Uetur's page

** Starfinder Society GM. 26 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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This has been going really well and I have appreciated the suggestions. The players are pretty organically making interesting choices in running their charter and I have been adding some touches of my own to make sure they can make appropriate credits as needed. The ooze encounter was a good call. Getting a map was really helpful and I gave them cheap stickers to place on the map when they explore or add things like resource nodes.


Awesome, thanks for the ideas. The hexmap in the AP has certain event locations revealed A, B, C, D, etc. Did you start with those locations known or use a blank map and let the players find them?


Good afternoon,

I have a group starting Monday, Pen and Paper. Any tips and tricks I should look out for? I grabbed the charter off of Starfinder Infinate and I need to figure out a Hex Map it appears.


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Kishmo wrote:
The Ragi wrote:
Nobody is immune to shaken (unless there's a unique ability somewhere), and shaken does not have the mind-affecting or fear descriptors - if the GM says otherwise, he's house-ruling, and that's not allowed in org play.

Yeah, I've seen the threads :D I agree, the shaken, frightened, and panicked conditions are, RAW, not Fear or Mind-Affecting. Lots of GMs, especially those who are still in PF mindsets, have a hard time with this at the table, though. At the end of the day, Feinting causes fewer rules debates in Org Play, lol.

Wesrolter wrote:
Huh... I am starting to consider a support Witchwarper

Not gonna lie, it takes a bit for my build to come online: Improved Feint and Spell Feint are the foundation or the build. And, I can count the number of times I've used Infinite Worlds on one hand (and the number of times it's materially impacted a battle on one finger.) But as a support character, I've had fun anyways!

And - we haven't even talked about Paradigm Shifts, yet! As a Support character, I am basically always using my Reaction, every round, to do something. I run out of Reactions and RP before I run out of situations to spend RP and Reactions on :D It helps me to stay engaged with combat, since even when it's not my turn having a ton of Reaction options rewards me for paying attention to what other actions are being taken.

I really appreciated your insight here. I like to take classes and try and find a way to make them shine. I was trying to figure out how to make a WitchWarper and I kept looking at Infinate Worlds and I couldn't figure out if it was even close to good. It looked like I was going to go through some pain for a build to come online and so getting a concept of a good build but also the pain was nice.


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My Monday gaming group just bailed on PF2E to go back to Starfinder. We had some real problems with PF2E, so personally I hope we never get that system for Starfinder. Party composition and class diversity of playstyles is just so much greater in Starfinder than PF2E, plus IMO the APs are better.

Doesn't mean Starfinder doesn't have issues and couldn't benefit from some of the PF2E mechanics but it is more of a tweak than getting the full treatment.


3 years is an eternity but the reason I played PF2E was I wanted to just try other systems than say 5e. I frankly never had any background with PF1 and PF2E just happened to come out after I had finished several long 5e campaigns.

So for the next 3 years I think PF2E has opportunity to grow but conversely it could stall a little bit as players try out a new DnD system.


One of the big things Starfinder has over 2e is it isn't as tight with its math and that is a good thing.

I personally haven't enjoyed PF2e much.


When I go back and look at the original question posed, is it easy for monsters to hit the players in this game, clearly yes. Is it "way too easy" really depends on the GM and party make up. I personally don't buy into the theory with this game that you can make any party and be generally fine. There are clearly tons of situations due to party make up, let alone GM and player experience that some parties just underperform what the system expected. So in Hindsight I think they should have lowered the difficulty on the APs and let GMs raise it as needed as opposed to keeping it high and relying on GM experience to know when to lower it. So I guess to answer the question, yes it is way to easy to get hit in this edition......for my tastes.


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It's funny I ran into this post and I totally get what the OPs viewpoint and where he is coming from. I run with a Monday group and we like to try different systems for each campaign, Starfinder, 5E, Blades in Dark, etc.

A couple of us have moderate Pf2e experience and decided to roll a random party and start Abomination Vaults. We got hammered, lost 3 characters and are usually able to do roughly a fight. I had a pretty good sense that this game was somewhat more about mitigating the amount of hits and crits you take than outright preventing it but we lost our fighter, our champion, and a druid and now we are running into a problem that we have no strength characters and this game does have bad choices you have to learn not to make. Our fights keep bogging down, we literally have to stop after every fight and medicine check ourselves back up, etc. I have yet to experience the critical hit/critical failure system really working in the players favor but have seen how the monsters can use it.

It is just such a different game system.


Ashes in my opinion are remains but clearly not a whole body. So yes to reincarnate and no to raise dead.


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I personally find quick draw a little bit of a trap for dual wielding rangers having played one. Because you have a decent perception skill I often beat monster initiative, so target your prey and move then quickdraw often means I was right next to an enemy having made one total attack. Then they get to go in initiative and unload on me.

I often found it was better to draw/draw/hunt prey and let enemies waste actions getting up to me. This is for random combats where I wouldn't naturally have weapons out.

Plus Quick Draw has the interact tag provoking AoO which is annoying.


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I prefer to think of the Free Captains as one of the innumerous threats in the galaxy and one that doesn't warrant a full scale military action due to lack of resources and the costs involved. This is actually somewhat a dynamic on Earth right now.


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Arguments about classes and abilities are so hard to settle because we don't play in a white room, we play in slightly different game constructs with slightly different groups and different play styles. Then when we add the word "fun" which is really just emotion, we get typically different responses.

Now that I have played for a while I am realizing if I had started with a Wizard not understanding this system I would have utterly hated it. Frankly to play one well you need a understanding of the game system. I have found Wizards to have too many ways to fail in a action and their dynamic abilities don't rely on understanding say a couple of skills but understanding an overall spell book. You actually need a potentially different playstyle of +1 or more CR monsters which affects the spells you take. You need to make sure to optimize. You need to know your "money" spells versus the "trap" spells.

As a class I don't think Wizards are underpowered but I agree with the OP, the cantrips are too weak and I think the attack roll disparity is the biggest culprit. I personally don't see an issue with making cantrip one action to cast and adding the flourish trait.

From a "fun" standpoint, a class that uses two actions to cast a spell only with the odds tweaked against them for to hit/saves means the class doesn't really get to participate in the action economy. It still may be a good class but it isn't "fun" to me.


It seems pretty clear to me without an official ruling there is enough confusion here that whatever your GM decides for your specific game is what the mechanics the Soulfire Fusion will be under.

That being said I am in the camp of because it can't be applied to a small arm it can't be applied to the weapon as RAW, but RAI is not very clear.


My character just finished up an AP and are 12th level and they remarked how much they wished they could play their existing characters more. I think a couple higher level APs are just what the doctor ordered to really make a character beloved in a players mind.


GM discretion question. For instance I generally say you need LOS to use telepathy/blind sense, but Fog doesn't usually block this so it is like a specialized LOS. I tend to treat telepathy like noise meaning if you can hear someone through a wall you could use telepathy through the same wall and vice versa.


Entropic strike is an interesting ability that when I look at whether something stacks or not I ask myself two questions:

1. Are you making an Entropic strike or is the effect you are using say make a different type of attack? If you are making another type of attack such as an unarmed attack or a weapon attack they only count as an Entropic strike if you replace the attack with Entropic strike.

2. Are the properties I am trying to add to entropic strike native to a weapon or weapon fusion, or do I need to make a completely different type of attack to add them? For instance above in the Vesk example we see you need to make an unarmed attack, this is different from an Entropic Strike. This secondary abilities that proc off of the Unarmed attack wouldn't apply.

You can't use a injection weapon with the injection special property to mimic this because injection weapons use ammunition.


Cool, that was a lot of work to update and I appreciate it. I was happy to see most of the racial options make it in fact.

I don't care but I always wonder why things like below get banned:

Unveil Reality [Witchwarper Paradigm Shift]
Multi-Weapon Versatility [Feat Boost]
Quick Trick [Alternate Class Feature]

More of just a mental exercise for me but I couldn't figure out why these were so much stronger than say a baseline full BAB Soldier attacking normally for their level. I like to look at the recent Society games I have played or run and try and figure out would it really make a difference?


The Medic in COM really affects Mystics primarily and fixes one of their biggest issues. Historically they couldn't effectively heal until someone suffered 75% or more of their total health pool (stamina and HP). The first 50% which is stamina they couldn't affect. In actual gameplay I found a Envoy with their in combat Stamina gain ability and post combat care boosts were better healers than Mystics. Now that a Mystic can overheal they don't have to wait they can cancel out all sorts of hits acr

Unfortunately if you have a party where you have two people filling a similar role and you directly compare them, then yea one will be incrementally better at that role. I have found this to be a common issue across a variety of game systems and not just Starfinder. Luckily an Envoy is more than just a stamina buffer, just like a Mystic is more than a healer.


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I think this is big news for 3 reasons:

1. Support for Starfinder will be continued at a high level. I didn't doubt the game will be supported but a partnership like this usually means enough staff that ancillary projects get supported as well.

2. This is a great way to get new players into the game and grow the playerbase.

3. I get to play more starfinder.


The issue I have with vehicles in Society play is I usually have no credits to buy said vehicle. When I look at weapons, armor, augments, upgrades, etc., I usually run out of credits when it comes time to look at a vehicle.

I think the amount of credits we get are a little too tight and limit some gameplay options like this.


I have to agree with this. The issue I have is the checks are just fine if you are built to make that check but if you are using a skill that is trained and a class skill but have no other bonuses you tend to fail.

One other general gripe I have that a lot of writers do a good job of addressing is skill challenges versus single check situations. If you look at combat, you can miss, next turn, miss, third turn hit and ultimately win the combat. Single skill checks if you miss you lose straight up.


Funny I had an envoy and mystic group prior to COM and the healer Mystic was bored after level 3 and the Envoy was by far the better healer.


It was funny how this post was revised from the dead. I am GMing a couple of Starfinder games and playing a PF2E game and I don't think the flaws in Starfinder are big enough to warrant a new edition anytime soon.


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So far I have played the Age of Ash first module and I have found most classes to be able to do consistently decent actions across a variety of situations....except for alchemists that is who after the 2nd combat are spent for the day.


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It is funny you posted this because I was thinking about this last night as I was going through character concepts. If I started a level 1 character made a choice that looked fun and had faith the game designers wouldn't make me regretting my choices this system works fabulously. I have been playing a lot of Starfinder recently and P2E is a much faster character build for me. In fact I think I can teach this system pretty quickly.

However when I personally build characters I want to know what are the general consequences down the road because I want to get an idea of how a class will perform. This is where I got bogged down. For instance I looked at an Alchemist focusing on Mutagens which caused me to flip to items to understand what could be a core feature of the class. I had to figure out how to differentiate between mutagens and elixirs. Then I had to go look at skills to understand how crafting worked and how the class improves or doesn't improve on that. Then I wondered why there were two attack styles (bite and claw) on the bestial mutagen and how that interacted with the goblin bite. Then knowing that longer term modifying those attacks would be important I had to figure out how that worked. This is where choice starts to bog me down because there are a lot of branching paths when you go through this process and I was comparing this to the other two alchemist sub-paths. Don't even get me started on archetypes lol.

None of this is bad as it vastly entertaining for me but it does take a long time. My only complain is I am not seeing any sort of level by level grid similar to Starfinder, DnD5e, etc. showing BABs, saving throw modifiers, etc.