The box is looking great, however I have a question. Will this product be using the full PFS2 ruleset or a limited ruleset like previous products?
I have just prepared to run it tomorrow and honestly, one of the smoothes preps I have had in PFS2 thus far.
Most things are well explained and there are some really good ideas in there as far as presentation and reprinting of CRB rules are concerned.
Shard cove feels like it is missing a bit of information, like how many of the refugees can swim, or dare to do so and in which direction you swim. I would not be surprised to see players swimming ahead to clear the area first.
Lau Bannenberg wrote:
You are welcome ^^ I wonder if it costs extra to do some telepathic interface so you can change the color/light up the frequency to send a signal... or attune it to the beat at a rave.
Or implant hard light projectors, so you can switch between different styles of fangs and colors ^^
Mike Bramnik wrote:
Right now the options for low-level items are pretty limited, though I suspect that the boon is the real reward.
I would not be surprised if that spell required the player to designate that general area as one of their home regions, so this one could have some value
Flipping through the scenarios, there are just not a lot of options to fill that box and putting in the scroll at least prevents it from staying empty.
I am not entirely certain that unlocking the scroll actually makes the spell available for those casters, but I would have to do some research.
Actually I wanted to request something, could we please get properly cut versions of the maps in the scenarios, they usually are a bit bigger (I heard that these might be the versions sent to the printer to deal with color bleeding etc.) but that also means that if I want to just extract the map and use it online (roll20 in this case), the maps made from map pack parts and flip -tiles are almost impossible to use properly.
Gary Bush wrote:
It is certainly an option, in one game I played, the players had a lot of fun viewing the scenario through the lens of an obviously wrong recall knowledge check ^^I am pretty happy that those GMs that feel that the secret checks worsen their game do not have to deal with them most of the time, while still having the option as a fallback should they need it.
I have been toying with this idea for quite some time, maybe it will help the discussion.
Since we generally do not ask players when/how they have assigned feats or skills, the PFS2 model does not quite work, so I would suggest the following.
Make a snapshot of the current character, then start rebuilding the character from scratch. After you are done, pay an amount of Fame/other limited currently for each change.
Different Feat X points
This way you would still have an incentive to stay relatively close to your original character, but you could fix some minor mistakes.
Blake's Tiger wrote:
In PFS2 you are way more likely to see that with secret rolls, some GMs just let players roll the vast majority of them (with the general understanding that no-one is expected to metagame, it works pretty well for me thus far, but I can always suspend it if players require it) and there are a couple of other issues.
In general, this edition seems to want to give more power into the hands of individual GMs, and while that is sometimes challenging, it seems to be part of the core philosophy in some areas.
Honestly, I am just happy that we ended up getting a list of monster types and recall knowledge checks in the end.
Blake's Tiger wrote:
I think the task level is covered in the guide, though using different skills and I suspect much higher DCs is not. Of course, that would be an actual change, the difference between the two ways to deal with critical hits is honestly not huge. I don't have a huge horse in this race, but it felt like the rule is a balancing act:
Some players really enjoy rolling a lot of dice and adding them together, while others would rather minimize this aspect and thus prefer to double a result.
I would not be surprised if adding up all the various numbers might not be easier for some math-challenged players, I have seen all sorts over the years, some are pretty damn quick adding up 10+ dice but get slow when they to multiply things.
And also Marked for Death...
I think it is just a normal rule and not an optional one, and with so many "GM might allow this" situation in PF2, you are boing to have some level of table variation when it comes to things like this.
Frankly speaking, the only things that are optional or alternative (that I can recall right now) are the voluntary flaws on page 26 are allowed and that the alternative method of rolling for ability scores are not used.
The current version of the guide does not seem to include the word optional.
Quick Trick kinda removes the only weakness of the class (not being able to do a trick attack if you are staggered) and as written it still allowed you to move and attack as a standard action. That might have been too much.
Personally not having Quick Trick, makes Marked for Death slightly less oppressive.
Zalibraxis, Dragonbot wrote:
Good point, personally I think that some level of augmentations could also solve the issue since Archaic reduces damage by a set amount, it would be reasonable to find a good level for an augmentation that does something like implanting super dense bones from some alien creature or something similar.
I suspect that the free money was not the problem here, but that the Personal Retainer is something that SFS usually does differently via hireling.
Well I reported the feedback from the playtest, but the language did not change significantly, having an entire party use the same energy type (in this case it ended up as acid) really showcased how bonkers that version of the ability would be.
Zalibraxis, Dragonbot wrote:
So basically you would want something like a "ring of hard knocks" that allow your unarmed strike damage to deal lethal damage and not counts as archaic?
So you would prefer a rebuild option that allowed you to take the natural weapon alternate racial on page 28 of SCOM?
The Biohackers Genetics inhibitor apparently needs a big clarification before people get excited and start injecting liquid magnesium into people so they take 150% damage from lasers.
I hope we get that one, and a couple of others as soon as possible. It was pretty silly when one of my playtest players used this option with that particular interpretation of the effects.
I am looking forward to hearing some reviews about this one, but I fear that I am really not the target audience for this product, though if it lets people that otherwise could not enjoy the hobby do so, more power to them.
Even potentially giving Amazon more money or data than they already have would not be a dealbreaker, (though as a European, I am not thrilled about the deal they made with Luxemburg) and have bought audiobooks on Audible yesterday.
Actually, that might be my request, can we get some proper Starfinder audiobooks? Some of the Pathfinder audiobooks were so amazing that I ended up buying somewhere I had already read the novel years ago.
Tommi Ketonen wrote:
Should the birds and other critters hit the canvas automatically? The rules on attacking objects only deals with damage dealt to them, there's no mention of AC in there or in the rules, nor there's a mention if you can crit an object.
Not having good rules to attack objects is a system-level problem, but I agree, that it is a problem for the scenario. I went with an automatic hit and no chance for a critical effect.
1. The transport via starship is an issue and one that I would not ask the GM to ignore.
2. As others have mentioned your GM might not be super familiar with the relevant rules, so I would suggest warning that person ahead of time, and/or ideally bringing some amazing handouts. GMs already have to prepare anything from the scenario, and being forced to incorporate another set of rules players bring to the table, might convince them that offering public tables was a mistake.
3. Scenarios are usually not written with the assumption that you will bring a vehicle, just like many encounters do not assume that the group will start the fight from sniper rifle range.
Gary Bush wrote:
A forum post would be enough, together with a short Email to all the RVCs, though considering how busy they are, I won't really request anything.Of we are honest, a free playtest or doing some encounters from the AP should produce enough viable data.
What I expect from the org play crowd is to give feedback on how they would like those characters to be able to perform in withing the constraints of a scenario etc.
"The way this ability is written makes it a really bad fit for org play and this tiny tweak would change that" or "In my lodge players are big fans of X, and that could totally work for the class with a slight change".