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Hey Nickela,

FWIW there's a shuttle in the AP that does have an added turret so I think they mean for us to be able to add them and that wording is just a little misleading.


Star Wars Saga basically has the same weapons at all levels or at the very least does not scale anywhere near this game.

An x-wing or rifle is basically the same for a level 1 and level 20. But the character abilities make the difference.

There are licenses and restrictions but they are more about RP, skill checks, and setting than character level and the scale is nowhere near Starfinder. A level 10 character has to abide by the same license and restriction rules as a level 2.

The two systems even share a designer. Both are d20 but Saga is not meant to be an acquisition game as much. I like Starfinder but I also like systems where the character is the star more than the weapon.


Thanks Nickela for the Computer Countermeasure BP costs. I knew they had to be somewhere.

I think I wasn't clear about the turrets. I saw the part about tiny and small and figured it was future compatible, 'cause Paizo. Wording seems clear to me otherwise but meh, what do I know? I can say I do not know what DOOOOOOOOOOT~! means!


Hey Nickela this is wonderful. Comment and a question.

I don't think you can add a turret to a ship that does not have one. You can spend 5 BP to add a mount to a turret but I'm not sure that means you can spend 5 BP just to get a turret. Won't be the first or last time if I'm wrong. Rule says: "By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space." I don't see the cost for adding a turret in the rules so I assumed you had to have one already.

Where did you get the BP costs for computer countermeasures? Can't find them anywhere.

Thanks for sharing your great work.


OP: Here are some places to get ideas.

Check out Fantasy Age. I think you'll like how they do it. Armor reduces damage. Heavy armor also makes it easier to be hit while light armor allows you to use your agility. I like the combat system a lot. The magic system though is very lacking. For a sci-fantasy version try Valkana. It's a level based system but with less dramatic scaling than Starfinder.

A Song of Ice and Fire RPG/Chronicle System is good too at simulating what you are after.

The One Ring makes armor and being hit separate propositions too and adds interesting mechanics to the injury potentials.

Star Wars Saga, which obviously was borrowed from for Starfinder, uses better of character level and armor bonus for "AC" (called Reflex).

Star Wars FFG does armor/soak and getting hit separately but I'm not a fan of their Force and starship rules. Numenera too.

Also, being a d20 game does not mean armor has to have any say in whether you are hit. Mutants and Masterminds separates the proposition of being hit from the effectiveness of armor to mitigate damage.

I'm really not surprised AC is in this game. They did make the effort to distinguish EAC and KAC at least, though that seems minimally differentiated mechanically. But DR and shields were there for the taking and they passed. But I can live with it, though I agree it's totally worthy of a frank discussion in the hobby we all love.

Now the discrepancy between 2d4 and 17d6 rifles is a little harder for me to stomach. But I like the game at low level so far so I'll reserve judgement.

Boy did they nail starship combat though, which ironically incorporates a teasing peek at the mechanics that you are looking for.

Also I do like the armor categories Omnius delineated but you forgot "plot armor"--the best kind sometimes ;).


I was wondering about this too:

1. What if you fail the Maneuver action pilot check?

2. If you make the check, for how long do you reduce you starship's distance between turns by 1?

3. Can you turn when you try the Maneuver action? The Fly action specifically says "and make any turns allowed by its maneuverability" but the Maneuver action does not.

To me the presence of the separate Fly and Maneuver actions suggests the latter has a risk or something different about it.

For now I'm house ruling:
-You can turn during the Maneuver action, even if you fail.
-The reduction in turn value lasts only that Helm phase.
-If you fail the Maneuver action Pilot check by 5 or more all attacks that turn get a -2 (because your pilot is dancing around too much).

My other thought is a failed (by 5 or more) Maneuver action Pilot check should increase the turn value by 1 that Helm phase.

I love these starship rules but this one needs tidied up to my mind.


I vote for the old cover. The girl with the stop sign. It captures the setting and makes it look desolate and scary.


Preordered from Adamant as I've enjoyed their products so far.

I had no problem understanding their site preorder exclusivity.

Looking forward to it.


Thanks dm4hire. Really wish it were self contained, but I'll get it anyway.


Gareth-Michael Skarka,

Thanks for the information.

Will this rulebook be standalone (with rules on skills, feats, combat, etc.) or do I need the PF rulebook to play? Thanks!