Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Bigger = better is dumb. If we're talking about having more mass, you can already make normal sized weapons nigh-unwieldable by adjusting the balance and materials. If more mass = more better, weapon design would already account for it. Essentially, you want to have a usable balance between mass and speed to convert your muscle power into damaging strikes that have a hope of hitting their target. If we're talking about size, as long as a face, edge, or point is sufficient for lethality, extra size is only a detriment. Spreading your force over a larger area or introducing more surface area for friction during a cut is just not helpful. Bigger creatures deal more damage because they're stronger, and can handle swinging around more mass at an effective speed. The increased size of their weapons is about durability and comfort. So a regular sized human, who is supernaturally strong enough to effectively wield a giant's sword, would be better off using that strength on a weapon sized for themselves, with a mass distribution that maximizes their muscle effectiveness. I get that some people are still going to be like "but my cool too big sword!" and want a mechanical benefit for using one. If giant instinct barbarian isn't enough, slap on a house rule +1 bludgeoning damage per die to go along with the clumsy condition.
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One of PF2's strengths was the siloing of many options to reduce the cognitive load of making selections. The different feat buckets is the main example. However, item selection is not siloed, and the reduction of slot based itemization from PF1 means you don't generally shop from a selection of rings, then a selection of boots, then a selection of cloaks, etc. It's easy to get lost looking into what you should buy. If things were categorized better, and with a more clear reference to the ABP chart that tells you what you're supposed to have when, it could make the itemization much more approachable.
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graystone wrote: As far as food, the inner bark of certain trees, such as pine, birch, and willow, is edible and contains carbohydrates, fiber, vitamins (e.g., vitamin C), and minerals (e.g., potassium). At 500-600 calories a pound, you'd only have to make @5 pounds per person. So 2 uses of Base Kinesis covers 1 person. LOL! Adventurers listening are absolutely sweating bullets right now. "They're asking us to eat eat 5 pounds of tree bark now? I thought the jerky was bad enough"
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I'd like to reiterate that the "Pay to get the new version that actually works" isn't a solution to the problems a lot of people are raising. It seems like those saying that we just need to make sure there are enough upgrades throughout the level range are ignoring this. Players will *still* disdain items without scaling DCs because they don't want to get on the stupid upgrade treadmill. It doesn't matter if there are plenty of upgrade steps along the way. It's the same reason lots of people don't like consumables, a non-scaling item is just saying "Don't get attached." Pouring money into a hole doesn't feel good and it's not weird that people prefer items that don't require you to do that. Even if full automatic scaling isn't desirable, there are ways to give DCs that are at least relevant. Like my earlier suggestion, or like: "Use the item's DC or an Easy DC for the Character's level, whichever is greater"
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Squiggit wrote: One decision point I think really kind of sucks here is how SF2 sort of silo'd off melee builds into their own space. The fact that you can't be a melee ghost operative because Paizo decided to make your abilities not work unless you took the melee quarantine subclass hurts build variety a lot, and maybe contributes to that feeling of restrictiveness. I loathe it when they do this. It's easily my biggest pet peeve when they design new classes. Let the options breathe!
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If I had to wait another got dang year to get SF2 out just to have a couple extra classes on launch I would have rioted. The starting lineup is plenty to get started, and that's not even considering the PF2 compatibility. I am quite impressed with what we got, and could see myself playing every class multiple times. Either way, getting the system launched earlier rather than later was such a good call that I will forgive a LOT of foibles.
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I treat hard anathemas like for clerics, druids, champions and barbarians as roleplay guidelines. If the player is following their character concept they're mostly irrelevant. They have yet to come up in any meaningful way in my games.
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ElementalofCuteness wrote: Never used items with set DCs. Never will I ever touch items with set DCs as I do not wish to be stuck in the loop of liking items then it becomes useless then I see it then buy a new one and repeat. It feels sooooooo useless to me. Your subscription has expired. Please enter your updated payment details to continue enjoying our item member benefits. Thank you in advance!
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Take-a-look o' sire
The King has sent his daughter
Fire burns the thatches
etc
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Trip.H wrote:
It falling behind is intentional, I mathed it out to ensure higher tier versions usually give a boost in accuracy at minimum. A level 7 item has a ~35% chance to land against an at-level enemy at level 20. A level 17 item has a ~55% chance. 35% is a hail mary, 55% might be worth the actions.
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magnuskn wrote:
To be fair, sometimes it feels like Ravingdork is carrying forum engagement on his back.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I would like to point out that "upgrading to level appropriate DC at an appropriate gold cost" has it's own issues. It's a bunch of annoying book keeping just to make items not suck, doesn't help in low down time situations, and still frequently results in unsatisfying stories. It makes loot sheets not only a list of expiry dates, it also asks you to reup your subscription to keep using them. I recommend the [New DC] = [Old DC] + [Char Level - Item Level]. Then warn players not to try to cheese old low cost items.
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Driftbourne wrote:
I have an animal instinct barbarian shirren with Eager Assistant. I also have a Sniper Specialization operative on my team. I am planning on doing some combination of bite, grab, and aid. I'm really wondering what's the optimal combo.
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Cykotix wrote: Signed up for the Starfinder 2E Core Rulebook subscription back in mid-July, but this is still sitting in my sidecart. I reached out to CS 3 days ago, but still haven't gotten a reply. I'm fine waiting, but I'd appreciate a response. I'm not customer service, but my assumption is that you missed the window for the regular Player Core shipment, and thus your sidecarted items are waiting for the regular scheduled shipment for GM Core. I am also in the same situation, but I half-expected it given my prior experience with subscriptions.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I haven't seen it mathed out, and I'd like to see someone do some detailed round by round math before making statements like it does less damage. I'm not the math guy, but it seems like sniper crits are massive and there are a surprising number of damage bonuses (kickback, sniper critical specialization, backstabber, fatal/deadly). Doesn't seem straightforward to me, especially with how few directly comparable weapons there are.
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The contemplative is all about the brain. The tiny eyestalks that should hang out somewhere around the neck do not equate to a face, and shouldn't be were you would default to focusing for characterization. Doing so kind of misses the point. This is likely why the art neglects adding the eyes from the description. Most other characters aren't depicted with their head gear active. I think it's fine to just assume a hardlight shield covers their brains.
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I played a mystic who threw on resist elements and walked around a laser shootout impervious to harm, being able to regenerate more innately per round than all the enemies focus firing could get through. There are a lot of situations where that HP pool makes you more survivable than the game necessarily expects. I think the HP reduction is an attempt to make it feel a tad bit more even.
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Archpaladin Zousha wrote:
Same. Vanguard was a giant set of off-putting mistakes to me. I could easily see something similar mechanically and flavor-wise show up as a Solarian class archetype. Hopefully the name can be reclaimed by a more fitting class fantasy.
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I like that it retains the ability to throttle back the amount of ammo spent depending on number of targets. Feels right. I'd be fine letting a player expend ammo based on the number of targets they intend to hit, and letting the allies and unknown invisible enemies in the area get hit for "free".
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My definition of a shifter is a martial class that is encouraged to take on different forms to suit different tasks inside and outside of combat. They should be a dynamic, bag-of-tricks class with utility and skill challenge tools rivaling casters. I think taking on a single form and staying in it is better handled by other options. For example, an animal instinct barbarian can already be very closely flavored that way. I think shapeshifting into other humanoids is fine, but shouldn't be the focus. I think the priority should be to enable becoming: animals > elementals > monsters/creatures > other humanoids.
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Maya Coleman wrote:
I'll probably just buy another at a FLGS on release day. I'm gonna be out here stuffing SF2 books into peoples' hands like warm bowls of food at a soup kitchen.
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Ed Reppert wrote: What I would like to see in a Shifter class: starting perhaps with the ability to manifest a shape's natural weapons (e.g. claws for a Big Cat shifter), then adding at higher levels the ability to shift into that shape, then later more shapes ending with four or five different shapes from, well, the entire Bestiary. :-) I'd like Paizo to attempt giving the class a full shapeshift from level 1. I don't want to have to play as an animal instinct barbarian for the first few levels until I have earned the right to play a shifter.
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Driftbourne wrote:
I've used so many shortbo- I mean gun, definitely gun- wielding statblocks already
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Gonna dig deep into my bag of tricks: 1. Try sometimes advancing the plot mid-combat. Whenever I've had an NPC drop some important lore while in the thick of a fight, heads have snapped up from phones. 2. Have the dynamics of the world around the fight change. If the party thinks they have a handle on the way they expect the fight to go, they'll tune out and go through the motions. It can shake them up to have something unexpected happen, like shouts in the distance, or the storm that's been going on in the background suddenly turns for the deadly taking both sides of the combat by surprise. 3. Attack the players who aren't paying attention. If it would be a coin flip either way, maybe just select a target that brings a player back into the game. It's not punishing them, it's jangling keys in front of their eyes to get their attention. 4. Assign out of character tasks. Having someone look up a rule or keep track of buffs or debuffs can give them something to do to at least stave off pulling out the phones. 5. Use more complex hazards. Nothing like solving a puzzle with your life on the line to get some between-turn mental engagement.
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Driftbourne wrote:
But we already have vampires!
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Yeah, from everything I'm seeing, the Starfriends are doing a fantastic job with the schedule they had and the amount of work to be done. I'm pretty confident that launching now with what they have is the right call. I've argued for a long time that the next Starfinder edition needs to get in sync with PF2, so that both can benefit from one another's advancements and successes. SF1 sales got demolished by the new hotness of PF2 coming out, and had to lumber forward being constantly compared to its younger sibling. Scifi already has a harder time selling than anything fantasy, and under those conditions it was a recipe for a tough downward trend. You had people like me running Starfinder stories using PF2 rules and completely abandoning SF1 subscriptions and purchases. If they had waited for detailed Starship combat and the technomancer and mechanic to be ready, we'd be waiting for a Gencon release of 2026 at the earliest. History has shown that timing the release around such a major convention is critical for getting sales volume, so they wouldn't want to pop SF2 out at a random time. Every year pushed back means another year of lack of synchronicity with PF2. PF2 got a bit of a lifetime extension with the remaster, and now is the best time to have the two systems link up and not step on each others toes in the future around edition releases. So, we may not have everything we'd like with the Starfinder launch, but we're getting: * a cleared future roadmap without a PF3 bugbear hiding around the bend
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Demiplane's Starfinder 2e Nexus is going to be the most similar to the D&D Beyond experience from what I've been told. Unfortunately it's expensive. You'll be paying a LOT to get access to everything other characters will give you for free. Hephaistos is a really slick free option, and it's been kept up to date throughout the playtest and is a delight to use. Unfortunately compatibility with PF2 content is not a priority. The creator of Pathbuilder 2e said that Starbuilder is 100% on his roadmap, and we can expect some web application progress toward that around October, with more complete app support in December. He's got a wrist injury if I recall correctly, so things could vary. For all the features of Starbuilder it'll likely cost you a one time fee of $5. This is going to be my preferred option. I used a fan created playtest JSON for Pathbuilder and I can definitely see the fully supported Starbuilder being the best option for many.
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Squark wrote:
Thank you so much! This is exactly the context I needed.
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Justnobodyfqwl wrote: This is awesome. I wish I could get this mad about books I haven't read that contain most of the things that I want. I've never even considered getting upset at people telling me that I'm going to get everything I wanted. It's like watching an olympic event.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
From Maya: Posting this here too for awareness! For everyone asking about the Starfinder Second Edition Player Core PDF, we're sorry for any confusion! I have tracked down the source! This change is a one-time change due to the nature of Starfinder Second Edition launching for the first time. The Starfinder Player Core is a major system launch, and we are making sure that everyone possible has the opportunity to get their copy (physical or digital) at the same time, on the release day. This change does not affect other future releases. Your PDFs will be added to your accounts on July 31st, the same day that Starfinder Player Core launches worldwide. Thanks for showing us how hyped you all are for the book and the new system launch!
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I think shifting to 1 class books, and adding more options for existing classes, would be a natural transition to make. The older classes get more to play with and the new classes get more room to come out swinging. I'm personally burnt out from playtesting multiple classes anyway, and tend to focus on one of the two each time a playtest cycle comes up. I'd also love to see more optional systems built out and actually playtested, instead of slapped into each AP willy nilly. Could start leaning into building up support for various genres rather than relying on them being made up ad hoc.
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