Unicore wrote:
Investing in dex doesnt do anything except relfex saves. Barbarians get medium armor all the way to Master and dex cap for medium is 1-2. Barbs generally have 2 less ac than fighter while raging, 3 less if Giant barb and thats only if the fighter is in heavy armor (its 1-2 in medium). Barbs also gain resitance to a few types of damage while raging, while fighters only get 1 resist based on the armor they wear
Voss wrote:
In Order: -Yeah you just assign one of them. It allows GMs to make similar enemies with slightly varying abilities. You could choose to assign none of them, or even assign more than one (increasing the creatures level) -It means they're 2 levels below a level 1 character for purpose of xp calculation for encounter building -Its made from some large creature with a horn, or just has bone sticking out of its head. its a natural attack you could probably flavor it as a bone spike -They arent about creation. They're made from Negative Energy which is a force of destruction. Using said force for reanimating things (creation) makes them vicious husks. This isnt new and has been the general theme of undead in pathfinder for years -Its just guidelines, the proper monster creation rules are in the GMG. the Guidelines alone allow you to edit the base skeletons a bit
I dont know why people are morally opposed to buying backpacks. A party of 4 with 4 backpacks and nearly capped bulk has 16 bulk worth of storage space to work with, and again thats assuming every single party memeber is capped on regular carrying bulk. Also we dont know the final bulk numbers. Curious as to what next weeks blog is gonna be even if its short. Im mostly waiting on seeing the equipment blogs (armor and weapons) hoping they give us some previews of anything thats been changed
Rysky wrote:
Well Mark did say that classes with Heavy armor like Fighters and Champions wouldnt skimp on lighter armor proficencies.
Wandering Wastrel wrote:
I dont think anyones suggested it yet, but the concept your looking for works if you actually start as Fighter and then multiclass into Rogue. You'll end up with a Fighters proficencies, but youll also get bonus skills and access to Rogue feats. Its pretty easy with how stat gen works to start 14str/18dex even as a fighter and you can focus on either Free Hand dueling or Two Weapon Fighting styles for more Rogueish flavor
Sliska Zafir wrote:
Its FAR from gamebreaking as you are spending a feat, targeting KAC+4 to use the bull rush, AND using your only reaction for the round to pull off the whole manuver.
Cyrad wrote:
It allows you to use melee attacks while your hands are full saving action economy since you dont need to put your gun away or change grips. Also non leathal and leathal arent calculated seperatly in Starfinder like they were in pathfinder. They both deal damage and the non leathal vs leathal only comes into play for the final knockout/killing blow. The REAL issue with Improved Unarmed is it doesnt remove the archaic property which is alright if you never fight people wearing armor (monster hunter style games) or are tavern brawling.
Three key points missed 1. Str is required to use heavy weapons. You need 12-14 str to use them 2. Str is the superior option for combat manuvers as the weapons with bonus properties only use Str 3. 13 str is needed for Heavy Armor proficency is you want to have solid AC at higher levels (heavy armor begins to outclass light armor in raw ac around level 6ish)
In addition to mystic cure, health pots (i think it was serums of healing?) Only cure Hp as well. In first contact there are two monsters that have abilities that trigger ONLY on HP damage not SP damage Judging from this it looks like while they have only a couple things that interact with it, the reasons for it are there. Plus it allows them to add more abilites that interact with hp or sp specifically in the future
A level 1 soldier can succeed against a goblin with no bonuses on a 15. With Improved Combat Maneuver they succeed on an 11. In addition, other penalties to ac and bonuses to attack improve your chance with Manuvers. Lets take a higher cr foe. Against a CR4 monster with 18AC, a level 5 soldier succeeds on a 16. With improved they succeed on a 12. With +2 from flanking and the foe being flatfooted they succeed on an 8. Im failing to see the issue here.
Milo v3 wrote:
Are you.... suggesting that FLUFF be a determining factor in game balance because that is... TERRIBLE game design advice. They changed the game balance and that includes what spells exist and how they work. The Starfinder system is similar but ulitmatly they are seperate d20 systems thus theres no need for things to work the same way, in fact striving to make improvments to the game and the flow of combat is a GOOD THING (being succesful at it is a seperate achievment but we wont know till CRB is out). Just because Starfinder takes place in the same universe as pathfinder Flavorwise should have ZERO impact on how things work mechanically
Mashallah wrote:
I mean the gap isnt needed to keep starfinder and pathfinder seperate you can just say starfinder takes place waaaaay further in the future to do that Maybe the devs are a fan of the series Big O in which everyone lost their memory of events about 40 years ago which leads to a ton of interesting intrigue as people try to reclaim their lost memories The Gap is in the end a tool players and devs can use to create interesting stories around. Do the players discover lost information somewhere in the drift? Do they run across someone who was alive during the gap whos desperatly trying to recover their memories? Do you find information that connects an individual to a powerful and wealthy legacy from pregap sociecty that (due to the gap) they were unaware of? And of course in the end you dont even have to use the gap. Its a tool, and its up to you to use or not
It doesnt really appear that theres too much more to discuss until someone from paizo says something (which I do believe they said they were going to discuss it more in detail on the 14th when it was released). That being said I could theorize more on why slashing grace was made. The devs thinking could be as such: Light weapons are finessable because of their weight and size. So you can use your dex rather than str because it doesnt require much str to use them. Slashing grace on the other hand allows you to use one handed weapons to deal damage with dex. This is based on using the weapons weight and targeting certain areas, rather than how hard you can hit them. So a light weapon isnt heavy enough to deal damage without significant force behind it (baring magical enchantment) and a slashing onehander is too heavy to weild accuratly without str (except with specilized training like a swashbuckler has). A twohander is too large or heavy (or both) to use dex (the elven curved blade can be finessed but is too large to use without magic for dex damsge). Or maybe im just overthining things. |