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By that, I mean outside of reprinting "pocket editions" or something, there will be no new main books for first edition?

Generally happy for the community with it being rather happy with the eventual jump to 2nd Edition, but for me, that is of no interest at the current time. Just wondering if I need to keep an eye open for another book or if I call the game "finished" at this point (will still be playing).


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Page 150 is the Weapon descriptive section, the fluff piece. The "Teleportive" ability the weapon has is on page 148 of Near Space.

The weapon stats are at the very bottom of page 148 and continue on 149.


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As my group's GM, I generally stick to the level -4 bit, which is something I keep note of when designing encounters. If I decided to use some really low CR plebs just to be fodder/filler, then generally they wouldn't count unless there is a mass ton of them (GM discretion). A band of 6 PCs at level 10 generally shouldn't really consider a bunch of CR 5s as a threat (CR -4), but 15 or so of them might be by sheer numbers, which a GM could say they would be considered a threat (GM discretion).
If your GM is saying no simply to make the fight harder or to stop something they don't like, then that is a GM problem.


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Is this a satire post?
So, you can make your entropic shots through a pistol. Nothing gets added to the damage. So what is so "epic" about this?
So take level 10. Your Strike is 3d6. Small arms of similar level aren't too far behind. Both the Entropic shot and other Small arms deal half level damage with no other bonus damage. So slightly higher is far from "Epic".
Even as you level up, the damage is less then a long arm, so not seeing some "epic" damage there.
Not sure where power armour factors into this. Sure, you get a high strength but since The E shot is a ranged attack (Dex) and doesn't add Strength to the damage, it has no factor into the math.
Other effects, you can do an 10ft burst? A little longer ranged? Honestly, if those are your desires, then going small arms is not the right choice.

So Solarians get 3d4 damage at level 10, give them a similar level Crystal to the pistol, that becomes 5d4, which is higher damage then 3d6, they also get to add full level to the damage and that is without going into the Plasma sheath. So Solarian is still above damage on the innate pistol.

You want "special" effects? Evolutionist has that. Damage can be fairly good at 2d8 + level (Level and half if KAC) so higher then a Vanguard and at an earlier level, they can generate blasts or lines, which cover a larger area then the vanguards 10ft burst.


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BNW is right, a Solarian Crystal doesn't alter the AC a weapon it targets. BNW is quoting page 170 of the core book.
Unarmed strike targets KAC, so making it electric with a crystal wouldn't change that since it states a crystal does not alter the AC. Since none of the Crystals gives the Force descriptor, a Solar Shield will still target KAC, even if it deals electric/fire/cold.


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Yeah, I did read that bit of the rules. So in order for a race to have what they naturally should have, I need to equivalent of a home brew bit, a modification allowed by the GM. Which would mean in any Society play the character wouldn't be legal. Not really a fan of having to home brew stuff to add what a species should have, worse as I previously mentioned, when the NPCs get their fly speed from the get go.
I am aware there are different rules for PC/NPCs but something as simple as a racial ability shouldn't be one. Would you really be happy if you Merfolk/Undine/(insert other aquatic) species didn't have any swim ability until say level 9? Something which should be available from teens onwards at the latest?


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The bits you want to look at are Starship combat rules, specifically Pilot actions and stunts while also checking out vehicle combat rules.

A quick example

Back Off
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

So Give the DC a 25. A normal pilot would suffer the penalty with a check of 20 or less, an Ace Pilot would suffer the penalty at 15 or less


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Since the question is in the Rules section, and not Homebrew, then the answer is No, it is just a descriptive and since the Phase ammunition is currently only for Sniper or Longarms, then the combination is a moot point, since the pistol can't have the ammunition.
If you want assintance with homebrewing a variant on the pistols rules and the ammunition, then I would say it would be best to post that in the Homebrew section.

All the "Teleportive" weapon property does is set the ranged modifier penality to a -1, rather then a -2, the same way far shot does. It does not provide any other special ability as written in the core books.


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I've looked into the 2e character gen and one thing really stood out to me. Why is a species which naturally has wings, it's a big part of their culture/race life style only able to actively fly at level 13?
Strix. Big winged species... I can jump better.
Level 5 I can partially fly... Half speed and have to land, so 10ft? since my base speed is 25?
Level 9, I can fly for 10 minutes once per day...
Level 13, 2(3) feats later, I can finally fly...
Stuff like that really puts me off. I have to invest multiple feats to gain the proper use of a natural appendage? Yet the enemy ones can fly at a level 2 creature? yet for my Strix, it would take 11 more levels and a couple feats.
It makes me feel their attempt to make "Ancestry" something special has basically crippled elements. They feel so bland. My Dwarf gets a knife, Darkvision and a I can get a +1 save as a reaction... Oh only against magic.
The species feels very underwhelming where as Starfinder with most, you get some toys to play with and aren't dependant on using levels and feats to gain basic anatomy usage. It has wings? OK, it has a fly speed.


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Well the Visual Data Processor it 'upgrades' is an always active ability and with nothing stating otherwise with the Bypass Processor, I would say its a constant effect.


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Milo has a point. If you are increasing the number of checks to 4, are you dropping the DCs to compensate? If the DC is 25 and I have a skill of 14, that gives me a 50% chance to succeed, if I have to do that test 4 times, then my chance of succeeding in all 4 is drastically lower.
I have done sections myself where it needed 4 checks, but that was for the big challenge, if every test such as hacking a door is split into 4 different checks, then chances are I will fail.
You mention Medicine checks, what about ones which have benefits for beating the DC by 5 or more? Do I need to do that on all 4 of the checks or is there just one specific?
Also as a balance thing, peoples abilities where they get to do a re-roll or double roll say once per day are going to be a lot less useful. So how would you make those abilities worth considering?


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I would go with yes. There is nothing in the spell which would put the Reflex only on 1 aspect, just reflex for half. So both damage elements would allow a reflex for half damage


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Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches.
So I would say 10 grenades since its up to. With no physical size mentioned for the cubic foot side, I would go with the 1 bulk.
I can see the call for 19 grenades with the item bulk bit
Every 10 items that have light bulk count as 1 bulk, and fractions don’t count—so 10 items with light bulk have a total of 1 bulk, and 19 such items also have a total of 1 bulk. Items that have negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable number of them.
So would be a GM call. What I am curious though, if you fit a multi pack of grenades of various types, how does the Ysoki know the difference? Do Frag grenades taste different to Dye grenades?


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Also a touch confused on this.
You are a group of 5, 3 of which are 'forever DMs'... Like Leon said, what's wrong with the other two?
If you are a group of 5 who actually know each other, how do 3 people be the DM?

The Attitude sorta sucks. Loreguard was very helpful I find (As a 'Forever DM' myself) and your attitude of 'We will never DM again' is going to be your problem. What is so wrong with DMing?

You could each take a turn doing one of the Skitter modules and get your 5 comfortable with the system and maybe give one of the other two a chance after that with one of the others Loreguard mentioned.


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All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement.

So in heavy it would only be 10ft. Not sure of the exact reaction with Power armour but I would lean towards the limited 5ft


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Pretty sure you can't directly target the pilots since there is no line of effect


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I think I have the opposite issue. As a GM I think of some uses for remote hack and my groups Mechanic just doesn't think to use it.


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If it helps, my main focus was on flight but I am happy to receive every clarification. For example, if what I know is wrong, another method of moving I hadn't thought about/listed


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Pretty much what Beithauptclan said. Doesn't matter how many weapons you have, your human with a single pistol gets the same number of attacks as a Kasatha with 4 pistols or a Skittermander with 6.
Soldiers can gain a 3rd attack at later levels, with a -6. Solarians can gain a 3rd attack at -6, if you are using melee attacks, they do gain an ability to change the penalty to -3 (For 2) and -5 (For 3). An Operative can make up to 4 attacks at a -4.
The only mistake is how you state how Multi weapon fighting works. It doesn't reduce the penalty by 1, it sets the penalty to -3. So a Solarian with 2 knives with the operative trait doesn't get to make his attacks at -2, since both his Flashing strike and the Multi weapon set the penalty to -3, rather then reduce the penalty.


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As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (above) to form or switch arrays as a swift action.

Well your either forming an array or switching it. Each would be a new version. If I had my laser rifle out and attached a scope to it, if I switch to my Plasma rifle, the scope isn't still attached. Despite it still being the the gear array, its a new form.

I would say the same with the sheath. In the sheath section, it doesn't mention the ability to move about the bonuses (I would be more interested in it then) so if you want to then you need to switch the array, which would be replacing it with a new version of it.

bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array.

Since the bonus is chosen when you form the array, if you want to change them then you need to start a new array.


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... You don't have 7 d12?
Though I will admit I don't have a dice bag, its actually a chest


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I think for the race idea it would depend if you want the entire path focused on the race itself or as mentioned multiple races. I think doing more then 2 maybe 3 would wear thin in a lot of peoples eyes but the PCs might start as additional workers for one of the teams, doing some security. Maybe some engineering work to ensure the racer is up to scratch and detect sabotage. Working out who did said work and eventually for maybe the last half of the races, the race teams driver is unavailable (Quit, bribed, threatened, dead) you can have one of the PCs take over.
Bonus stuff could include learning the other teams plans/tactics, promoting your own team


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Inforunately I don't think the 'weapon-like' object bit works for a Nanocyte. You are not simply drawing something, manifesting an item is a specific action which requires a move action. Since you can't combine 'Stand up' with a move action, you can't combine 'Manifest' with a move action


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I can think of one character in my group who might consider it but his resolve points are a little low. Character flavour is the most potent reason to take it I can think of, if you like the Jedi aesthetic it does sorta go into that


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It has its uses if you do or would drop into HP but a resolve point to maybe not take a hit?
There might be some side effects from the attack/spell which might be worth avoiding but in general how often is that going to show up?


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I think real time would sorta ruin the game so it should be a turn based one. I did enjoy Neverwinter nights as a game but I think having to mash your characters class ability (Envoy, Operatives) every couple seconds would be too annoying. Temple of Elemental Evil was a squad, turn based RPG which I think held a better DnD feel then Neverwinter.


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My brain has been thinking over an old question one of my players asked me a while ago and I thought it was best to just ask here.

Can you get armour for a Drone?

which leads to the other half, Can you get armour for a companion animal?

As general when it first came up, I said no since they have their natural armour. Only had the CRB at the time. As time went on, you get exposed to more things and now my brain is unsure, still playing as a no, but thought it was worth an ask.

My party has joked that when the Ysoki Mechanic dies, we are just going to convert his drone to an SRO character, since we like him better (Obviously said in good nature).
If you can armor an SRO, which doesn't adhere to a humanoid form (Including all the aliens out there) then it in theory shouldn't be too hard to armour a drone if it took armour proficiency as a feat


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Yeah, if you point requires ignoring certain books, it doesn't have ground.
I don't expect a Core book to give me every concevable option on vehicles if its barely 10% of the game. They add a book with fluff on flying cars, which also gives you the option to obtain said common vehicles.


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Ouch... 35 credits is really going to break the poor average joes bank... He might have to save an extra fortnight to get full flight on his vehicle, rather then hover... Seriously, the difference between a Hover and flight hybrid is 5%... since the base cost for a level 1 vehicle is 700, Hover would be 770, while hybrid flight is 805... Average unskilled joe can Save about 100 credits a Month (Half is wage covers home/food and such) if he really wanted to. So less then a year for 1 guy to buy a Flying Ford Focus. Sounds doable to me.

Starships are not valueless, they are considered more value then a PC can realistically save and buy, thus they tend to be story based rewards with the same being upgrades.
If you want to take a loan out, thats up to your GM. Personally, if my PCs with their shady backgrounds and such want to approach a bank for a loan, they can... But not everyone can get a loan and that 're-owned' Starship you mentioned won't make good collateral.


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Why is it so impossible for Joe public to have hover cars and a domestic drone? There is no life span for a Domestic, so nothing says they can't have been around for a while in the family. How long would it take for someone in reality to out right buy a car by saving up first? With rough numbers, unskilled labour can potentially do it with a year in Starfinder.
Like in real life, I would say banks are still a thing for stuff like loans.
If you treat the level as 'easily available' for PCs, as in no background checks, no waiting for it to be commissioned and such, cutting the back log queue. It still works as a world. Why does a domestic family have that Domestic Drone? Loans and waiting X time for delivery.


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Space can be an inhospitable place, with countless dangerous
worlds within it. Unless otherwise specified, all armors protect
you from a range of hazards to ensure that you can survive for
at least a few days if you must make emergency repairs to the
hull of a starship, explore an alien world, or endure exposure to
an environmental breach in a space station. Some armors do this
through an environmental field (a minor energy field specially
attuned to pressure and temperature that does not reduce
damage from attacks), while others can be closed with helmets
and airtight seals.

Thats the bit from CRB about environmental protection. So basically the light armours which look like clothing and the like have basically 'force fields' style effects to protect them. A bit like Star Lords helm in GotG


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I used high level stuff purely because you said at higher levels.
You earlier point is Operatives are one trick ponies, Well a character purely built for Melee is a one trick pony. Except when it comes to the melee guy, hes expected to buy gear that doesn't cover his main focus, like a back up range weapon. So why is an Operative immune to having to buy a back up sniper rifle? Not every armour can take a Jet pack, and unless you are telling the Power Armour Melee guy to restrict himself to a couple armour types, he has to invest in a Ranged weapon, like an Operative would have to if there was actually something immune to Trick attack.
Every other class with a major focus has to adapt, but because the most common method for a Operative to deal damage is with trick attack, he doesn't have to is what it sounds like your saying. Trick attack is not the only thing Operatives get. They have a good variety of other abilities with one which gives them a major combat advantage. Why is the Operative the only class able to do 4 attacks? Something that isn't connected to Trick attack.
I don't see Trick attack as the be all and end all of the Operative. Its not like throwing a spell caster into an Anti magic field. Yes, I would say Trick attack is maybe half of their combat capacity, like a Armour storm Blitz Soldier going Melee. I can't see why the Operative shouldn't have to have a back up weapon which isn't in their focus but the Melee guy has to.


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The heavy lifting comes from your own choice. Mystic was built with the idea I wanted this games version of a cleric. Mystics have the healing magic and a class choice to further give more healing. Done, no heavy lifting needed.
My Mechanic I chose to do some heavy lifting as you call it to flavour my choices, to add to the character and her background.

If you want to go simple, Starfinder has that, if you want to add flavour and more substance, we give you that option too.
I liked Pathfinders class variety, it works for its world. I like Starfinder classes, they work for the world. You don't need each class to be fully integrated from one system to another, if it did, we would be stuck with something like 5 classes, because that what you had in the first ones and no one wanted to change it. PF2 I would expect a good representation of the classes from PF1, with a different setting like SF, I actually prefer they didn't just copy/paste the same classes and tacked on tech.
I do agree about Archetypes. I did prefer the PF1 style, but I was never a big user of them


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I do in regards to how many shots they have in their clip, after the first couple games where the party looted every battery the enemies had, I am generally good with them having a good number of batteries. Add in our Mechanic can charge 5 batteries a day and the fact our games have down time, its easy to keep them charged


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Yes, time is relevant. But since the game states shooting a laser takes a standard action, they state how long it takes, which conveniently is the same duration to swing a sword. So how is that helping your case?

Darg727 wrote:
Except that discounts the fact that time is relative. Shooting a laser takes just as much time as swinging a sword. It also discounts the ability for rules to modify themselves. Feats modify existing rules all over the place, hence the "normal" tag. Fusions modify base weapons.

Adding new information which is irrelevant to the point doesn't invalidate the argument. Your argument was 'It doesn't say this specifically there for it does this.' also covers your it lasts long enough to be thrown argument. Making a point of something else does not invalidate my point.

You comment on rules changing with stuff is a valid point, separate from the 'it doesn't say' argument.
However, nothing in the thrown special quality states it allows a Solar weapon to linger.

Darg727 wrote:
If the consensus said that specialization didn't work with solar weapon because it isn't actually a weapon, does it make it correct? Group play requires concessions and that is fine.
CRB 103 wrote:
You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

I would agree, until my Solarian hits level 3 when I gain this little beauty which specifically states it does.

if I was a Level 5 Operative and took a level in Solarian, even with Versatile focus I would accept a general consensus rule that the Solar weapon doesn't gain specialisation, especially since Society play already alters what is and isn't accepted. Once my character reaches level 3 Solarian, then I gain an ability to specifically state it does benefit from it, so then it would.


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Even the Operative man be given a Occulty feel to it. Their abilities are minimally described and allows them to be interpreted in many ways


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I see it as any other book really, I will take it in my stride. If from further details it doesn't interest me, then there is nothing forcing me to use it in my games.
I haven't tried society play so which books are used are at my will being the GM. Thats where I see it falling, on the GM. I have played Pathfinder with a GM who bought 90% of the books out of curiosity and he personally used less then half (All those mini books mostly counted against him.) I have had one GM with the rule of 'If I don't own it, its not allowed'


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I wasn't agreeing with the 'Drop mech' tactic, just informing Leon about the ability.


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Crush is an offensive ability , not a basic attack. Quick look on AoN and they have it


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Another issue I have is designing mysteries or puzzles.
Not the actual design of them, just the way I see things seems to be fairly different to my players, what I think is simple, they don't. Not an intelligence principle, its just the line of thought I suppose.
Small details are also a problem. giving rooms a descriptive. Its the old problem of a room being just a room so you give it minimal description and your important room having a description.


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No, the circular logic is the argument for it doesn't disappear instantly can also be used to argue it doesn't linger. You can keep going in a circle because your argument is also working against you. A to B and back again.
Your cooling effect and such for your point are flawed. The cooling effect begins immediately, the effect takes X time to happen. A light (Which it essentially is) is on, then off with the minimal of time between. Take a pan of the fire and the action of cooling immediately starts, but the action takes a duration. Lets use a song. I hit the play button, it immediately starts, the song lasts 3 min. The action is the song starting, there is the most minimal time between me hitting play and the song starting.

As for the comment of 'Majority/Minority' I believe its a reference to the current topic, as in 4 of the 5 people choose red, there for the majority chose red.


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For a cool 1 time entrance, I would think it was cool, seeing a rag tag group of resistance fighters being pinned down by an enemy squad, Mech drops in and squishes them would be a cool entrance (Either squad, I am not fussy). That being the go to tactic for every fight, no thanks.


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Damn BNW.... I like that idea,small frail Armour/Flare Solarian throwing a 2 H weapon and dealing epic damage


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Grenades are a bad example I think, since by design, they have a fuse and in the book it specifically states.
Grenades are thrown weapons that detonate in an explosive radius when they reach the target.
As for pulling the pin, The grenade explodes at the end of your current turn. is the wording for the feat.
Damage reduction automatically happens when you take damage, not seconds later.
Using your point, it also doesn't say it lingers for more then an instant when it leaves your hand.


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An addition to the HEAVY METAL MOTORCYCLE OPERATIVE!!!!
There is the Scrapchain set of armour. Its light with a built in Tactical Scaffold. So can keep the light armour and still have the Tactical Scaffold for one handed Chordpocalypse death


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Picking some minor forms for my Nanocyte.
I was thinking about Cable line. How much would you be able to generate?
Limits I see are level and weight, So if my Con Mod is say 4, so a limit of bulk 4. With Cable being L per 10ft, would I be limited to one instance, as in 10ft or 400ft of Cable?


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Since there is a beastie with an actual weakness to being smothered in basic water and fire elementals don't have it, then the foam grenades shouldn't have an additional effect.
If you are intent on adding an effect, then what BNW said has its advantages. Larger area, cheaper and no risk of Friendly fire. Sure, a Cryo does more damage to the elemental and has the advantage of working on everything,but the foam won't hurt 99% of allies, will help burning allies and generally are cheaper.
So, why would I buy foam grenades? Personally, I wouldn't. In a setting with heavy fire beasties and the grenades have this style of house rule? Much easier to use genades.


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Well, you can give them a cargo rack as a mod, so that pic is closer to that but I don't see anything to say they can't have a back pack. I sold our Mechanic a seat cushion for his drone... cost more then his clothes. He wanted a good one.


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To be fair, the powers you wield don't really dictate your alignment. Unless its from a divine source or something.
You also have Boundary aspect, Isolating the reach of entropy, so if you have entropy as your chaotic element, then wouldn't controlling it give some order to it?
Momentum has: You embody energy states that are preserved in ongoing motion, isolated from entropy.


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Speaking of SRO's ours is a Solarian and his AC is no good... The amount of Resolve my Mystic has spend to keep him in the fight...
Half healing is not a great racial ability on your melee fighter.
I will say, I do like the SRO character, he just makes my Mystics job harder

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