although they called it the "Star Doppleganger". It shouldn't be to hard to convert this critter to Pathfinder (something I may well tackle myself soon):
Just found this myself on a lark, but it looks like soon we will have 'official' rules for Ravenloft in Pathfinder, in the form of the Horror Adventures rulebook, which will be out later this year (STILL too long for me, though ^_^): http://paizo.com/products/btpy9jcx?Pathfinder-Roleplaying-Game-Horror-Adven tures-Hardcover
VM mercenario wrote:
The book seems to be pretty comprehensive, and I may use it in my Modern Horror campaign I plan on running (after the Horror book comes out later this year). However, I think I may power down Slender himself, while I do agree he is a bad ass villain that should be a challenge to players, putting him near the power levels of the Great Old Ones is a bit too much for me. I'll probably tweak him to be around Cr 15 or so.
Very late to this discussion, having only just recently picked up the first book in this adventure path at the local Books A Million, but I have a couple of off the wall thoughts I thought I would share: Would it be WAY too geeky of me to combine elements of this Adventure Path with another Sci-Fi game I really enjoyed: The Mass Effect Trilogy? :-) See, my thoughts are that what if the ship that originally crashed in Numeria wasn't a 'Colony Ship', but one of the "Harbinger Class" Reapers from the Mass Effect Trilogy? This could mean that ALL the technology used by the citizens of that land derives from a device with the intent of wiping out all 'technologically' advanced life! Maybe it did somehow fall through a wormhole and ended up in the Golarion Universe, where it did in fact encounter the Dominion of the Black and engaged them in combat, eventually losing and crash landing on this world. Maybe all this time its been changing its 'directives', maybe this time to destroy all life that uses arcane/divine 'technology' instead? Among other things, this would mean that most, if not all of the rulers of Numeria have been/are being 'Indoctrinated' into the Reaper's new way of thinking, and PCs who spend a lot of time around the technology run the risk of it as well. I know, this would require heavy re-writes of Numeria as well as probably a LOT of this adventure path, but it seemed like a cool idea to me ^_^
Frankly, the thing I would most be interested in is some kind of 'guide' to creating your own homebrew hybrid classes. What I mean is like a level-by-level guide that says something like "Pick X ability from class One", etc. To be specific, I would like something that combines the Cleric class with the Kineticist class from "Occult Adventures" There may be something like that out there somewhere, but as of yet I haven't found anything. Anyone else have any pointers/clues to where to go?
I've done several checks through the various rules FAQ threads, but I can't seem to find an answer to this probably simple question: When it comes to Variant Multiclassing and spell casting classes as the secondary class, how do you handle the spell progression of that class? Is the spell progression somehow limited, or does the character receive the same spells per level for his total class level? I may have missed it, but I can't seem to find any answer in the Pathfinder Unchained rules themselves.
I hope I will be forgiven for asking this basic question about Pathfinder Unchained Multiclassing, but it was the closest thread I could find (and a quick search didn't seem to have an answer): When it comes to Unchained Multiclassing and Spell Casting classes as the 'secondary' class, how do you go about their spell progression? Does the 'secondary class' gain spells as normal for that class, or at a staggered/reduced rate (again, I couldn't seem to find a clarification in the rules themselves). I'm asking here because I am likewise curious about how Occult Adventures Variant Multiclassing would be handled, but good suggestions have already been given, so thanks to all! ^_^
Okay, after giving some of the rules a quick look-see, I'm going to give my initial, rambling thoughts. Note that this is from the viewpoint of a 'rules dabbler', I couldn't tell you how to make a maximized build of any character class to save my life, I just trust that when I make a character the rules will work due to the thousands of people who playtested them before I ever got to see them :-) That being said, of course I like the book. I can't see any complaints I might have about any of the new character classes, and my initial thought that they wouldn't work in a 'standard' fantasy campaign seem to be unfounded (although of course I think these classes are more fit in an Occult/Gothic Horror style campaign). I would even say that some of the rules owe just a little bit to Psionics rules (whether 3.5 Edition or Dreamscarred Press' version). The Psychic's 'Phrenic Pool' somewhat resembles a Psion's Power Point Pool (although I think some other PF class uses a similar system). There is even a Magus Archetype that is practically the Psionic Soul Knife :-) I also like the some of the rules expansions; I think I could even port the 'Psychic Combat' rules to Psionics with very little effort (and probably better than the previous Malhavok Press "Mindscapes" version I was using, at least at first glance). Unless I missed something, I would have like to have seen them incorporate the Alchemist class more fully into this book (he just seems to fit so well, particularly with some of the mutational abilities a alchemist can get [Edward Hyde, anyone? ^_^]). All in all I like the book and may actually pick up the hardback version for my collection. As I have said before, though, I plan on using it to recreate the "Mask of The Red Death" campaign setting, so I have some fun tweaking of rules ahead of me (have to check and see if anyone has done a good port over of the "Fear/Horror/Madness" checks, as well as some of the cooler parts of the Ravenloft rules :-)) |