Mogmurch

Sid De Squid's page

*** Pathfinder Society GM. Starfinder Society GM. 11 posts (14 including aliases). No reviews. No lists. No wishlists. 36 Organized Play characters. 1 alias.


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Sczarni 5/5

Hey Thursty quick question, for the Skitter Shot boon do you not get credit for your first run-through of Skitter Shot or all your run throughs of Skitter Shot? Like if I played it and then ran Skitter Shot would I get 2 boxes or none?

Sczarni

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Palidian wrote:

Hello hello all!

When Starfinder came out, my friends group was rather excited to play. Most of us prefer fantasy, but we enjoy some good Sci-Fi and a space-themed Pathfinder game seemed like the perfect route to go! We asked the resident Sci-Fi fan to GM, and he took to it with relish. He put 10+ hours of work into each session, and the characters were fun and had good chemistry. However, as of yesterday we stopped playing and are planning the switch back over to a Pathfinder AP. I thought I would share some of the reasons we stopped, as almost all of them are actual issues we had with the game, for anyone who's interested.

1.) Customization
This is the big one, and by far the most jarring difference between Pathfinder and Starfinder. In PF, there are a staggering number of options that help players tailor their character and gameplay to exactly what they have in mind. I realize that PF has been out much longer and has tons of material added later, however we found that it seemed like even the PF core rulebook just had more stuff in it. Starting off in vanilla PF, there are 11 classes to choose from, each with its own unique abilities. In SF, there are 7 classes. This trend continued throughout SF, with a shorter spell list, a replacement of archetypes with "themes" that offer little in the way of actual use and are more or less simple flavor. My group grew frustrated with the simple lack of choices to pick from.

2.) Mechanics
In SF, my group found that mechanics seemed to often fall into one of two categories: confusing or arbitrary. Many rules were written in strange ways that required several minutes of cross-referencing to figure out; for example, reading that grenades are thrown weapons, but they do not have the "thrown" special property, meaning that the section on "thrown weapons" does not apply to them but the section on "thrown ranged attacks" does. We got confused and cross-eyed many times trying to figure out simple things, and we are all experienced in PF, so we're no strangers to...

I noticed quite a few things wrong with this, like you saying that there's no archetypes... There are still archetypes... though not really lacklustre they're still there, and Themes replace traits not archetypes.

You're complaining about customisation? True it has less customisation than Pathfinder but Pathfinder has been out for at least a decade and has hundreds of books while Starfinder has been out for 6 months and has 2 books so of course Pathfinder has more customisation. Though the classes in Starfinder has much more customisation than classes in Pathfinder.

I've notcied alot of your complaints is that you dislike the fact that Starfinder is not Pathfinder in space and you lack the ability to grasp that they're two different games not the same game. An example is the thrown weapon complaint, of course it's not going to be the same as in Pathfinder as it is two seperate games, sure the two games share alot of similarities but they're still separate games.

My last rebutal is about resource tracking, in all honesty I've done more resource tracking in Pathfinder than Starfinder because in Pathfinder you're going to have a few wands, if you're a Ranger you're going to have at least a couple different types of arrows, if you're a Gunslinger you'll have many different types of bullets and then you have black powder and alchemical cartridges and that's just to name a couple of builds. In Starfinder there isn't that much resource tracking because of rechargeable batteries which makes resource tracking a whole lot easier.

I respect that you may not like Starfinder and prefer Pathfinder, but I had to point many flaws in your arguments. Make it easier on yourself and before complaining understand your complaints to be able to correctly defend your postition.

Sczarni 5/5

Since Scarab Sages is getting retired I have a quick question, there's a vanity called "the Risen" for the Scarab Sages which calls out if we have that vanity we can never leave the faction... so after the retirement of the faction do the Scarabs with "the Risen" also get retired?

Sczarni 5/5

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So what exactly is the reasoning for GMs not to be able to get points for the Alien Archive Boon? Because GMs who run more games than they play get the short end of the stick, because GMs are not getting any points wouldn't they just want to play and never GM except at cons? Sure GMs get slightly more opportuinty to get race boons but not that much more, and sure its great for the players but there has to be some incentive for GMs to run because the GMs by the actual scenarios not the players. In my opinion it'd be fair if GMs get points toward the Alien Archive Boon because they're buying the scenarios and actually running them.

Sczarni 5/5

Shaudius wrote:
Sid De Squid wrote:
So is the same discount going to be provided to ballistic weapons? Or is there no longer going to be game balance between battery powered weapons and ballistics?
Was there ever balance between these two options RAW?

True, but batteries costed more than bullets but since batteries are free recharge now they're an one time investment though you have to re-buy bullets.

Sczarni 5/5

2 people marked this as a favorite.

So is the same discount going to be provided to ballistic weapons? Or is there no longer going to be game balance between battery powered weapons and ballistics?

Sczarni 5/5

GeraintElberion thanks for moving this forum and also thanks for the advice, and also casting [evil] descriptor spells is not considered an evil act.

Sczarni 5/5

I've been trying to re-build my Undead Lord but most of the good necromancer classes are illegal so I decided to find out why these classes were illegal, since as far I could find there was nothing that directly violated the Society, and I discovered the reason why necromancers became illegal was because they were an "inconvenience" to paladins. Paladins claimed that a player with an undead follower invokes PvP because the Undead Lord's companion in evil the Paladin must attack the undead follower and thus invokes PvP, even though the Paladin attacks first its the necromancers' fault because the Paladin is the "good" character and doing they're job by killing ALL evil beings. Also the reason the Paladin can't just walk away from the necromancer's undead is because even though the player knows that the necro's undead is harmless to the players they say their character doesn't know this, basically just being complete a$+&%!#s, so if these jackass paladins use this logic in everything they must attack clerics of evil gods and any other P.C. with a evil aura because they're paladins don't know that all Society members are non-evil, because that's meta-knowledge, the Society should illegalize all P.C.s with an evil aura because of that logic because its an inconvenience on paladins. But the Society won't because then there would be an even problem on their hands then its worth. So in conclusion the necromancer classes/archetypes should be made legal since the only reason they were made illegal in the first place as because they were an inconvenience on paladins, but in my opinion its the paladins that are the bigger inconvenience but whatever, but yeah there's no actual issues that should make a necromancer illegal except the fact that its an inconvenience to paladins.

Sczarni

I got a name "Mogelf" or "Elfmurch"

Sczarni

How do you pronounce Melf?

Sczarni

Is there any Female names here? I'm making an elf charter.