Yup, this nanite investment is beyond me. Why not use the cap to say "You can take THIS many ITEMS of those types"? Just say, "At level 1, you can have 2 Major Forms in any combination of weapons and cybernetics". So EITHER 2 weapons OR 2 cybernetics OR 1 weapon and 1 cybernetic. Why go through the whole UPB thingy, when you can simplify the process? I think this makes it simpler. Kind of the same way Prototype Mechanics can get a free weapon or armor so long as the mechanic is level 1 or the weapon/armor is 2 levels lower than your mechanic level.
Alledisil wrote: The more I think about it, a digital tabletop a la roll20, built exclusively for SF, is likely. Possibly with a roboGM built in Robogm? As in, an automated gamemaster? As in, I can play it alone, just need to make a dungeon or something? I'd be totally up for that. At least then I can finally make a testrun. Personally, I hope it's either a complete errata for all existing SF products currently available (Including COM) OR a racebuilder, similar to the one for Pathfinder 1e. I really hope its a racebuilder, I have a mighty need to populate my galaxy with all sorts of weird aliens and robots. I played a lot with the one featured in Pathbuilder 1, making all sorts of races. But for starfinder, its even more important. Especially for robots. One can only hope.
Everybody gangsta until the mechanic whips out his +40 DMG artillery laser. Sure, prototypes lose out on the Overclocking series of mechanic tricks, and yes, Paizo should have put a little more thought into making sure the prototypes were compatible with all mechanic class features, or replace those entirely with new features that work with prototypes. There are faults here and there, not gonna lie. Prototype Tinkerer and Mod Tinkerer should also be the same thing, not counted as two different tricks in my opinion. Hopefully Paizo can bring this better to light in some errata SOON. Like, before Christmas soon. One can hope. I'm still gonna run a prototype weapon though, 'cause that's kickass.
TurinDM wrote: How does work cordinate assault (from mechanic) now with experimental weapon or armor?. Because it has reference to exocortex and drone but not to new options. Oh wow, how did that get past Q&A? This also affects Control Net (Ex), the level 17 ability that lets you split your levels between your drone and exocortex, though I assume it just does the same for the prototypes. Good job spotting that, as prototypes do not feature a level 11 equivalent. I also noticed that Prototype Weapon's Advanced Customization (lvl 7) does not have any option at level 14, unlike the prototype armor. I wonder why, though I might have a guess as to why that is.
Double tap is a feat?! As if this game didn't already HOUND me with feats that are more important, what with three of my feats locked behind level 5, forcing me to spend six levels in total to get them all. Characters get way to few feats in this game, or maybe I was just too good at Pathfinder, and now that has come back to bite me in the behind. Most characters I played, I spent feats on getting Extra class stuff, like discoveries for alchemists and rogue talents. In fact, my most feat heavy character ever was a hobgoblin brawler based on intimidation and causing bleed. A very evil character, but fun. Alright, so how is the engineer options, prototype armor and weapon? Man, I wish I could play an overpowered game of double and take both prototypes without sacrificing levels. Like in Spheres of Power and their mechanist class. I'm looking forward to digging into the book, but I fear I have to make my own houseruled version so I can actually get what I want. I need a new character concept that isn't a super-mobile engineer (climbing, swimming, flying (thanks, dronemeld)) so I can actually get feats that I need like long arms, and this new feat tax that is Double Tap. Oh yeah, operatives just got even stronger with that feat, didn't they? Man, that sucks for everybody else. But yeah, main question, what do the engineers get?
Robots, robots, robots and even more robots. Big ones, small ones, shoulder guns, laser eyes, nuclear chests and skullguns. And a race builder so I can just do all the work myself and make my own galaxy's worth of robots. I'd totally make the ultimate soldier and engineer race just for fun. Who knowns, maybe if I make enough OP races, I can run an entire campaign based on them. That could be fun. But yes, a builder is imperative for Starfinder. With an entire universe, I have to populate it. I will always champion for more robots in sci-fi! Not androids or those sillylooking toys in Pactworlds, nonono, we're talking terminators, retrobots, marvins, spidertanks, swarmbots and more.
I wish I had seen this before I answered the surveys on Alchemists. Guess I'll have another gander at it. Doesn't really change my mind about playtest alchemists, it just makes me want to homebrew 1e alchs to have the things I liked from the playtest. While I'm fine with the bomber build (I always go bombs away, bombs are why I picked the class up when I was first introduced to pathfinder), it's such a shame to see my fav class be so... boring. Why do they insist on making every class weaker in 2e? I don't know, I just feel like pathfinder 2 should have been more of a sequel, with all that entails, instead of what we have now. Honestly, Paizo should just put aside the playtest for now and redo the entire thing, that's what I would do if I were them.
Nobody is really talking about alchemists, so I'll change that right now. 1. Bring back the old mutagen. Boost to physical, a lesser bane to mental. No onset time. I used mutagens all the time in PF1. Great way to boost myself. My biggest gripe is that I never got to play with upgraded mutagens due to the high level requirement (level 12, seriously? And why let me upgrade again already at level 16?) Instead, have more options to add to the mutagens. I'd love it if the mutagen did more interesting things. I'm not much fan of feral mutagen myself, since my alchemists are more focused on being a bomber, and in PF2, I'd like to keep doing that, especially now that I can deal elemental damage much easier. Make interesiting additions to mutagens, so it does more than just boost my physical stats. 2. Intelligence mod to bomb damage and splash. Why did you change this at all? 3. More bomb options. One thing that always annoyed me in PF1 is how I can't make all my bombs explode bigger with "Explosive bomb". Explosive bomb discovery turned your bomb from a burst 5 into a burst 10, but only affected normal bombs. You couldn't use this with acid or smoke bombs, which is just stupid in my opinion. I want to carpet bomb a large area with acid or disease, or fill an entire goblin dungeon with poisonous smoke, please let me. And add more fun things I can add to my bomb, like making it explode a second time (Sticky bomb). 4. Running out of ideas here, so I'll just add "More fun options for potions and extracts and other alchemical items". One thing I think would be fun, would be to make all my potions have a small healing effect. Imagine giving a Bull's Strenght potion to your barbarian. And then he gets 1d6+Con's worth of temporary hit points. And that goes for all potions. I mean, come on. Alchemists live and BREATHE alchemical items, why not let us boost them in some capacity? Have a standard healing potion, but it also gives you +1 to hit, or removes poison. Here's a Cat's Grace potion, but it also gives you +2STR. That sort of thing. Alchemists are about combining alchemical reagents into items, it makes sense that they would be able to boost them in some way outside of just making them stronger. You know, fun things. 5. I have nothing more to say, so I'll just add in "Fix ancestries/races". As they are now, ancestries are a waste of time, incredibly boring, and frankly worthless. Also, why didn't you give humans something to make up for their lack of power? Humans have always gotten an extra feat and skill point, why in the world would you change this to literally nothing? I hope you can fix PF2 into an actual viable product. The Alchemist class needs a proper revision, it feels very much like a patchwork class that doesn't know what it wants.
This is a rant. You've been warned.
I want to play 2ed, because I like some of the changes they did alchemists (my fav class), like giving us access to other elemental type damages via formulas like acid and bottled lightning, but I hate what they have done with mutagens, bomb damage, and so much more. It sucks. And this annoys me, because I'm desperate for a high level adventure. I never got to use stronger mutagens in 1ed because we never got to lvl 12 (where you can get greater mutagen) and then you can upgrade four levels later (16) to Grand Mutagen. I want to see the return of the old mutagen, when it was easily understood, without any onset time, and just have fun throwing bombs all over the place like I'm frigging Megumin or some other explosion based character, and make rainbow explosions (one of every single type of bomb, anybody?). Maybe spend my downtime being a doctor, helping the sick and poor for very little personal gain, just because I can.
Igor Horvat wrote:
See, this I can agree with. The "Ancestral feats" should define the character WHEN YOU MAKE THEM (I've never used the paizo forums before, I don't know how formatting works here), giving each race 2 or 3 feats and 1 general feats (along with an extra 1 for humans because that's what humans are known for in pathfinder and D&D (variant humans)) just seems to make sense to me. But how do you fix halflings? I need to have a closer look at the ancestral feats for each race, right now I'm going through animal companions and familiars. |