dogsarethebest's page

2 posts. No reviews. No lists. No wishlists.


RSS


pithica42 wrote:

I think the intent is for you to steer them into stealing the Corpse Fleet ship that lands at the beginning of DS6 and not the Sunrise Maiden. Then they pretend like they're just a bunch of corpses and sneak onto the EoB without combat (if possible).

They probably could try using the Sunrise Maiden to blast their way through, but I don't know that I'd want to do that as a player if it were me.

While the AP makes it seem like the party never has time to do anything remotely downtimey, ship upgrades essentially only take as long as you want them to as the GM. So, you can have them be at max BP for their level if you want/expect them to fight their way through.

Thanks, pithica42! I hadn't read through the module yet when I posted that, and I do see now that this particular adventure doesn't have the more standard combat. Still, your advice is helpful for future reference - definitely gonna play more Starfinder after this!


How good should the Sunrise Maiden be heading into AP6? Should they be up to as many build points as their level allows? I'm asking because it seems they haven't had enough downtime during the overall AP to do as many mods as their BPs would allow. On the other hand, for the last module I'd told them they hadn't had time to make as many modifications as they'd like, and they lost the starship combat in that one (but only by a little - it was very close.)

I'd like to be fair to them and also for the ship combat to be challenging in this final book. Thanks for any advice!