I was always under the impression that both of these, being FORCE effects, applied to TOUCH armor class as well, especially since Shield spell blocks Magic Missile.
Well we finished Dead Suns 1 last session. We meet every 2 weeks and it took us 5 sessions. I bought the AP because I wanted to see how the Piazo GM's did an adventure, I have been creating and GM'ing adventures since 1977 and usually do my own, except for a 4 year stint in PF Society. I have 5 male players ages 31 to 70. I felt the chapter 1 opened extremely good for new players to the game and new characters, it got us into the action right away. I usually go by the written rule book unless they conflict with my campaign concept or common sense, so they got book credits. Most the 5 players were using slug pistols as then didn't want to spend the credits to buy the laser piston, so after the gang fight they looted all the Azimuth laser pistols and batteries right away. Then they began looking for the Starfinder Guild. I read the SF Society Guide and I personally don't like the Faction set-up where you can join every faction. It's like being a member of every team in a Little League. Sort of like a Nanny State, no matter which team wins you win TOO! If you're gonna have teams pick one, otherwise having "sides" is a waste of time. Anyway I changed where it references SF Society to SF Mercenary Guild and that made the wording in the AP work out fine. I also looked over the characters closer and saw every character had an ODD number in their stats, so I changed Step 4 on page 18 CRB to 11 points to give them a wee bit better character. Continuing with chapter 1 the players (and GM) had an adventure in the station, they got to know several important NPC contacts and had some more action. I give chapter 1 a 5 STAR rating. Chapter 2 starts off learning space ships and combat. I GM'd Traveller (all versions) occasionally since 1980 and I like the Starfinder rules much better! In Traveller only the pilot and gunners really had something important to do during combat. I think it is Great that the Captain, Engineer, and Science Officer have meaningful tasks also, and that you can have more than 1 active Engineer and S.O. Our space battle took us 1 entire game session lasting 10 rounds, granted we were slow because we were learning, but it was a battle and not a 1-Hit kill. After they destroyed the Stiletto, my players went after the pilot and captured her alive, getting her to talk after offering her safe passage back to the station. Another 5 STARS for starship combat rules! Upon exploring the mining ship the party went right into it entering through the Engineering air lock and engaging the 2 monsters in engineering. The Akatas were a good monster but I think a special side note needs to be added regarding their void bite. When you're in an armored space suit you have no body parts exposed (to vacuum). Being a Traveller GM I know this, but a fantasy GM may not. So I imagine many GM's had their players make save vs the disease which cold not reach their skin. Of course the original crew aboard the Acreon were in casual dress, not vacuum tight, and could be exposed. The Goblins and Trapped door were a good touch for variety too. I give the Acreon a 4 STAR rating overall. Chapter 3, the Drift Asteroid, has some problems however. The map was simple and easy to draw and the Void Zombies were good. I thought about putting another encounter in D1 but could not find anything I liked that could live in a vacuum.
The security robot was a tough challenge, especially with lasers that do only a D4 damage, they got a couple criticals on it and that made it doable.
I like to run a game where the players work their way though an adventure and the campaign, not roll up NEW characters every 3 sessions! An occasional Kill is expected but not a TPK! Because of the problems I had with this chapter I give it only 2 STARS, not that anyone may care. The important thing I was trying to decide was whether to buy the 2nd book in the Dead Suns series or drop it. With the bad ending in the 3rd chapter I think I'll drop it and create my own adventures in my Regular SF campaign. But I will DEFINITELY keep running my Starfinder campaign, my players all love it!
CBDunkerson wrote:
Thank you, even though it opened up a whole new problem with allies using ranged weapons.
So if you have 2 allies with ranged weapons in the party they threaten EVERY FOE that they can see and give the melee rogue flanking against ALL foes threatened...?
Well actually "Feat" is an ADVANCED Rogue Talent... and their definition does NOT say they can only be selected ONCE. So if a rogue wanted to take say... 2 DEFENSIVE ROLLS to be able to use it twice a day he could, the same with FEAT or any other ADVANCED RT's including ones from the APG or any other rule book that having two or more of the same would make sense.
This has been run dry in the following thread:
The general consensus is Gang up DOES give flanking if 2+ allies are threatening. If you are using a Ranged Weapon you do NOT get the +2 attack bonus that you would with a Melee weapon, but you DO get your Sneak Attack damage.
This has been run dry in the following thread:
The general consensus is Gang up DOES give flanking if 2+ allies are threatening. If you are using a Ranged Weapon you do NOT get the +2 attack bonus that you would with a Melee weapon, but you DO get your Sneak Attack damage.
Looking over this 2nd level spell I think it would be a lot more interesting and useful if instead of creating multiple discuses you allowed it to BOUNCE from one target to another making a ranged attack on each target until it missed or hit a maximum number of targets, depending upon level. Sort of like a real discus bouncing from foe to foe. As is it's just a scorching ray (of a different color). Just an observation.
We finally got together a 6 player group last night to try a 42 card Blessing Deck out.
The 42 card deck worked well and everyone got to play their character enough in each run.
Luck also plays a bad part as there are more players to draw a boon that YOU might want but they don't have the skills to acquire it. A lot of good boons got wasted as they were drawn by the wrong person. So only a 16% chance you'll be the one to get any specific boon in the locations.
Anyway the 2 new players loved the game (with our house rules) and can't wait until we schedule another session.
The problem with character death, as I read it, is that basically you throw the character away and create a new one, abit at an advanced level or tier.
My goal is to keep all players enjoying the game so the campaign continues week after week after week!
When/if your character dies to get revived after the scenario ends he must Burn 2 cards in his hand that belong to the Level/Tier being played.
You also lose the scenario of course and have to sit out the remainder of it. This makes death something to be avoided but not the ultimate tragedy. You can replace the lost cards through future play of course, if you can find them.
Yea I got to thinking about difficulty levels after writing the above. I'm gonna make 4 of them, Novice, Average, Heroic, & Champion Novice, for New players, 1 less location stack but No Feat awards. Average, as exists now. Heroic, 1 extra location with a random Henchman in it. Get to draw a random card of your current tier. Champion, 1 extra location card with a random Villain in it. Get to choose a card of your tier (or lower). It'll take me a while to try them out, if they work I'll note it here for those interested.
Adding another location is easy... There and many unused location cards in the box, just draw one at random for 6 players. Here's another thought...
You are correct Theryon. The idea is NOT game balance... it is how much enjoyment and fun the players get from the game! Some "players" may enjoy watching others play but my group is more active and each wants to run their character too.
No we kept it at 30 for 1-4 players. I thought there was a limit of 1 card type per combat? Guess we were doing that anyway so we'll keep it up. Thanks for the info Keith However I do like the idea of adding an additional location, I'll talk that over with the other players and see what they think, thanks Greyhawke! I should note we are all new to the card game and have not even opened deck 3 of the Rise of the Runelords set. But we are having an awful lot of fun in the game. So far NO ONE has missed a session.
We have had a game going on every Monday night and I find the Blessing Deck size is okay for 4 players or less, but when you get to 5 (or 6) it decreases the number of turns each player gets to 6 (or 5) respectively. That makes it hardly worth taking the time to set up a game for 5 or more.
Avatar-1 wrote: Are you sure? We've got VL John Francis saying it's not, and I'm not sure who outranks who! Duhhh... The COO is usually only outranked by the CEO and Board of Directors!
I have 2 (Paizo printed) modules to trade. Murder's Mark & Fangwood Keep, both list at $13.99 and are in Very Good almost Like New condition. I am looking for Dhampir race boon and Elemental race boon. Am willing to trade either one, your choice, for these 2 boons. PM me, or for faster response email me at:
- Mike
Back to the topic Risen from the Sands... I played it Friday night (4th Alchemist) with four 2nd levels. It was grueling, I ran out of bombs and we had to camp overnight in the Pharoah's tomb room (after we destroyed him), but completed it and all survived after smoking 22 charges from my Wand of CLW, 8 CLW pots and the Cleric using all her channeling and healing spells. The GM is fairly new to Pathfinder and did not know the monsters well. The real fun came last night when I GM'ed it and truly saw what was in it. This module is a real MEAT GRINDER!!! We had an experienced group with an APL 3 and if you play the monsters to their fullest you'll get a TPK 90% of the time. The Mummy's WDC 16 is especially deadly to 3rd levels and I got 3 of 5 paralyzed for D4 rounds. Fortunately I rolled short paralysis times and they were BARELY ably to survive the room after several going down and being brought positive again. They completed the module in 5 hours with no losses but using 47 charges from 2 CLW wands and all the Cleric's channels & spells. This module would be challenging for a 5th to 7th level party, IF the monsters were run to their max. If the writer needs monsters like these to challenge his 3rd level group, he is a very wimpy GM who runs all monsters like crippled Orcs.
Having just run Risen from the Sands last night, I came to the forums to look over comments on it. As for Trample I consider it an Attack, and unless otherwise noted in it's stats, a monster gets only ONE attack per round. So I run it that a monster can make 1 Trample attack per round. If it is Large and there are 2 Medium or Small foes directly in front of it, then it's gets both. It can continue moving until it comes to another foe (or the end of it's speed), then it must stop and cannot make another Attack (Trample) until the next round.
roysier wrote: For the free RPG modules it never made sense to me why they were +2 GM credit when they took only one slot to run. If that is Paizo's intention I wish they would just announce that and give the reasoning behind it. They are probably giving the GM's extra credit for recruiting new players to the game, which is what most of the Free RPG Day modules are best for... a GOOD idea if you ask me. Anyway, I'm still short of table count. Which brings to mind the old adage...
Got most of my credits back, still missing 14 I think. Problems noted with We Be Goblins and Master of Fallen Fortress mainly, they are not giving the Extra Table credits for Modules yet. Also it's omitting credit for additional reruns GM'ing We be Goblins. It says I ran the Module earlier and gives 0 credit for running it again. I hope this helps. I know it's going to be rough having Paizocom and having to explain to new players/GM's why they are not getting the proper credit. With D&D Next coming out tomorrow it may cost us Pathfinder GM's players!
Chris Lambertz wrote:
Thank you for clearing that up Chris..! I was beginning to worry someone was trying to sweep it under the carpet, censorship causes that feeling. I'm in no hurry to get my stars back, they have no real value anyway except for rerolls, which GM's don't use. You guys can take your time and do it right as far as I'm concerned. Best Regards and have a Great Day!
Page 48 of the Mythic Adventures book shows a very nice picture of a Dwarf firing a Crossbow with a Bayonet ATTACHED and UNDER the bolt "barrel" Proving once and for all, Crossbows do NOT have a hole to shove the bayonet into and... that designers who have NEVER seen a weapon should not try and write rules about it's use!
As written: Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC.
This being an "Armor Bonus" would NOT normally stack with material armor or Mage Armor. But since 99%+ of all characters use one or the other... WHAT would be the point of having it in the description if it did NOT add to AC for Armor Bonus items? Is there any official ruling where this "force shield" surrounding the player DOES ADD to his AC? |