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Tryn wrote:
For this class abilities I would deny any offensive use of it (using this offensive wasn't clearly the intent of the designer, otherwise you wouldn't have the "no weapon" part in the description^^).

How do you "deny any offensive use"?

PC: "I create a washing machine."
GM: "Ok. It's created."
PC: "I push it through the window."
GM: "That's an offensive use, so I deny it."
PC: "Ok... What happens in-game?"
GM: "...Your character goes back in time and the spell doesn't work."


ograx wrote:

So would something like not learning a non-essential piece of information count as an adverse effect?

What about spotting traps using search? Is that an automatic 20 as well if it is out of combat?

You can keep searching even when you think you got it right at first try, so yes, you can take 20 on searching.

It's less useful to keep searching for a trap when you've already stepped on it, so you can't take 20 unless rolling a 1 would not make you fall on the trap.

Just replace "I take 20" with :
PC: "I roll. 13"
GM: "this happens."
PC: "Ok. I try again. 1"
GM: "this other thing happens."
PC: "Ok. I try one more time. 16"
etc, an arbitrary amount of times until you roll a 20.

So, in the case of a trap it doesn't work, because it would be:
PC: "I search for traps. 13"
GM: "You find nothing."
PC: "I search again. 1"
GM: You step on a trap and electrocute yourself for 2d6 damage."


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Tryn wrote:
Why does people always try to trick/break the system...

How else could we have gotten from Chainmail to Pathfinder?


I've also always imagined they have internal batteries and connect to charging stations.
In my mind, searching the charging station to alter it in some way, to defeat a robot without a fight is the SF equivalent of poisoning the Orc's well and coming back the next day to loot the corpses.


Cellion wrote:
Technological items is a category defined by the CRB in a table that lists all the available tech items. Other books have explicitly added other tech items.

That interpretation isn't sustainable. Multiple instances of "Tecnological item" in the crb and aa apply to all kinds of items absent from the list.

Can engineering repair a fridge? Can Detect Tech detect a microwave? Can Discharge disrup a wrist watch?


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I feel "fabricate tech" is the new "wall of iron" in the amount of shenanigans it allows.

Improvised weaponry:
The magic hack can't create weapons, but it can create a fire extinguisher, for example, which could easily be used as an improvised weapon.

Springs:
There's no limit to creating traps that require an external force to be loaded. So one could create a bear trap and set it up, as long as it's used within the time limit.

Potential energy:
The technomancer can create a 100 pound item and drop it from some height. It's hard to imagine the damage that would be done by 2000ft of Adamantine alloy cable line dropped from a starship hovering a few miles above ground.

Materials and pieces:
The hack doesn't specify material. An industrial drill comes with a tungsten drillhead. It has 1.7 the density of lead. A tungsten rod is a powerful item to play with.

Magnets:
Lots of industrial machinery use large neodymium magnets. Even at a fraction of 100 pounds, a magnet that large is a scary item.

Mix and match:
Case 1: The technomancer opens a window sees his target coming, six second later he pushes over the edge a 100 pound tungsten industrial drill head.

Case 2: The technomancer, escaping pursuers, goes around a corner and creates a human sized spring loaded rat trap.

Case 3: The technomancer sees enemies down a sloped corridor. An industrial mining-cart steel-serrated-wheel, rolls down and over them.


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Are there plans to make a Starfinder version of the PF metal dice set?
(pretty please?)


HWalsh wrote:

In order to do this a character would have to start with the following array

20, 12, 13, 10, 10, 10 - If Human
20, 12, 12, 11, 10, 8 - If not.

"You can divide these points up however you want, but you can’t make any individual score higher than 18. (Later on, as you level up and gain ability-boosting gear, your ability scores may rise above 18, but 18 is the highest value any character can start out with."


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Porridge wrote:
TLDR: As a rule of thumb, it looks like it’s worth using automatic fire with an automatic weapon, instead of a full attack with an equivalent non-automatic weapons, when there are 4+ targets

That post right there is the main reason I bought SF without much care.

I need to get back into a community when rules questions aren't answered by "It's narrative", "The GM decides", "Rules are just guidelines"; but by math.
I need to not feel alone when questioning a system.
I need to know that if problems are found and raised, there are good designers on the other side that understand and acknowledge that it's not ok to have flaws in the system and that the problems will be dealt with. [edit: talking about starship combat there, not automatic fire, which I have no reason to contend as of my current understanding].