RustyHarlequin's page

11 posts. No reviews. No lists. No wishlists.




2 people marked this as a favorite.

In science fiction asteroid belts are generally shown as much denser than reality, however with the Diaspora we actually get a much closer match due to it being made up of two planets each roughly the size of our own Earth. Crunching the figures, and having the two original planets having close orbits rather than each other, gives me the following (for your amusement and possible use?):

The two asteroid fields are divided by only a small distance in stellar terms, with the gap only slightly emptier than the belts themselves. The density of each ring is some 2,083 times that of our own (which is only 4% the mass of Earth’s moon, with the moon being 1.2% the mass of Earth, therefore our own belts is 0.05% the mass of Earth). Each of the Diaspora’s belts however consist of the remains of a planet the size of our own, resulting in the much denser nature of the belts. Compared with our own which has roughly one asteroid (asteroids over the size of a yard across) per 1,737.5 square miles, those of the Diaspora have around one asteroid per 0.77 square miles…….

Which at the sub-light speeds of a standard vessel does indeed become hazardous (consider each hex in starship combat as being 6 miles across, a vessel travelling at speed 10 is effectively moving at around 10 miles per second or 36,000 mph)......


Whilst I love most of the rules, concepts etc to do with Starfinder two things have stuck out as....... 'issues'

1) Multiple habitable planets/moons within a single star system, from close in (all-be-it not overly hospitable) to far out, rather than spread over multiple systems.

Solution: I've ended up drawing up details for each of the habitable worlds but put them in neighbouring star systems, rejigging some of the script, where they each sit in the 'Goldilocks' spot in their respective star systems (or at least on its borders).

2) Solarians glowing orb above their head, essentially a big shoot me target and a good way to blow their cover if they try working undercover as all the bad guys realise that they could well be able to generate a weapon at will so can never be 'disarmed' - so trying to enter a nightclub results in "sorry sir but no weapons allowed".

Solution: The stellar energy they can tap is internal, but can be summoned out at will (allowing them to shield or weaponise themselves depending on their original choice), and when fighting and attuning themselves will indeed hover over them. Once unattuned it disappears again....
:-)


Well in 3.0 & 3.5 the Rogue really became a character worth playing, and able to stand with his more combative & spellcasting peers.

Pathfinder has made some interesting modifications and balances to a number of classes making them more playable, however - the Rogue had no real need for much if any changes. The Rogue Talents, as we've been finding seriously unbalance this otherwise stable class, a Rogue with the ability to cast 'True Strike' before making his Sneak attacks anyone?? able to gain combat Feats every two levels etc

:(

Long time Rogue player but no longer keen on continuing such due to inbalance.