David knott 242 wrote:
Yeah, but every spells that allow metagaming to circumvent the problem is just bad design imo.
The way I read it, Litany of Wrath and Aura of Faith both requires your allies to be Good-Aligned for it to work. Considering that my usual party are mostly always bordeline murderhobos CN (With me as the LG holding them on a leash), why are there spells that work in such a way that you require two precise alignments for them to work? (Evil on enemy, Good on ally)
David knott 242 wrote:
Oh shit you're right. I'm a Goblin Paladin of Iomedae. Then this debacle comes to a close. Flickmace just costs too many feats to be worth it for me.
Colette Brunel wrote: Can you not select Unconventional Weaponry for a flickmace? What difference is there between Adopted Ancestry (Gnome Weapon Familiarity) and Adopted Ancestry (Unconventional Weaponry (Flickmace))? Unless you meant why I don't take it at lvl 7? In that case I just might, but I'm still reviewing my options. Taking it would mean having reach vs not having more HP, initiative, etc. Quote: Untrained Improvisation, since that comes fully online at 7th, unless you have another plan for +Level to untrained. I already have quite a lot of skills for a Champion, the rest are covered quite nicely by our Rogue.
Aservan wrote:
That's what I thought, but I wanted to make sure. Thanks.
It says that you need to have the spell in your spell list to cast it, and that you need to be able to "cast a spell". By spell list, does this mean just having the spell in your school of magic? Does not knowing the spell itself affects anything at all? For example, if a Bard wanted to cast "False Life" with a wand, does he need to have that spell in his "known spells" list?
Kyrone wrote:
Yeah, I thought about switching Canny to Incredible once I reached lvl 11. What else would I go for at lvl 7 then? Incredible Ini instead?
I'm torn between the two for my level 3 Feat. Canny Acumen (Perception) on one side will help my Initiative, and overall bad perception checks, while Adopted Ancestry (Gnome Weapon Familiarity) will let me access the Gnome Flickmace, which is a pretty awesome weapon. Considering that I'm a Paladin (of Iomedae), which choice should I go for? Both seems really good, and I'm positive that I would take the other afterwards at lvl 6. I'm overthinking it, I know.
Loreguard wrote: In this case you are seeing that a shield could likely absorb some 10-25 damage over some 20 rounds without even getting damaged, and perhaps 15-30 with a small risk of getting broken. Such a fighter could likely withstand another 20 rounds of that, before risk of shield being broken from critical hits becomes more significant, as well as damage from secondary attacks potentially mounts up to their being injured enough to need to retreat. And then you pull out another shield.
While the 4 HP looks nice on paper and on low-level Characters, it feels like Charhide might be the overall best option defensively. While making a defensive character such as a Champion, is it preferable to take Charhide over Unbreakable? The 4hp looks like a noob trap in the long run, while Fire resist looks to be a very good resist to have overall. PS: Also, does Fire resistance work against Persistent Fire damage?
shroudb wrote:
I'm still torn on the idea of archetyping. I love the options, but Aura of Courage is really strong. Here's my idea for now: Build as Tanky as possible, getting the shield feats starting lvl6 and up. Still put points into Charisma to make it into an Intimidation monster with Demoralize (and the skill feats associated with it) If I have a Rogue in my party: Make it a Goblin with Goblin Scuttle to allow him to get easier Flanks with me (Another reaction lol).
I'm starting to see it. The problem is see is mainly in the early levels, you feel so restricted in the options (feats) you have, there's always one feat that is better than the others in every tree until lvl 6, where you finally have to make a decision for your character. Lvl1 you have no choice to take the Reaction upgrade. You need to keep that LoH handy in case an ally drops, so no Deity's domain for you. Lvl2 Either Divine Grace or Oath, nothing very impressive anyway. Lvl4 Aura of Courage. No choice here, it's by far the best feat at this level. I'm not fond of the new focus system. Sure, it's more healing over the course of a day compared to before, but I preferred having more options in battle rather than a ''Need to keep for resurrect'' Lay on Hands that you can only use once per fight until lvl 6 (which delays your tanking capabilities if you do take the extra focus point.) Until you unlock more reactions per turn, I still feel the class is under-performing.
Deadmanwalking wrote: I think Champion is very strong. Their 'mystical' stuff has been toned back a tad (though you still get a lot of it), but their martial stuff is on par with Fighters in many ways. That's really good and powerful. I'd like an example of that, because Fighters looks insanely stronger with a lot more options every levels (Also they reach Legendary Weapon prof, while Champions reach Legendary Armor instead.)
Deadmanwalking wrote:
I agree with CHA being a bad stat, but it's what made paladins, paladins you know. Now that I can just put everything into STR and CON and make it into a beat stick feels like I should make a Fighter instead (Which is a lot stronger, and has a ton more options in his feats). I want Champions to be good, but they feel underwhelming compared to the other classes. I'm still not sold.
Vexies wrote:
Yeah, they usually have more problems when tackling multiple enemies with 1 boss. I did add a bunch of Void Zombies with the Garraggakal and I was able to down one of them until they got lucky and crit him twice in a row (Didn't even get to drain life :D ). The encounter that I killed a player was the Wraith+Void Zombies (I just packed them into one fight) where the operative decided to face tank all the zombies. With the wraith coming in and out of the tight tunnels, and their frontline blocking the way and unable to damage the wraith because of KAC weapons. I don't really mind having to custom create every encounters, I guess I'm just a bit worried because half of them are veterans, and the other half are pretty new. They are at the moldstorm now, 3 of them are affected by the Ksarik disease. I was thinking of skipping the Maddened beast to add more exp to the Stargazer encounter. For the sniper I thought about going full Tucker's Kobold on them, with pitfalls and traps and other annoying stuff like this.
Garretmander wrote:
Yeah, it would make sense. I did think about giving it more actions but multiple turns per round would be great actually. I'll just need to be fair and not bash on the same player twice in a row. It wouldn't fix the "blow it up with Supercharged out the ass" but it would give me manoeuverability around the field to place my creature in cover or behind soft covers.
Luke Spencer wrote:
I have to be careful about increasing the number of ennemies since it leads to something very deadly: Boredom. Having to manage 8 players+creatures leaves you very little time to actually play your characters, and in some games it lead to cellphone browsing (which I absolutely hate), which is why I can't just double the number of enemies every time. I like the Tucker's Kobolds, but I am still very new to Starfinder so my knowledge and options are still blurry on making the most out of every characters I have. Wingblaze wrote:
We are a "If I die, I die" kind of group, so there's no problems on that point. It also helps the new guys to cycle through different playstyles and learn from their mistakes. They know me, I'm a Dark Souls kind of GM, and they expect to die every time, which is all good as long as everyone is happy. Playing the Dead Suns AP is pretty soft compared to what I usually do, and my players are aware of that. Its also fine, because we have 4 completely new players to the tabletop genre. But GMing for 8 players is hard. Any regular NPC in the AP is a complete wimp, and doubling the number hasn't done anything but prolong fights.
SirShua wrote:
Well I actually only boosted their KAC and EAC by 1 CR to prevent those situations, but I upgraded its HP by 1 CR above to compensate being hit more. But they deal so much damage in a turn with 2 techno casting supercharged that it's pretty much irrelevant. 2 Monsters instead would change nothing to that (I still want to keep the lvling up to par with the story, although I'm starting to think if it's such a good idea since I have to balance every encounter anyway.
Hey all. I've been GMing a game for 8 players, and although the beginning was a little rough around the edges (killed 1 player so far), since they became lvl 4 they have been cruising through every encounters easily, even when I manually upgrade the encounters based on Alien Archive arrays. We are at book 2, and they just blasted through a CR7 Ksarik in 2 turns like it was nothing using Supercharged and pewpews. I understand that 8 players gives them a massive advantage when fighting singular monsters (even upgraded for a better challenge), but I didn't want to just double the amount of creatures in every encounters, because it would still be incredibly easy for them (I mean, most of the encounters deal 1d6+8 or so damage at best, which is laughable when you have an Envoy and a Mystic healing everything easily.) Their next encounter is at the Stargazer, I'm not sure what to do. I want them to have a challenge, and it's not fun for me if they plow through everything like it's nothing.
So I've asked on the rules sections and realized there wasn't any rules concerning riding a Dragonkin even though they talk about it in multiple instances. I have 2 players that wants to make a Dragonkin-Rider duo, and I want to make it as fair as possible for them without making them broken OP, but I'm not sure how to do it. I'll admit that mounted combat was never a thing when I was playing Pathfinder, DnD or SW, so my knowledge is pretty bad there. -How should the penalties be for the Dragonkin? He's the one moving around with someone on his back, surely this would affect his AC, Reflex, Fly ability (Average on Dragonkin)? -Should it be an armor upgrade slot for a saddle? -The Dragonkin wants to be a Solarian, and since they usually do AoE damage, should it affect the Rider as well? (Supernova, Corona, etc) I'd say yes and it doesn't really matter much since the Rider is gonna be a Summerborn Ryphorian anyway. -Rider wants to make a Mystic, should spellcasting be affected when riding? -Should I invent a feat for the Rider to be able to ride? -What can the rider do in the "Ride a Creature" from the survival skill section? Since his mount is a PC, I'd imagine he wouldn't be able to control its movements? -If he melee attacks, does he uses any of the 4 squares that the Dragon takes to determine his Threatening range? I'd say yes. There's more to ask I guess, but I want to start there and develop something more consistent.
HammerJack wrote: But basically, there aren't rules to actually support this. There are barely mounted combat rules at all, before introducing a mount that is a character, so you'll need to improvise. Yeah, that's what I was afraid of. I'm not that good in creating fair homerules in that regard. I'll go to homebrew next and see what I can do. Thanks.
Hey all, I have 2 players that want to make a Dragonkin-Dragonrider duo, and I was wondering how it worked. The rules on riding doesn't seem to tell how flying and the Dragonkin is affected by having a rider on him. So here are a few questions: -How is the Dragonkin affected by having a mount? Does he lose AC, Reflex or anything at all? -Can he still fly with Average mobility as if he had nothing on his back? -How is the Rider affected? AC, Ref, Spell, etc. How can he make a charge attack (with a Pike for example) if the only way to move is when the DKin moves? -Are attack of opportunities calculated the same way? One for the DKin and one for the Rider? -I imagine everything AoE hit both regardless? What I mean by that is if my AoE hits only one square where the DKin is, it still hits the rider. Their idea was to ride around casting spells, while the Dragon hits people from above with his 15ft reach.
Hey all, I have 2 players that want to make a Dragonkin-Dragonrider duo, and I was wondering how it worked. The rules on riding doesn't seem to tell how flying and the Dragonkin is affected by having a rider on him. So here are a few questions: -How is the Dragonkin affected by having a mount? Does he lose AC, Reflex or anything at all? -Can he still fly with Average mobility as if he had nothing on his back? -How is the Rider affected? AC, Ref, Spell, etc. How can he make a charge attack (with a Pike for example) if the only way to move is when the DKin moves? -Are attack of opportunities calculated the same way? One for the DKin and one for the Rider? -I imagine everything AoE hit both regardless? What I mean by that is if my AoE hits only one square where the DKin is, it still hits the rider. Their idea was to ride around casting spells, while the Dragon hits people from above with his 15ft reach.
Hey all, So one of my players wants to make a Muscle Mystic (I cast FIST!) and the idea is to use the Healer's connection to go and Steal Life while healing the team around him. I love the idea and wanted to make sure everything fits. RACE: Vesk
STR: 14
Feat: Weapon Focus (Unarmed) He wants to play the long game by reaching 18 in STR CON and WIS at lvl 10, and take a level in SOLDIER along the way for the Blitz and proficiencies bonus. DEX 13 is for Mobility to unlock other feats (I'm not sure where he's going with this TBH). He wants to get both Versatile feats and for his ranged weapon go with a Starknife (Thrown Weapon) with Called fusion. I wanted to know: can he uses Cleave with Steal Life(Su)? The way the skill is written, it requires a melee attack against EAC, but it's obviously not a regular melee attack that could cleave around.
The Ragi wrote:
The class grafts seems like a great idea actually, I could put in some kind of harder thug, like a squad boss, without just doubling every encounters numbers. I also like the starship idea, at first I was going to give them 2 shuttles, and maybe send 2 androids after them instead, but upgrading the enemy ship would be a better alternative. Only problem is that I've never used this starship system before, so i hope I won't overpower them too hard. What bothers me the most would be the Garaggakal fight. Doubling it would be useless since they can simply focus them one at a time, and with 8 players they will drop fast. I thought about adding a few Void Zombies with it (or Akatas) to round it up, but I've heard people had problems with this fight as 4 PCs lvl2 vs 1 Gara. Benchak the Nightstalker wrote:
I can't. The way our group of friend is made, they want to play together, and if I were to split the odd ones in the group, it would be a group of 6 and a group of 2.
Hey all. I'll be returning as a GM after a couple years off, and to get back on track I'll be using Dead Suns AP. Problem is, I have 8 players. Everyone that I thought would choke when I proposed to play Starfinder didn't, and since Dead Suns is made with 4 players in mind, I'm stuck wondering how I could balance the encounters. On my 8 players, 4 of them are completely new to tabletop rpgs, so I want them to have fun while being presented with a challenge. I'm not sure if I'll keep all of them with time, but for the moment I was trying to balance the encounters up until the Garaggakal. I don't want to just double everything; even the boss aren't gonna be much of a problem if there are 2 of them if my PCs focus them one at a time. I'm also wondering how to distribute rewards for everyone. I know 8 players is a lot, I'm expecting to lose a few over the adventure, but for the moment I'm concentrating on balancing the encounters/ rewards. I've tried asking Reddit to no avail: Everyone is telling me to not do it. I'm still set on doing it nonetheless; until I'm comfortable with the setting and storytelling and regain my old GM skills I just want to follow a story and not rack my brain over a homebrew setting. |