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Please make alignment fully optional in Starfinder. In other words, do not make classes that require a certain alignment (they can still follow a code of behavior), do not make spells that function based off of alignment (instead use friend/foe). The alignment system is a net negative. It creates more arguments at the table than anything it offers in return. It's an unsolvable problem because, as any forum post on the topic demonstrates, we each have widely differing opinions of what good, evil, lawful and chaotic mean and where each begins and ends. Its a part of the game that doesn't need to be there. Thank you!
There is an inherent problem in the "math" of Pathfinder/d20. Imagine you have two level 3 fighters. One has a +7 to hit and the other a +13. As GM, you've got one number, Armor Class, that's going to matter how much they hit the monsters. You've got to make the AC too easy for one of them, or too hard for the other. There is no downside to designing your melee hero to be the +13 guy, just "optimal" choices. The "math" of the game mostly reinforces the idea that the rules reward the "optimized" more than they reward the +7 guy, because good role-playing is not really stat-dependent, but the combat is. Maybe one way to make Starfinder better is to make stats and combat scale less linearly, and more like rock-paper-scissors? What if as you scale up one value to get better, another value(s) diminish slightly. Or put another way, what if you have a "Pool" to allocate between accuracy, damage and number of attacks. Using the example of the two fighters, maybe the +7 to hit guy has that +7 because he hits for more damage, or attacks more often, whereas the +13 guy got his very high accuracy in exchange for slower, less damaging attacks. In Pathfinder, the +13 guy is strictly better than the +7 guy. In Starfinder, maybe they both can have a place. Thanks for reading.
Dear Paizo community,
I've come up with a few examples, but I could really use the communities help and creativity with making many more! Ideally, it would be awesome to have enough to fill out a d100 table. These quirks can run the gamut of terrible, fantastic, strange, useful, burdensome, interesting and everything in between. Here is what I came up with so far, can you write more of your own for my group (and anyone else) to use? Thank you so much! Examples:
Bird-Boned “You get a broken jaw from a stiff slap, and falling down stairs is a recurring nightmare for you. At least in the right wind, and with a running start, you feel like you can almost fly.”
Hemophiliac “You always bruised easily and your nosebleeds would last for hours. Your blood is thin and runny, and every time you cut yourself it’s always a struggle to get the wound to stop bleeding.”
Hater of Doors: “What is best in life? The sound of splintering wood, the crushing of portals, and the lamentation of former door owners. For some reason, you’ve always hated closed doors, likely due to some unremembered childhood trauma. Maybe you’re just crazy. Now you treat all closed doors as a mortal enemy and a personal affront. You’ve spent a lot of time in jail for property damage. “
Large Lungs: “You have lungs like bellows, and they have served you well every time you went swimming or diving. If you could only breathe fire, you’d be the mightiest dragon.”
Thrill-seeker: “It’s better to burn out, than to fade away. You’ve always felt that life is only thrilling when you’re riding the edge of death. Safe is boring, you live for risk.’
Odd Glow: “There are places in the world where you simply start glowing like a faint will-o-wisp, usually in the Numerian Wastes or next to technological items and scrap.”
Free Fated: “You’ve always felt like you had an extraordinary will and an ability to control your own fate, to bend luck to your bidding. Maybe you’re just extraordinarily confident.”
Alcoholic: “You’ve hit the bottle so long you’ve nearly forgotten what being sober is like.”
Light Sleeper: “You awaken at the slightest sound, at the gentlest breeze or even a shadow passing over you. It’s a curse and you envy others restful sleep.”
Hodor: “Some people are fat, some people are big boned, but you’re clearly just a small giant.”
Know-It-All: “You know a lot of useful information, odd pieces of knowledge and obscure trivia. The problem is that when you don’t know something, you just give it your best guess instead of admitting your ignorance.”
Heartbomb: “At one point in your life you’ve had a particularly critical need to implant an explosive into your body that would explode if you died. Eventually, the need passed, and the bomb stayed.”
I was asked for a ruling on the Prismatic Sphere and Prismatic Wall spells from one of my players, and I need some advice. The question is whether all (ranged, magic, melee) attacks targeting the wizard suffer the effects of the seven colors, or just melee attacks passing through the sphere or wall. The spell text from Prismatic Sphere states that "Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time." My natural inclination is to assume this means or was intended to mean melee attacks, even ones from large creatures with a lot of reach. However, my player believes this means the prismatic sphere should also affect an archer attempting to shoot his wizard, or someone trying to cast a targeted spell at his wizard. I wanted to get a second, third and fourth opinion from fellow GMs and players. Thank you in advance for taking the time to reply.
I am looking for some advice from the community who have played at tables where the PCs and monsters had maximum HP per hit die. I am considering adding this feature to the next campaign I run, but I am unsure as to how the Pros and Cons work out in actual play. The Pros that entice me to the idea:
The Cons seem to be:
I can take some steps to help mitigate the length of the encounters, such as limiting how many people roll up characters with pets/mounts/familiars/summons. But is the fundamental trade off generally positive or generally negative? Either way, thanks for taking the time to reply!
Looking for a NJ gaming/hobby store that will be running the pathfinder adventure card game season. I want to try the organized play and see how it goes. My commute takes me from the Maplewood / Union area down to Freehold / Jackson area. If you are a store running a game anywhere reasonably near the above areas, or know of one, please let me know. Thanks,
Just started browsing through this AP which I hope to DM after our current campaign ends. The first concern that hit me is that the sci if elements and tech will hardly be the "star" of the campaign if the party has arcane casters. A laser pistol is less special when the party shoots scorching rays already, a jet pack isn't special when you can cast fly, and a transporter is just a bad version of teleport. So I'm thinking of limiting the group to martial and divine classes. Not that magic isn't around, but having it in the party might make the campaign less flavorful. Good idea, bad idea?
Good Day all: I have a Drow player in the party as well as an illusionist who enjoys using the spell "Mass Dazzling Blade". One of the effects of the spell is that a person can discharge it to blind or dazzle a foe. The spell is an illusion(pattern). The text states that the "wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light". An adjacent opponent is the target of the spell. Q: Would a Drow employing this spell against a foe also blind himself with it? (Would this spell effect count as being exposed to bright light?) While we are on the subject, what else would blind a light blind creature?
I'm curious mainly as to what the rules-correct answers are to the above, but am also happy with hearing general opinions on how everyone else has ruled at their tables. Thank you
I have a trap in mind: A wall in a dungeon moves to push characters over a steep drop. Fail Save: Fall
After 3 rounds, the wall retracts into its original position.
I'm thinking a DC 10 Strength check
Does that sound reasonable or are there rules for this sort of thing already? Thanks in advance.
Hey, new DM here and I need some good advice. Situation is as such: I'm running the Kingmaker AP and the group has just defeated the Stag Lord and captured his fort. The group found the Stag Lord's helm but unlike the AP, I decided to make it an intelligent artifact that will bend one character to the will of Lamashtu and against the followers of Erastil. They don't know this, all they know is that it is a magical item that radiates (Strong ALL) and has some amazing abilities (think Predator) Why? Because interesting story. The group emailed me their concerns about my inexperience and overpowered munchkin items. Fair enough. They asked for a vote to change the item back to how it's written in the adventure. I'm letting them vote on it, because if they're that worried, well, they should have their concerns addressed. It seems silly to go, "just trust me", because I'm new to DMing and I haven't earned their confidence yet. It seems equally silly to reveal the secret of the item and spoil the surprise. So do I revert it back to a mundane item and forget that part of the storyline I planned or do I revert the item and KEEP the cursed nature of the helm?? I'm concerned that the second option will be viewed as DM revenge. Perhaps there is a better third option? Thanks in advance,
Need some opinions on fleshing out a Cossack character.
I plan on making him a rogue with a level of gunslinger for just a touch of firearms. Would you also take levels of ranger or barbarian? Thanks in advance. |