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Thank you - indeed. Cut/Paste from the rulebook is certainly great! I'm likely just going a bit blind and didn't see the keyword RANKS when I parsed the text.


Additionally, it would be kinda cool if not just the ranks for some of the operator skills transferred over. Is not the mech an extension of the operator(s)? HMMM???


I may be missing this in the tech revolution text, but how are operator skills added for consideration? Ranks or Actual Skill points? And if known, why?

Thanks.


Rules do not seem to readily address recharging a drone. Any advice on rules for this? Party is getting ready to go into the wild jungles of Castrovel aaaaannnd...how does the drone operate?


Rules do not seem to readily address recharging a drone. Any advice on rules for this? Party is getting ready to go into the wild jungles of Castrovel aaaaannnd...how does the drone operate?


Garretmander wrote:

The 'creative' way is to slam the PCs with hot weather fort saves to try and force them into using enviro protections.

Note however,that starfinder diseases and poisons like the spores are possibly the deadliest thing in the system.So be careful to avoid your PCs falling into the death spiral off a single bad fort save.

Just reading more on Fort saves in Heat Dangers. I think that might be a workable solution in some aspect. - Now to figure out how to work this in the game. I think its very doable, especially since the major encounter is on day 3 and 4 and tight budget of environmental protections and recharging of suits would be critical. Tis going to be interesting for sure. Thanks for the advice.

Game on!


Garretmander wrote:
That adventure in particular takes several days of trekking with high heat, poisons, etc. The idea is that your players only have so many days of environmental protections, and that they need to use them sparingly. This may or may not actually matter in the end depending on what they purchase.

That is a good point. I think and what I'm seeing in other posts is that players will generally activate environmental protections on their respective suits when in areas where they would seem to need it. And while even a level 1 suit has 24 hours of protection before needing charge, it only has to be used in 1 hour increments. So players would have them up when they are moving about. Allowing potentially 3 days of use before really having any potential (in game) for peril.

I guess it just seems rather anti-climatic to have some pretty cool things going on in the jungle with spores and the like, but not really impacting the party as it seems rather easy to remain protected.

I guess I'm seeking a creative way (that I can't seem to latch on to at the moment) to work around some of this without directly saying the spores are magic and environmental protections don't work - seems like a cop-out and cheezy.


I'm starting as a generally new GM to the Starfinder realm and am having some difficulty understanding how best to game the inhaled poison thing. In the second AP for Dead Suns the party will come across some of this in the jungles of Castrovel and as the entire party has some sort of armor with environmental protections...it seems a bit moot to have this as a potential obstacle in the game.

Wondering how other GM's may have tackled this and looking for some genuine advice. Thanks


I'm starting as a generally new GM to the Starfinder realm and am having some difficulty understanding how best to game the inhaled poison thing. In the second AP for Dead Suns the party will come across some of this in the jungles of Castrovel and as the entire party has some sort of armor with environmental protections...it seems a bit moot to have this as a potential obstacle in the game.

Wondering how other GM's may have tackled this and looking for some genuine advice. Thanks.


A high ability modifier is necessary to keep a SU ability that affects things on a save relevant, yes. The DC would cap out at 20 for an ability score of 10, or 29 if it's based on your absolute best ability score with personal upgrades.

So - the DC is not for the special ability to go off per-se but is the DC of the SAVE against the effect of the SU? Or both? It would seem that the ability to produce the effect should at least get easier as the character levels up, and as they become more proficient at use of that ability the SAVE against it would necessarily go up?

Thanks for taking the time to respond.


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"The DC of a supernatural ability is typically equal to 10 + half
the level of the creature using it + the creature’s relevant ability
score modifier, as detailed in the ability’s description."

Does this mean that as a character levels up the roll to have a SU ability may be out-paced by the character level unless the character keeps the required ability modifier also moving up? (I know that may have been worded very oddly - let me splane?)

At level 1 the DC is 10+0+Ability Mod (let's assume +1) = 11
At level 2 the DC is 10+1+Ability Mod (again assume +1) = 12

Seems like every other level the DC would go up by one UNLESS the player does something to help bump the ability modifier? And, thus the SU ability would become increasingly more difficult to achieve as the character gets proverbially better by leveling up?

Please help my confusion, or clear up my misconceptions.

Thanks - sincerely noob
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