jim reynolds 283's page

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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


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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?


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?


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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


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?