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I don't know if this belongs in this section of the forums, but I have a request for the developers on the next alien archive.

When a monster has gear such as a force field or an electrostatic field in their armor please list the effects in the creatures stat block.

For example The Bone Trooper Capt. on p 22 of Alien Archive 2 has a black force field. The only way to know that is to read the gear section. Nothing under hit points or defenses about a force field. It requires me to know exactly what a black force field is a add it to the stat block.

Another example in Alien Archive the AHAV has a Hellhound class flame-thrower. Which is a blast unwieldy weapon. The entry says nothing about it being a blast weapon, or it being unwieldy. I just thought that it was weird that a flame thrower wasn't aoe so I looked it up.

Third and the final example the Drow Noble Arms dealer in Alien Archive has an Electrostatic Field Mk2, and no electric resistance listed. Much less the idea that things take dmg when they hit him.

I am sure their are hundreds of others

With the amount of gear that exists in the game it is unreasonable to assume that we know what everything does with out looking it up. Meaning we now have 2 or 3 additional things to look up on almost every creature that we through against the party. This adds a huge burdon onto GMs for starfinder.

Also as a side note does anyone know of a decent encounter builder program for starfinder? I refuse to use hero lab as they have gone to the subscription model


Zertroz,

The game isn't really set up for those types of illness (as you said the disease track is set up to kill you quickly not live out over months)

It sounds much more like a roleplaying thing that you enforce on a role playing basis when it is cool for the story to do so.

I wouldn't so much worry about putting hard rules to the disease unless the player is looking for some extra benefit because of this down side that she is taking.


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When overhealing to Stam with the Medic out of COM do you have to heal HP first before you are allowed to over heal?

Meaning if I have no real HP damage can a medic just heal my stamina?


The lvl 2 medic ability that lets you over heal the Stamina is really really strong.

We have a Healer Mystic in our group and now their spending RP to heal stamina. which has 2 effects.
1) It makes his healing really strong
2) It make the Envoy feel pretty useless as he was specialized in healing stam

Is anyone else having problems with this ability? Am I reading it wrong?


The lvl 2 medic ability that lets you over heal the Stamina is really really strong.

We have a Healer Mystic in our group and now their spending RP to heal stamina. which has 2 effects.
1) It makes his healing really strong
2) It make the Envoy feel pretty useless as he was specialized in healing stam

Is anyone else having problems with this ability? Am I reading it wrong?


I believe that it is supposed to be a chain.

You have 3 explosions A,B, and C

A has to be 15 feet from B and B has to be 15 feet from C, but C does not have to be 15ft from A


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Don't know if this counts as a Necro, but yes this needs to be added to the FAQ.


So we have been playing Starfinder for about 5 months now, and our group is lvl 7 and about to be lvl 8.

A few of us have been trying to make grenades worth it with out much success, and we have been better off just using the heavy weapons that explode.

Are we missing something or do the Starfinder devs have something against grenades?


Personally I would love to see a feat chain to make grenades not a wasted action.

Something like:

-Getting full specialization dmg to grenades
-increasing the DC
-making effects last longer
-increasing the area of explosion

Something to make them equally as viable as a Heavy Explode weapon because right now grenades have laughable dmg and way to high of cost.


How does everyone have a PDF already. I bought the book on Monday, and it shipped today. However I still don't have PDF access.

Am I missing something?


To the OP,

Solarians are a grab bag class that can be build to do alot of different things, but only one at a time if you want to be good at it.

1) Solarians can be the best at battle field control if you focus on CRA and the grav powers Such as Black Hole, Gravity Hold, Gravity Surge, and Crush.
-Against Higher level mobs this wont be that awesome as most of them will make their saves, but against groups of low level mobs you will be moving them all over the battle field.

2) Solarians can be amazing tanks with the DR and resistance they can get with Armor
-Can have a very high AC with shield and solarian armor bonus and high dex
-can get DR from powers and feats so don't have to spend credits on that
-can get resist from powers and Sol armor so saves credits there

3) Can be amazing beat sticks with Sol weapon extra dmg and the Soulfire fusion and plasma sheath. Very close to the Highest melee dmg in the game if not the highest I havent done the math past lvl 15
-One lvl of soldier works well with this build as previously mentioned so you can get heavy armor and str for RP

Solarians have a lot of different build options, but can really only do one of those at a time

Personally I am playing a Armor Solarian with lots of DR an Resist with Corona and Electro Static Fields.

I am lvl 8 and do 5d6 fire/electric when I get hit. I have In harm's way so that I can protect allies, and Blazing orbit so I can provide some battle field control. I am having alot of fun with this build, but I am a little concerned that the DR/Resist wont keep up with the dmg at higher level.


Matt2VK wrote:

Question -

I know a while ago the Solarian Weapon got a minor damage bump with the Soulfire Fusion.

Has the Solarian Armor received any type of gear/feat boost in the splat books?

Hoping there is and I'm just missing it somewhere.

Check the Armory. They new Sol Armor abilities that they included in that book are great.


So IMO Starfinder wealth is more important than any other system that I have played as the power level of your characters is sooo dependent on the gear they have.

Armor and weapons need to be upgraded about every 2 levels prior to lvl 10 and almost every level after 10 or the players will be behind the curve.

(I want to take a minute and say that players being behind the curve is not a problem and wont ruin the fun of the game as long are you are aware of it as the GM. If you want to run a low item/low magic game just be aware that you may have to adjust down the encounter power from the default.)

The tables are as follows.
Wealth Gains per encounter-is total party wealth gain for an encounter of that CR.
-so if the party fights a CR 1 Mob they should gain 460 credits worth of stuff/cash
-but if they fight 3 CR1 mobs that would be a CR4 encounter and the party should get 1400 credits worth of stuff/cash

Character Wealth by Level- is the total VALUE of gear that a character of that level should have.
-This means that if I am a lvl 5 character I should have 9000 credits in gear.

(A character leveling from 1 to 5 would have had alot more money go through their hands than just 9k.)

The reward system in Starfinder IMO assumes that the rewards are supposed to be about 50/50 cash/items. That way players dont get to auto have everything they want, but do get to customize their guy/girl the way they want to.

We level by milestone rather than xp so I have created a table to make sure that my rewards are not behind and if you are interested here is the total rewards by lvl that the game assumes you will get in a mix of cash and gear.

1 1500 (Going from 1 to 2 you get 1500 worth of gear/cash)
2 2500 (Going from 2 to 3 you get 2500 worth of gear/cash)
3 4000
4 5000
5 9000
6 13000
7 15000
8 18000
9 35000
10 45000
11 70000
12 11000
13 150000
14 225000
15 340000
16 600000
17 800000
18 1200000
19 1850000
20 2500000

I hope this helps, and again please understand that as a GM you can increase or decrease this as you see fit just understand that itemization is a huge part of the power of a character. So if you are way behind as a GM you will prob have to town down the power, and if you are ahead you will prob have to turn up the power of the encounter.


I haven't seen any clarification on these weapons, but like most other GM's I agree that they are just not quite enough shield points to be worth a standard action.

Maybe if you doubled the shield output or just made it the max on the die roll instead of rolling.

Also no I haven't seen anything on a new FAQ recently.


@ Q Vos

at lvl 5 you said that your dmg is 1d6+17+1d4

1d6-I assume is the basic solar weapon
17 breaks down as follows?
5- str
4-cra
5-weapon spec at lvl 5
2-Plasma Sheath
1-Solar Crystal
1d4-??

Where does the d4 extra dmg come from?


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After playing 4 of the adventures (we skipped the lvl 9 adventure) we are bowing out of the playtest as we are just not having fun for the following reasons:

1) The system is just not fun to play

2) Characters don't have interesting choices when lvling.

3) If you want to do dmg in combat pick up a weapon and swing even if you are a full wizard.

4) +10/-10 is a horrible mechanic.

5) System is too finely tuned making all character feel the same

6) Proficiency system could be removed from the game with out changing it really at all.

7) Every character felt the same to play at lvl 1 as it did at lvl 12

8) The rules are complex for no reason


Gavmania wrote:

Sure. You get fewer spell slots than a school wizard or sorcerer, but get some flexibility on reusing some of those spells.

Of course, sorcerer has better flexibility and more spells.

-What did I miss? How do Sorcerer get more spells per day?


I am a level 10 wizard, and I use Drain focus to cast a level 5 spell.

The Focus conservation feat

Add a Somatic Casting action to the casting. You gain an extra
use of Drain Arcane Focus that you can use to cast a spell with
a level at least 2 levels lower than the triggering spell. You must
use this extra use of Drain Arcane Focus before the end of your
next turn, or you lose it.

I then use that extra use to cast a lvl 3 spell.

Which then in turn give me another use of drain focus to use on a lvl 1 spell?

I seams to me to work this way?