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![]() thejeff wrote:
Nah, you can just work,around that by having the colony developing technology as it manages to bring newer systems and buildings on line. “Hey, we’ve managed to find a local supply of bruzenium 4! In a few weeks we’ll have the materials we need to mod that armour of yours. Also, Franger Jones says the Cordilon Reactor is nearly ready to switch on, so hopefully I can get those charged Springer Coils for the new rifle you’ve been hankering for” Access to levelled gear just comes with successful levelled ng of the colony (pretty much like playing an RTS computer game). ![]()
![]() Claxon wrote:
Ignoring the fact that you could be running in a setting that isn’t golarion specific, then the week to Absalom station has just been shown to be a “when everything goes right”timeline. There’s a whole swagnof things that can happen to a ship in Drift space that will prevent it reaching the destination it wanted. Including a prolonged stint of travel in the doldrums. Or running into a pocket of planar matter, or being invaded by rift beast s feeding on the power conduits etc etc So if you wanted to make travel for help really difficult for the PCs, it’s not that hard. And then of course, there’s the very real option that Starfinder rules are just being used in a non Paizo specific setting. In which case you can do whatever. ![]()
![]() Meh, in Pathfinder I just ran adventure paths. In all honesty no one was ever at their WBL in those games. And apart from kingmaker, having enough down time to actually craft anything of use just never came up. The ones we played through were all time sensitive for most part. I used to get around it by just allowing a gear respec at level 8 and again at level 13. Literally sell whatever you didn’t want and then gear up to WBL. You couldn’t have any one item worth more than 1/4 of your total wealth. It was a bit unrealistic but for the most part my group in those days were happy with it as it just let them do the thing they wanted most with their characters. I think there was one one or two times where it turned out a charcater had gear above expected wealth at the point we did the respec. I’d have more trouble running it like that with the groups I run with now though. They like the games to run more immersive than that. ![]()
![]() baggageboy wrote:
Then perhaps you could run it like my groups do. If an item drops and someone can use it, we calculate the equivalent monetary cost and ensure that others get that amount eventually. It’s a tally system. Eg soldier picks up a gun worth 2000 credits. He decides to keep it.
And I’ll also point out once more - if a person decides to deliberately ignore gear they can use because they decide they want to buy gear that isn’t dropping, then that is their issue, not everyone else’s. If a player says “I refuse to use that gun that’s an improvement to my gear, because I want to use more spell gems” well that’s really their cross to bear. ![]()
![]() Fumarole wrote:
Lol. I’ve never been happier to make a spelling error ![]()
![]() Azalah wrote:
This conversation will go downhill very fast if you start this up. Wealth is divided equally among the group. They then choose to spend it in what is best for their goals within the group. If the caster decides he wants to blow a tonof it on consumables, yay for him, but he has to balance their useage against the cost outlay. If the soldier decides he doesn’t want to buy healing droughts (or their equivalent) then he has to balance that with techniques and tactics to avoid the need to dip into healing from catsers that goes beyond their spell slots. No one should be required to lose out on their own potential wealth in order for another player to meet their agenda Another way to look at it - my soldier wants to constantly lay down Burt fire on full auto. I want people to start chipping in for my batteries and ammo clips. That’s not a reasonable request ![]()
![]() Valfen wrote:
Yeah.....that’s not true. If someone decides to spend all their wealth on consumable items and another party member spends it on retainable gear, why should the consumable guy get rewarded with more loot? WBL is a guide of how much you’ve earned in that level. How you spend it is up to you. ![]()
![]() Ravingdork wrote:
Not sure, in all honesty In Pathfinder it was used as a guide to building adventures to get an idea on loot that should be dropped. I’m guessing it’s the same for this game but I haven’t really gone into it. ![]()
![]() pithica42 wrote:
Every three or so levels isn’t going to break the bank either I guess. Assuming you’re able to stay close to WBL in a game. ![]()
![]() Ravingdork wrote: Now that items have levels attached to them, are there any "durable" goods anymore? You have to replace most things every few levels just to stay current! How much of this is the iPhone trap though? Do you really need to replace your items with stuff every few levels? Are the incremental increases that significant that players are going to be dropping serious cash just trying to keep up. ![]()
![]() MageHunter wrote:
For my experience at least, the answer to your questions is yes. Combats run between 5 and six rounds (dependent on number of enemies). You definitely get hit pretty easily, but the ability to self heal stamina helps here. You also tend to hit the enemy very easily too. Which is good because lots of classes are 3/4 BAB. ![]()
![]() Yeah, I guess if that’s where you think you’re wanting to be as the soldier, it might work. I just don’t see them starting out with a 14 intelligence unless they have a very specific design in mind to skill up. I see it as way down the line from Dex, Con and Wisdom, all of which add to saves at least. But then, I’m also not worried about a character only having 50%chance of passing a skills test, honestly. It actually makes the dice important game again. ![]()
![]() TarkXT wrote:
Yeah, I was there for all of it. The way they treated us like we were idiots and hadn’t been having fun because our game sucked was the worst of it. But ultimately, it was the feel of each class being the same with just a different name attached that really killed it. If the game had been good, it could have survived those initial faux pas marketing stunts. But it was all balanced numbers and so many uses per day to ensure balance was maintained . There was no soul to,it, just maths. Which is why I feel HWalsh’s approach is fraught with traps. Maths is just a part of designing a good game. ![]()
![]() I wouldn’t call it a cartel. There’s barely twenty people who post in these threads with regularity. 4 of them seem to regularly disagree with you. (If you’re correct about the “same three folks” statement above) There’s probably a few more who just don’t care enough to post about the disagreement. As for maths being the only way to prove an items worth in a roleplay game, that’s a very poor metric for so many aspects of the game. As much mileage comes from inspiration provided and situational play between a group. If it all only came down to math, roleplay games would suck. ![]()
![]() I’m of the opinion that if it doesn’t have a mechanical reason or the player isn’t going to later try and leverage advantage from it, then just leave it as charcater choice. However, if the player is later trying to leverage reputation that gives advantage somehow (because they were a total bad @$$ and didn’t even whimper during torture) then some form of roll or expenditure of resource needs to be made. I really like the idea of spending resolve that was mentioned above. Perfect example how those points could be used outside normal expectations. But that becomes a house rule. Otherwise it’s a fort save or will save (GMs call) which falls less in the house rule domain and more in the GM applying current rules to unusual situations. ![]()
![]() CeeJay wrote:
What an amazingly arrogant statement. I will say that I currently play a number of systems where I don’t have to modify the content in the prepublished adventures in order to make it enjoyable for my group. That includes both pathfinder and fifth edition. However, what these last few posts of yours has certainly demonstrated to me is your complete lack,of understanding of the player base in the hobby world. It explains a number of your previous statements in other threads. It also makes much of what you have to say worthless in discussions about game play issues or balance. You have a firmly concreted stance of “I don’t have an issue so it can’t be a problem”, and then dismiss any other style of play than what you use as irrelevant and wrong. You may not find a problem with the game, and that’s fine. But your arrogant and dismissive attitude towards other people’s experiences and findings is unpalatable. ![]()
![]() Ikiry0 wrote:
2. Or ten feet away if you’re also ten feet away. 3. You’re ignoring the part where the enemy then fall ten feet and possibly fall prone so your soldier buddy can smack,him even more effectively.4. This is one is very situational, I’ll grant you that. But if they are on the very edge of the ledge shooting down at you, then I’d be allowing the power to pull them off it. Also, if they are climbing a cliff, there’s nothing to stop them being pulled off it. ![]()
![]() CeeJay is also ignoring the very large group of people who buy the modules because they don’t have time to design their own game. Paizo makes the majority of its money from its adventures, not the rules. It’s why they make the rules free (eventually this will happen for Starfinder) What that tells me is large numbers of people are buying the modules that Paizo produce. The expectation being they should work really well with the rules as written. The most that may need changing is the odd equipment drop that may not suit any one in the group. In fact, I will go so far as to say that CeeJay is on the minority for play style in this hobby. ![]()
![]() Ikiry0 wrote:
1. Or on the opposite wall of the zero g environment. Or flying past using boots etc. 2. It’s a 20 foot range, so if you’re on the opposite side it’s pretty good. Particularly for things like energised fences3. Which is crap for the soldier but may make a difference for the non full ban classes (though not likely given how low AC values for enemies are). Also, if you’re directly above them you lift them ten feet into the air and then they drop, possibly prone and possibly taking falling damage. That would depend on your GM I guess 4. If you are below the cliff or ledge that they are on, you can pull them off the ledge or cliff. They could in fact fall up to 20 feet (range of the effect) 5. I can think of a fight in the first AP where the final boss begins flying around in room where dragging it ten feet down could be really useful, especially if it can crash into something on the way. ![]()
![]() CeeJay wrote:
But it should work both ways. There are people who run games where the world is balanced according to the he players. (That’s you) Then there are people who run games where the world exists outside of the players. There’s are lots and lots of people in the second category. The Adventure paths and society games are in fact written to cater for that group. There’s are general guidelines and tactics for the enemies because they think completely independently of the players. Changing those tactics or the scenario so your players will do well puts you in category one. It’s a fun way to play, for sure. But you’re arguing from a perspective of blindness in regards to the other camp. ![]()
![]() Back to graviton stuff. Situations where graviton mode can be great, - zero G environments. Pulling the enemy off the wall leaving them floating in space and possible accelerating to a bad place.
Those are just ones I can think of and that’s only dealing with the one power everyone’s seems to whinge about. ![]()
![]() CeeJay wrote:
Absolutely, I 100% agree with you and aplaud you for doing so. But then you also come on here and argue against folks who have issues with the game because they run it unmodified. ![]()
![]() CeeJay wrote:
And this is where you are still blind to your own bias. You’re running games that deliberately cater to things. This means you could well be compensating for poor game design. I think there’s an issue when the game is run as is, using modules designed by the developers with their rule set in mind. And before you go off on your “game developers are only human too” rant, remember that this is exoeri need by people running multiple modules from multiple authors across multiple developers. When the sample size is large and disparate in nature, and it is presenting issues from a number of different players, then that means there is some substance to the claims being made. You however, still insists on arguing from your own game that you are homebrewing and modifying to ensure your friends are having fun. That’s a pretty weak position to argue from in all honesty. ![]()
![]() Some of the graviton modes in a Star Wars style setting are going to much more viable than folks are giving them credit for. There’s no railings in Star Wars for the most part and they regularly have strings on high platforms and across elevator shafts and around into for space hangars. For my part, I saw a Solarian pull 3 enemies from out of cover after flanking them. This allowed his companions and some NPCs shoot them without the cover advantage. The same Solarian pulled an enemy into the the middle of an elevator shaft and it fell three stories. It’s a complicated situation, you’ll need to read the Legendary planets AP to get full gist of why that fight is happening. As is, I haven’t read anywhere in the setting of the game where there are safety railings etc. Nothings to say Starfinder isn’t similar to the Star Wars universe thematically. Having said that, I’d like to see that particular revelation be enabled to work in both directions. Either a pull or a push. Effectively the Solarian draws a well of gravity to him during combat but then relases it like a magnetic coil eruption that cause the huge solar flares in the sun. It pushes enemies away if you want, or you could still use it to pull them. ![]()
![]() pithica42 wrote:
And here is where the problem lies. Let’s say you have spells that allows you to solve a threat in combat without damage. Charming or dominating or fearing them or whatever method it is. Now in one action you have removed a threat from the game, no matter how many hit points it has. It may have taken a combatant based class two or three rounds to have the same effect. So, now we start putting in classes that can effectively drop that,type of spell more frequently, as is the current request for this thread. Every round in a combat there’s a potential for the caster to remove one or more threats using just one spell slot or action. No matter how many hit points. What if the group is trying to talk their way out instead? Well, there’s a few ways to boost your skills in diplomacy and intimidate etc that means you can use skills to achieve this.
Even if it’s a spell that boosts skills instead of just wins the roll, you are making other players investments into their characters almost worthless. Please take in to account that the classes need to be balanced not just for what is currently available in the game, but for what might potentially come out in the future. Limiting the amount of casting you can do may well be a design philosophy put in place to mitigate future abuse of the system ![]()
![]() Starfinder has also made skills more important again. There aren’t spells out there that just completely negate the need for them any more. Hopefully this trend continues. If not....well it sucks to be the guy invested in hacking skills and information gathering when the caster beside him just waved his fingers and the computer spews out answers, or his chosen deity just whispers the meta plot into his ear. Remember, spell slots aren’t just used for combat. The more slots provided combined with a growing list of utility spells that are bound to come, the less that skill checks will become important. Having said that, the designers are doing ok so far, having spells provide bonuses to skill checks rather than just replacing the need for it all. ![]()
![]() ryric wrote:
Time stop is just the example someone used above. On its own it’s perfecly fine. Combined with summons and other spells it becomes unbalancing compared to what other players are able to do. The point I’m making is it doesn’t matter how many spell slots you give casters, it’s the tools you provide that they can spend spell slots on. In other words, there’d be no problem with full progression casters, as long as the spells remained in check. At which point casters would complain about how weak the spells were more than likely. For those very keen to play full casters though, there are rules in the book for converting Pathfimder material over to Starfinder. Use at your own risk ![]()
![]() Claxon wrote:
Yep, and all it takes is for someone to drop Time Stop back in the game and voila. Even with the current spellcasters as they are, you now have something to make things too swingy. Caster drops time stop then pops a bunch of summons or deployable items on the board (mines and weapon deployables). While that stuff may not be in game at the moment, it’s only a matter of time. (Pun intended) If you introduce casters with level 9 spell abilities, you just need to make the power levels of their spells similar to the level six casters. So getting 3d12 damage etc should still only be coming up atbthe top levels of the spell casters careers. But I think there’s more issues there too. It comes down to future combinations of feats, equipment and spells. If this game turns into the juggernaught of expansions that Pathfinder has, its inevitable that broken things will sneak in. ![]()
![]() 9th Level casters didn’t break the game in Pathfinder. It was stupid spell design and feat combinations that did that. Add in the effect of being able to buy scrolls of those spells and you suddenly had issues where casters could just replace most key features of other classes and remove narrative elements from the game. That is still a very likely scenario to occur in Starfinder even with only six levels of spells.
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![]() @CeeJay, Your argument works both ways. For you to have started this thread believing there aren’t issues is understandable. But for you still be in that position after a number of people have said there are is less so. None of which means jack squat. Your group obviously likes the game. They have no issue with stuff in the game. My two groups do. So we don’t play it. Again, given how many other game systems are out there, why bother chasing something you don’t enjoy? Which brings me nicely to the point where I’ll bow out of these threads, since I no longer plan on playing the game. May all of you enjoy whatever game you play. ![]()
![]() Lord Fyre wrote:
I’m sure our group could come up with a plethora of new house rules to adjust the big issue they had, but why sink my time into it? The whole thing felt stale to them combat wise. It’s a core mechanic.
Nothing we try is a perfect fit for us. We do definitely tinker with things and implement house rules where necessary. But never for entire systems of the game. As I stated earlier, I’m going to mine Starfinder for some ideas on computer stuff and some other elements and overlay those onto Fragged Empire. I’ll try that and see what happens. The base mechanics of Fragged were pretty fresh but it really lacked guidance and depth as a system. I’ve got a far better concept on how fix some of that having read Starfinder and the 40k roleplay books too. Most that is purely from a DMs perspective and ease of running games. But, Fragged has a similar issue with its enemy design that Starfinder has. They have different stat styles and even some different mechanics in how they’re handled. Given the response to Starfinder in my groups, I get the feeling it will end up with a similar outcome. ![]()
![]() CeeJay wrote:
Creatures are easy to hit, which again makes leaving your own cover to shoot them almost pointless. For the few fights we had where the enemy AC was high, the less combat oriented classes were very restricted in what options were available. Basically debuff. Now we didn’t have too many fights like this, but the ones we did have lasted for quite a few rounds longer than many roleplay games. Again, this is the mechanical design of the game. It’s a stated design goal in fact. So now you face situations where some players are pretty much doing the same action each round (which isn’t perceived as doing much to the enemy) for 4 or five rounds or about 30minutes of real time. Now let me again talk about my experience.
I will only discuss the combat part of those (as indeed all my points to date have been about) since it’s the core mechanic which really turned our group off. The monsters and NPCs in those games were designed to the rules in the Alien Archive. This was able,to be done because a) the first module was written by the very people who wrote the alien archive which were using the rules before the public got hold of them and b) the second module was using the same rules as the alien archive because a number of publishing companies also had access to those rules prior to the public getting access to them. I ran one of my groups for 4 sessions and they got to level 3 at the end of the first part of the Paizo module. I had five players in that group. I ran a second group for 9 sessions and got through to level five eventually in a second AP I’ve already mentioned to you. We honestly nearly quit by level 3of that one as well but I convinced th m to take a short two week break and come back to it. By level five the five players in that group also thought the combat was not up to par. So I have DMd 14 sessions with ten different players using official and third party modules which in turn used official rules for combat and NPC design. My experience is more than enough to make a judgement on a game system on whether I think it’s worth pursuing compared to the myriad of other games out there. From what Youve states so far, you’re running homebrew games while making adjustments that you feel need to be made. You have every right to enjoy your game, but do not denegrate my opinion on the game by saying my experience is limited so therefore wrong. And all of that is just talking about the issues with combat and NPC design that my players had. None of it comes from “this needs to be pathfinder and it’s not” because apart from me and one other player, the groups I run with don’t do pathfinder any more. There are other omissions in the system which the groups didn’t like, but they are far more subjective than the combat stuff so I haven’t bothered mentioning them in this thread. ![]()
![]() gustavo iglesias wrote:
Yeah, dropping scattered cover to enable enfilade movement and cover runs will definitely help the mobility of a game. As will destroyable terrain elements. Or sections that provide complete line of sight blocking and possible flanking positions. I guess it depends how much you get to design and how much you rely on prepublished adventures. There’s a current trend of thought in the Starfinder threads that suggest full attacking is always the better option. If that train of thought permeates your group it will also kill fluid combat. It’s all group dependent I guess. ![]()
![]() CeeJay wrote:
Actually, I’m basing it off the stats of critters in the bestiary book. But hey, keep telling me my stuff is limited and your homebrew is correct. ![]()
![]() Having said that (see my above post), I suspect the new equipment book will be releasing things that provide all sorts of options for less combat intensive characters. I’d also like to see more options along the lines of hacking and counter hacking in combat to make a difference, or deployable energy fields for mobile cover, troop tracking deployable sensors so you know where the enemy is etc etc. ![]()
![]() Combat may end up far more static than you think, @Gustavo. Moving to shoot the enemy often means also,giving up your own cover. The enemy almost always have a better chance to hit you than you do for them, and they deal more damage per attack based on weapon damage plus adds. On that factor, staying in cover could mean the difference between getting your own shots off and getting out damaged into unconscious. While some classes are difenitely going to be moving more (close combat oriented), others are going to be static for most of the fight. Which is pretty much how most of my Pathfinder battles ran actually. And isn’t too much of a stretch beyond what most games systems run. (A mobile assault group supported by a static gun line) Some of my players found that their best option in a gun fight was almost always trying to debuff the enemy rather than trying to damage the enemy. The harrying fire and suppressive fire ? Options both have static DCs of 15. In firefights where the enemy is entrenched in cover, they just missed more often than not against their KAC values. So debuff it is. Now, that’s perfectly fine in and of itself, but once you’ve had a number of battles where you’re relegated to debuff, then it gets stale. ![]()
![]() Robert Gooding wrote:
His complaint is about the aspect of the system that happens outside of playing the game. That is, the building of characters and how he loves complexity and problem solving in that aspect. You can do thatnall,day every day and never roll a dice in your life. As such, he has every right to make a statement on why he doesn't like this system. He even went through the comparison for purely CRB in Pathfinder vs Starfinder and still finds it lacking. I'm going to agree with his findings too. Starfinder is far more like 5e in that regard (and in quite a few others as well). For me though, that's a positive in favour of Starfinder over Pathfinder. For the very reason it really helps prevent rules lawyers and munchkins from trying to break the system. The problem of course comes down to this. My group has played quite a bit of 5e now and the players have seen or played through nearly every class combination possible. The shine is wearing off. At least Starfinder is going to continue growing the races and classes options at a faster rate than 5e. ![]()
![]() @ceeJay - I'll absolutely concede you point about third party content. The one I ran was the first part of legendary planets . It's basically an AP that's been designed for fantasy based systems (Pathfinder and fifth edition) but they've shoe horned Starfinder into it. It's more pulp sci fantasy than the setting in the core book, so some of the base skills are not overly useful already. I actually wrote a review on the module. The content as far as story goes is perfectly fine. It would be a really good Pathfinder adventure actually. But it wasn't working overly well for me as DM for Starfinder. However, despite those flaws the encounters were designed using the system in Starfinder, so our issue with combat wouldn't change really. But it's a very fair point you make about using third party stuff to judge a system. Sadly we found the official content ran the same. Meh. It's a game. Plenty of people are finding it really awesome for them, so I think that's great. I believe for my group, we're planning on using some of the design theories of Starfinder and putting them to the chassis of Fragged Empire. Fragged is a really robust game mechanically, but suffers from really poor layout and explanations on how things work in the book. Having read all the Starfinder stuff, I have a far better idea in how to effectively use Fragged. So for me, none of my money was wasted in all honesty. It just didn't pan out for the group the way I'd hoped. ![]()
![]() CeeJay wrote:
So you're saying the game works well when you homebrew and add extras based off assumptions you've made that aren't outlined in the rules. I mean, any game system will work well if you just change it to suit your style. But then it's not the same game system. Honestly, if the game doesn't run particularly well using the content designed to be used with it by the expert game designers who,helped write the rules then I call that bad design. So I shall reciprocate your own statements. I wonder if your experi nice differs because you're not actually running the game as written but rather homebrew it to gloss over some of the problems? Which is fine to do, because it makes your game more fun for you. But my time is too limited to be rewriting and redesigning systems, nor indeed homebrewing content. I need a system to work out of the box and be effective for the material written to use it, since that's all I have time for now. |