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Perpdepog wrote:

Roll for Combat just had Thirsty on to talk about SF2E's release. He talks a bit about starships during the talk. All I can really recall is him talking about how they're taking their time because they want starships to be done right, and that they've learned some lessons from earlier attempts and similar systems, but IIRC there's no indications of when they'll be coming.

The whole stream is pretty fun listening to; having Thirsty and Mark in the same talk is a bit of a treat.

Do you have a link to this? I looked for a recent stream and have been having trouble finding it.


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Perpdepog wrote:
Karmagator wrote:
The new playtest is monsters and encounters
Source?

The latest Paizo Live, at approximately 32:30.


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I’m a PF2e GM who runs Golarian as slightly-past-modern-day (cell phones, limited space travel, etc.) and as such am very much looking to fully combine as much of the two systems as I can, both to give my players more options (31 official classes as of this August!) and to give some more mechanical weight to the modern setting.

If rules/meta-state conflicts between the two arise, I’ll be defaulting to the Starfinder meta (see: early access to flight).


I have a Thaumaturge player who wants to try out the Stellar Cannon, but their class functionally mandates a one-handed weapon. I have a vague idea of a homebrew for them:

Knobs for Adjusting:
- Damage: Currently 1d10 (Drop to 1d6/1d4? 1d4 feels too low but 1d6 may outcompete)
- Burst: Currently 10ft burst (Shorten to 5ft burst? May be too small)
- Area Fire: Currently Two Actions (The main thing keeping it balanced against single-action pf2e weapons, IMO)
- Range: Currently 60ft (Drop down massively - 30/15 ft?)
- Capacity: 4 or 6 grenades per reload

Homebrew Proposition:
- Damage: 1d6
- Burst: 10ft
- Area Fire: Two Actions
- Range: 20 ft
- Capacity: 3 grenades per reload, 1 action reload

What do you think? How should I keep adjust this weapon to be viable to use compared to the two-handed version while not overshadowing similar pathfinder options (bomber alchemist, good one-handed pf2e weapons).


Karmagator wrote:
I'm pretty sure the Envoy's key ability is DEX (possibly DEX or STR), not CHA. It's not quite having an INT KAM, but you should be good either way. If anything, that is better because you can still represent the INT-focus well and be very effective at directly participating in combat. Having your main attack stat and KAM not being the same has rarely worked out for martials.

Right, probably should have said “Assuming there will be class abilities that scale off of CHA, I hope that a subclass gives the option to switch that to INT”. Sort of like how the Rogue subclasses handle that. Kibble’s Warlord homebrew does this really nicely from what I’ve seen with INT/WIS/CHA options.


I do hope we get an INT-based key ability score Envoy option. It would be nice to be able to mechanically represent the "tactical, strategic warlord-type" in addition to the base "silver-tongued, smooth-talking warlord-type".


I grabbed the other three book's posters to print out for my groups - here they are!

Book 4

Book 5

Book 6


Thank you so much for posting these. I'm running two Extinction Curse games at the moment (both are in the Chapter 1 boss fight) and this saves me a whole lot of work for getting the cards ready as physical props.

If it helps any one else, I made blank PC templates for these cards and posted them here.