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soulclaw's page
Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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I wanted a better armed small ship frame and created this.
Sloop
Small/maneuver +2, turn 0/HP 35/DT -/CT 7
Mounts: Forward 2 light/Turret 1 light
Expansion bays: 2/ Crew: min 1, max 6
Cost: 7
Should it have 2 forward weapons or just 1?
Can anyone recommend a good ship building program or website for Starfinder?
I am returning to the SF ship rules and have forgotten a few things.
When selecting crew quarters, is it assumed that one BP purchase for crew quarters accommodates the maximum crew members possible for the ship frame?
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Better? Not sure. Equivalent? Yes.
I have given up waiting and have been writing new aliens to match to my Star Wars miniatures. The Quarren, for example, have become something akin to mindflayers (due to their chin full of tentacles).
I am the GM, I'm looking for opinions on this after the question was raised an one of my games. I am inclined to let stamina healing work on up to half the npcs total HP but I want to see what other GMs think.
NPCs only have HP. Healing spells heal Stamina or HP depending on the spell. Can one use Stamina healing on a npc or are those spells useless for supporting your hired guns?
Is there any plan to produce any other sets after the first four?

gamer-printer wrote: soulclaw wrote: I added cryo-sleep on my first scenario, the players were travelling that way to the frontier on sponsored flights to move potential trouble makers to the frontier to direct their energies outward, they went in cold sleep to keep costs down.
I don't actually have any rules for it, it just works. I published a FREE one-shot space horror module for Starfinder, called Rude Awakening, and it includes rules for cryo-sleep pods, as well as a table for spending too long in cryo-sleep, in the appendix... Why do you need rules for it? Either the story has the team cold sleep their way to a destination, or the story has their journey go awry and they wake up late in the wrong place, and maybe you hit them with a short term penalty for sleeping late.
What is gained by wasting time writing rules that will be infrequently applied, if at all? I have watched so many GMs invest so much time writing rules that might have been used once, if at all, time that could have been spent simply making the campaign story more interesting.
I added cryo-sleep on my first scenario, the players were travelling that way to the frontier on sponsored flights to move potential trouble makers to the frontier to direct their energies outward, they went in cold sleep to keep costs down.
I don't actually have any rules for it, it just works.
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For fantasy games I used a lot of the Harn city packs, they presented great maps and a concise outline of what was happening in the city in four or five pages.

Brother Willi wrote: Qui Gan Dalf wrote:
I have gone back and forth with doing this as well. Part of me really enjoys tying a campaign to something that feels familiar and well-developed to the players, supported with on-going supplement development and so on. I don't have much time anymore for full-scale world / galaxy building, however, so assimilating and cobbling together bits and pieces from the great work of others gives me a mix of creativity and efficiency.
I hear you there. I'm running Dead Suns because (1) I wanted to see how the designers develop adventures, but mostly (2) because I don't have the time to do full campaign prep anymore.
Our game is mostly in the vein of Firefly with a bit of Guardians of the Galaxy. It's focused on the core group of misfits, with snippets of the larger world filtering in while relevant. We've found a dose of humor and lack of realism have gone a long way to making the game fun. I set the campaign on the frontier so that my core worlds background could be painted with broad strokes and not a lot of detail in about a page. The frontier area and the main station hub is also summed up in a page as well. I've been running games since the late 70s and can improvise the rest as needed, mining all the books I have read over the years for ideas.
I also think the SF background with the pact worlds and the starfinder guild is pretty lame. It is all designed to support organized play which I despise and consider a thing that kills creativity and suppresses GM freedom with stupid regimentation. I wanted no part of it. I am allowing my players to use the notes on the pact world planets for their background if they wish, but those planets are all scattered to different systems and are not being used in any other way.
While I have used "official" campaign materials in my campaigns over the years, mainly it was in the form of city packs and such I modified and dropped into my own worlds. I have always created my own campaigns otherwise.
The autofire rules in the book are clearly written by people who have no experience with automatic weapons. I got to fire automatic weapons in the service and we were specifically trained not to simply empty the magazine in one long wasteful stream of bullets.
Undead are healed by necrotic damage.
Profane damage is infernal/demonic energy.
Per character, and a total that has passed through their hands. I have no idea how much they have saved up.
Here is my work in progress Campaign Handbook, love to hear any feed back.
https://drive.google.com/open?id=1yyaineb2bDxzAtu44D55vzP3o80JGgB3
I think the SF miniatures are lost in the Rift.
I am using Star Wars mini's as well as taking various horrorclix/heroclix aliens and remounting them on smaller bases so they fit the grid on my maps.
I dropped the Pact Worlds entirely and am doing an atom punk Galactic Empire campaign in which the player characters are out on the frontier safely away from the civilised systems.
I am running a homebrew campaign, at level 5 they have earned about 10k total.
Sounds like you need to take a page from old Traveller and add a rating for additional hard points on frames for adding weapons.
"A starship’smaximum speed modifies Piloting checks for that starship."
How should this rule be applied? Is it reasonable to apply the speed modifier at all times or only when the ship is moving at the speed listed for the modifier?
March is done and April is upon us.
Still no word.
I was told that the figures they released are not painted, that is disappointing.
Jimbles the Mediocre wrote:
Not a complete rebuttal, per say, but an attack roll doesn't represent your ability to contact the target, but instead your ability to contact the target and pierce its armor. Yes, a shotgun has a wide spread (thus its ability to hit multiple targets), but the force of the blast is distributed among many small pellets that have less of a chance of puncturing armor.
OK, good point, I hadn't looked at it that way. Originally I thought that Blast used the Full Attack penalties as well by default but after re-reading Blast I think that is not the case for a single pull of the trigger.
Shotguns are a complex weapon to model, at very close range there is no real spread at all and they inflict horrific wounds but as the range extends the damage lessens as the pellets spread apart.
I hadn't noticed the grenade launchers in the rules, thanks for pointing that out. I'd still want to add the underslung launcher attachment and the m-79 blooper.
For those who are unfamiliar with the blooper, watch this:
https://www.youtube.com/watch?v=f96p-IhcZhQ
I am starting to sketch out notes for some things that the weapon rules seem to have left out or misinterpreted.
Aiming aids (aim point scopes, laser target pointers, optical scopes)
grenade launchers
The shotgun blast rules make no sense with the total -6 penalty that accumulates on the shot. Anyone who has used a shotgun knows that firing a spread of pellets makes it easier to hit a target, not harder.
The automatic rules that consume all remaining ammo also is a bit off given that automatic fire training emphasizes using short controlled bursts of about 3 rounds at a time.
Portrait orientation is not useful, I'm working on landscape GM screen pages instead.
How many ships stations could an AI control at once, in your opinion?
Is there any indication of the use of AI's in this game? AI controlled ships, space stations, etc.?
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Why should they be required to get into a fight they have no interest in and that is not tied to an objective? Players avoid fights all the time if they want to in games, why should SF be different?
Other issues that might apply:
They might not trust their GM to deal with them fairly and not want to risk getting an expensive starship damaged/destroyed. Do they have the means to immediately replace their ship?
They might be pursuing a goal and not want to deal with a sideshow.
They might not like the ship to ship rules.
Forcing the players to do things they don't want to do is a good way to lose players.
I use squares because the Paizo and Heroic maps that I like all are printed with squares but I used hex maps for years without any problems. I still have some nice printed hex maps that I will pull out from time to time.
Very nice, I will pass this around.
I'm looking at the editable pdf character sheets that I'm using for 5e, 4e, and BASH so it can't be that hard.
There is a very pretty and stylish Starfinder character sheet that unfortunately requires both glasses and a magnifying glass to read some of the elements on the first page.
I did a readable character sheet to supplement this.
https://drive.google.com/open?id=0B7FwXQHZFXPwdDZDcW9XNkNsLVk
When will we see painted Starfinder miniatures and will we see any Starfinder flip-mats and map packs?
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