Considering I don't expect to see any colossal-sized player characters any time soon, I suspect they'll deal however much damage is appropriate for the creature's challenge rating.
Also, considering that a colossal-sized club isn't a player-useable item... I wouldn't feel too bad about upping it's damage to whatever feels about right.
If the object in question isn't on the floor but on a table-hight thing along the route of the charge or is sticking up out of the ground I'd let it count as 'drawing a weapon as part of moving' or I might let a player make a sleight of hand check to do it as part of a charge. But yeah, rules as written, Ciaran has it correct I think.
Do keep in mind that while using UPB's is a fast and simple way to build things, I don't think it's been stated that it's the most efficiënt. I wouldn't be too surprised if it turned out that it's far cheaper to build things in a more 'conventional' way than by using UPB's, but that it's just not feasable to do so outside of large-scale manufacturing operations. This'd also handilly explain why it's impossible for players to make a profit turning UPB's into consumer goods at all. It's just an inherently inefficiënt process.
Not saying that's how it is, but it's something that sprang to mind and makes a lot of sense to me personally. YMMV.
I always worry (probably irrationally) about what to do about trans representation in various kinds of fictional settings. Whenever I decide I won't make it a big deal for a character to be trans in a given setting, I worry I'm marginalising the problems that they face in real life, especially when something technological or mystical handwaves the physical changes away. That does kind of imply that all their problems would go away if only the change wasn't as difficult as it is, even though the biggest problems are caused by people being just... the worst.
And when trying to invoke the problems they have in real-life nowadays, I worry I'm misrepresenting something I can't fully understand from an outsider position.
I should note that I don't tend to extend that kind of scruteny to anyone else's work, when reading, watching or playing something someone else made I'm generally fine so long as they're not being dicks about the whole thing.
While I've used trans as an example here, this extends to a lot of maligned social groupings in society and how to fit them into games. I try not to be a dick about things and be open to people telling me when I'm messing up somewhere.
I'd love to hear some other people's takes on this.
The most difficulty I've had with 'queer' things in a game I've run (as a straight male I should add) had to do with a genderfluid character one of my PC's had as a contact.
I was running stars without number for a group of friends and we ended up on our group's soldier's home planet. She wanted to meet up with an old army buddy, who she told me was a genderneutral person (excuse me if I get any of the terminology wrong, I promise it's not out of any form of malice). I'm not the best roleplayer and I'm not terribly experienced with those kinds of people, so it wasn't especially easy to run that in a beleaveable way without running afoul of stupid cliche's or the like. It ended up working out pretty allright, the player was satisfied that the 'challenge' she'd thrown my way (her phrasing) had gone down fairly well. And in the end, even though I'd been quite stressed about doing that 'right' at the time, I'm glad I got to do it and that it went down well with my group.
I guess my takeaway from the incident was to try and distance myself from stereotypes as much as possible and (big shock) try to think of the character as a person seperate of whatever labels where attached. Not the easiest thing in the world when npc building for me usually starts with slapping a few labels together and then filling in gaps and smoothing off edges where needed.
Donno if this'll help anyone, but it seemed relevant and I felt like sharing.
You generally want two weapons available per gunner, don't you? So you can't fire a gun more than once per phase, but there is an action that lets a gunner fire two guns at a penalty, if memory serves. So that's why you have a big, impressive gun on a turret and some cheaper ones scattered around the hull.
Also, its nice to have a gun to spare so when your engineer or science officer feel like they have nothing better to do, they can shimmey over to one and pew pew a bit.
Things have changed since Advanced Dungeons & Dragons.
And thank frick for that, we live in (mostly) better times for it. No-one needs Thac0, floral shirts, satanic scares, disco or, you know, crippling social inequality. (granted, don't think we truely got rid of even one of those, but at least there's markedly less of them).
Another piece of media that involves something realy close to an exocortex mechanic is Aldnoah Zero. It's a mech anime where in the second season the main character ends up with a computer in his head due to plot reasons. They at points go into how he can actually make parts of his brain that he isn't conciously using at the time available to the 'A.I.' that lives in that analytical engine, as they call it. 's pretty cool stuff.
And yeah, don't worry too much about what the book sais, if you want your exocortex to be able to talk, I don't see a problem with that so long as you're not trying to leverage it into gameplay benefits. Jarvis in the marvel cinematic universe susposedly wasn't truely self-aware untill he became vision, but that didn't stop him from talking to people.
To try and keep this ball rolling, becouse I like this kind of thread, I'm going to have a stab at the cast of voltron: Legendary defender.
Kiro: Human eldritch knight soldier with the mercenary or spacefarer theme
I initially was tempted to label him as a solarian, but given how he doesn't do anything particularly supernatural or mystical beyond having his cybernetic hand glow, eldritch knight soldier ended up feeling better. Mercenary is a reference to his gladiator days, while spacefarer goes a bit further back to when he was involved in manned spaceflight alongside Pidge's brother and dad.
Keith: Human blitz soldier with the ace pilot theme OR Human ghost operative.
One of the two likely picks for best fighter in the main cast, soldier just seems right for him, and blitz moreso as he uses a sword almost exclusively. Ace pilot theme becouse he's also likely the most capable pilot initially, and that is a big part of his early characterisation.
Alternatively, he could be an operative who uses a particularly long knife to trick attack with, given how he gets sneakier later. Soldier definately feels more right to me though.
Lance: Human sharpshooter soldier with the ace pilot theme
He went to the same school Keith went to to study basically the same thing, so them sharing a class and theme makes a lot of sense to me. Sharpshooter becouse he uses a longarm and later takes to calling himself the team's sharpshooter.
Pidge: Human drone mechanic with the scholar theme OR Human hacker operative with the scholar theme
Pidge is definately a techie of some sort, and technomancer doesn't feel quite right here considering the setting. After the drone goes away though, there's lots of sneaking and hacking done, so I'm torn.
Hunk: Human envoy with scholar theme
Easilly the most diplomatic person on the team with the only real contender being Allura, envoy feels right for this big lug. He read the threads saying it'd be a good pick to go with an unwieldy weapon when you're an envoy and whent right for that. Diplomacy and Engineering would be his most prominent skills, and profession: chef.
Allura: Altean star shaman mystic Xenoseeker OR Altean technomancer with the xenoseeker theme
As the only person doing much of any mystical stuff on the show, shaman feels like a good fit, though you could easilly argue technomancer aswell, given how much of said mysticism involves tech to enhance the effect. Xenoseeker becouse she seems utterly fascinated with every alien species she finds.
Edit: Damnit, sniped =p
Hm... tricky. Envoy is the skillmonkey-est of the lot, so you could have them take care of engineering / science officer, switching roles as needed. Solarian takes captain, mystic goes star shaman and pilots, soldier goes gunner
Alternatively, envoy goes captian, mystic invests in science/engineer, solarian and soldier both max pilot and determine between themselves who flies the ship
Or overlord mystic captains, envoy skillmonkeys, solarian and soldier determine who flies and who shoots between themselves.
decidedly sub-optimal, but as a GM it should be perfectly do-able to adapt to that I'd think.
I can't say much for some of the things you've asked, but here's what I can tell you from what I know:
Deadly aim generally isn't worth it, the math's been done, and it practically never gives you a dps increase, so probably best to skip it
When it comes to hacking, the technomancer may have more dice than you, but you can do it at range due to exocortex, so you can actually do stuff like.. hacking a machine in operation during a fight, like making an opponent's vehicle crash or making a construct do something you want. Your technomancer can only realy accomplish that with spells, while you can do that just by forgoing your exocortex bonusses for a round or two.
For stabilising the mystic, just keep some healing serums around, probably a better bet than getting connection inkling for it.
Heavy weapons are a nice damage boost over longarms, so if you do go with them, you might want to ditch longarms entirely and carry a blast heavy weapon and one you can hit single targets with. If you're using boost most of the time, you might not even care about it being unwieldy.
Took me a while to realise the first world was pathfinder's version of the feywild. Took a trip down to wikisville, and that seems to suggest the first world maps (or at least mapped) roughly to golrion, and given how it's specifically mentioned to be 'out of time' compared to the other planes, that might be the closest to visiting golrion we can get at present. Something to think on, maybe.
Beyond that, I'd say 'every planet gets its own first world' sounds about reasonable. The idea that the laws of physics might randomly apply differently seems fun to play around with. 'Yeah, the speed of light is much lower here, so the range increments on any laser weapon are now absolutely terrible and aiming at distant things is nigh-on impossible. Good luck with that!'
I'm an IT person, not a hacker by any streach, but far closer to it than most people get. Group hacking would probably look a lot like any group research. Maybe one is searching the web for information to use to unlock user accounts, another might be looking around for programs on the computer with known vulnerabilities that can be used as a method of entry, using some external device to read through whatever data they can access that way that'd help other attempts, running a password cracker on several different user accounts, using some social engineering to find information they couldn't get some other way. While they all have ranks in computer, in real life that could refer to various different specialisations within that range, and by working in tandem and sharing whatever they uncover they can each be more effective than any would've been on their own.
Is there a specific reason why the people who launched that ship figured they'd need to include a living ecosystem of plants and animals with their statues and robots? Becouse that doesn't seem particularly helpfull to me.
Beyond that, interesting premise. Not entirely sold on the andriod forgetting flesh to stone as a result on the gap though, becouse people's skills are specifically mentioned to not be affected, they just no longer knew how they got them. More likely the android simply doesn't remember these statues where people once.
Something I want to add that I found after I got my book and started planning to run games and such, is that the community over on these here forums is also a major boon to the game itself. They're active, generally friendly, and if you have a question, chances are someone'll be willing to help you out with it. Not something inherent to the system per se, but it definately helps.
I've given this some thought myself, and a conclusion I came to is that it can work reasonably okay if you let players take certain crew actions for eachother. Say you have a technomancer who'd have been your science officer on your shared ship normally, allow them to take the shield balancing action on any one fighter in their squadron. With how minor crew actions seem to work, he can still take minor actions to both glide and shoot once at a penalty while doing that. The same principles can apply to the engineer and captain, meaning people only need to take their own piloting and gunnery checks.
mike roper wrote:
I don't know one to two more blows to the face sounds good to me
Agreed, 10 easilly-recoverable effective hit points isn't bad. Spread out over the day that can easilly turn out to be 30 ish points of damage extra you can take without eating dirt. Not saying it's required per se, but that doesn't seem meaningless to me.
People seem to be equating 'allowing players to ready an action in response to something they can clearly anticipate happening in the next few moments' and 'allowing players to spend every single standard action they have outside of combat on negating the quick-draw feat'. Personally, I'd call bull**** on that second one specifically becouse no-one's focus is sharp enough that they can keep alert for every single waking moment.
Rysky the Dark Solarion wrote:
Gotta agree with Rysky here. Why wouldn't someone be allowed to be actively looking out for trouble and react accordingly?
Rysky the Dark Solarion wrote:
Here's the thing though: assuming the readied action doesn't interrupt the spell, why would you bother preparing an action to maybe shoot them if you can definately shoot them right now? Possibly even more than once? The 'ol shadowrunner 'geek the mage' principle still applies. The only time I can see this working, is a group of folks going 'I ready an action to shoot the first guy who casts a spell' in situations where you're 1) worried about a spell being cast at you and 2) don't know wich of these space murderhobos is a caster.
You know, it does strike me that Eox whould put some effort in to secure its vessels against the vacuum of space if their soldiers where hurt by it. Even if the rules don't explicitly state it, I think it's safe to assume that RaI is that they don't suffer much, if at all.
... Fair point. A human might be able to fit themselves into a yoksi designed space, but put a large-sized creature in that position, and they're just hopelessly out-scaled.
Also, taking a guarded step away from you no longer makes them safe. That might be quite relevant.
At that point though, I'd rather be the bone trooper, as that necrohive's going to spend the rest of eternity floating randomly in the middle of absolutely nowhere. Not an especially appealing fate.
My reading of that rule is that you can't use 'fabricate arms' to create grenades, missiles or specifically grenade arrows, becouse those'd break the game's economy something fierce and make the ability prooobably way the hell too powerfull. That said, I'd assume any normal weapon you make with 'fabricate arms' comes fully loaded with whatever ammo it normally takes. Its not explicitly stated, but it'd be pretty dumb if it didn't.
Having read through most of this thread, there's something I feel the need to point out about any check made in opposition to a creature. I don't have any direct experience with starfinder (yet), but I've played enough d&d to know that that CR=level monster isn't going to perform to stats on its own, becouse the party will dogpile it. More times than not, a CR 10 monster is going to be used as part of a group of baddies in a fight against level 14 ish PC's. The stuff you're fighting *now* is most likely CR-2 or -3, but coming in groups to alltogether add up to something at or slightly above CR=level. This does however mean that you're operating at lower DC's than the 'even level hypothesis' a number of you have been operating under assumes for the vast majority of time.
And specifically in terms of hacking challenges, your level has diddly squat to do with what places have what kinds of computers in them. A certain type of installation will have a computer of a matching tier. People's comlinks are always going to be tier 0 (unless they have specific reasons to spend exhorbitant amounts of cash securing them) and most pirate bases aren't going to be sporting tier 10 supercomputers no matter how badass their boss is. The only thing you've proven by showing that level appropriate challenges stay roughly the same difficulty, is that the game's challenge rating calculations work as intended.
Smarts don't mean they're not vindictive, skull-man.
Butch A. wrote:
Personally, I'd solve that by having a relatively common item that you can equip to a spellcaster (braclet, anklet, handcuffs) that encases them in an anti-magic field or otherwise disrupts spellcasting by some magical means all on its own. If those items are cheap enough, you can justify player characters going about using those to detain spellcasters.
Violet Hargrave wrote:
Fairly sure that one's an intentional omission. Aging rules have always been a bit confusing/prone to abuse, and there's a general move towards simpler rules with less fiddly bits in SF, at least in terms of tracking numbers (see the lack of non-lethal damage, touch AC, CMB/CMD).
That, and also it´s not much of a streach to assume that people ´degrade´ less with age on account of modern space medicine. And well, I´m sure we can all come up with plenty of examples of old people who didn´t exactly gain any noteworty wisdom with age, so getting rid of that bonus seems reasonable to me
I agree for the most part, however, there are cultures out there without drift access, so they might still have colony ships around. Alternatively, there might be old pre-drift colony ships still in transit (like how it went down for the kasathas).