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Pathfinder Starfinder Roleplaying Game Subscriber. 4 posts. No reviews. No lists. No wishlists.


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Pathfinder Starfinder Roleplaying Game Subscriber
Davelozzi wrote:

On page 11, in te description for area A2, the text states that a trap “triggers the first time a PC steps on one of the marked squares”, but on the map, it does not appear that any squares are marked as far as I can tell. Is there any clarification available?

The trap locations are in the hallway labeled a3 what should be labeled a2 instead of have two a3’s in the map. My logic is players exit the elevator on far left under “a2” room, hear the robots in a1. Then hear the advertising coming from the a2 hallway (mislabeled a3) then proceed that way around the map. Weird oversight that the a2 room is empty.


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Pathfinder Starfinder Roleplaying Game Subscriber

Just interrupting to share a thought. What if aim was limited to unwieldy weapons, unless you could flank the opponent (draw a line from your base straight through to an ally’s base ranged or not). This keeps the idea of a sniper and give the player agency based on the battle field of which gun to use. More hallway fights use a sniper, more open fights out flank your opponent’s to get the aim damage bonus more than once a turn.


Pathfinder Starfinder Roleplaying Game Subscriber
AestheticDialectic wrote:
I think it should be assumed that range combat is the default in Starfinder and thus ranged combat should just match melee damage numbers and this can be addressed simply by making guns in this game match melee weapons in PF2E. Then the occasional melee class instead gets tech to deal with the ranged combatants. Maybe the solarian can do something like biotic charge from mass effect using mechanics like the laughing shadow magus focus power. One example. I also really like the idea of taking cover giving off guard to angles not providing cover. It feels intuitive, and encourages finding ways to get a better angle on enemies and move out of compromising positions

As I am doubtful that they will add a facing type of system to the game, reworking the aim action for the operative could encourage this type of game play. Now I may be way off but here’s my thoughts. Note I don’t know the system throughly enough to know if this is a terrible idea or not.

Aim (one action)

CONCENTRATE OPERATIVE
Requirements You’re wielding a weapon that doesn’t have the area trait

You take careful aim at a single creature that you are aware of, designating them as your mark.
You gain a +1 circumstance bonus to hit your mark. At 17th lvl this bonus increase to +2

5th or 7th lvl Marked for death (2 action)

CONCENTRATE OPERATIVE
Requirements You’re wielding a weapon that doesn’t have the area trait

You find a weak spot on your mark. Make a strike against a foe applying the bonus to hit from aim. If you hit apply your weapons critical specialization to the attack if your foe is not benefiting from cover(may have to include fatal and other effects to make this more appealing but I feel it really captures a sniper feel). Your weapon gains the unwieldy trait until the beginning of your next turn. At 11th lvl your double your bonus to hit from aim.

This would also let any operative use a melee weapon with aim leaving the striker with out a level one ability. To me it feels a bit off that the aim ability is locked to ranged weapons.


Pathfinder Starfinder Roleplaying Game Subscriber
Ectar wrote:


Two changes I'd like to see for the operative:
1.) Auto-scaling of the specialization skill. Possibly in lieu of the free skill feat at 3,7,15. I think the raw numbers increase is a better indication of the operative's abilities than the skill feat.
Granted, the skill feats actually ARE early access to something that could be obtained a bit later by other specializations, but they just aren't that cool, imo.

2.) A unique, not specifically combat-related, ability somewhat early on. I'm thinking like the 4-6 range. Could be something baked into the base specialization or, I think more likely, actual class feats with a specialization as a prereq. Just something the specialization can get that helps them stand out. Especially...

Great points Ectar, building off them:

1) Hypothetically an operative could avoid increasing his specialization skill and possibly run out of trained feats (although this would be a silly situation).
I also agree that increasing the skill is better than the skill feats.

2) Instead of the 7th lvl ability it could be a bonus class feat locked to the parent specialization, but can be chosen by any at the higher lvl. Add in a couple more specialization themed feats at 12 & 18 now the specializations have a stronger impact. Also it would give each specialization a capstone class feat or two. This could potentially help round out the striker considerably as it seems in the most need of assistance.