Interest Check - Space Opera or Fantasy Western


Recruitment

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Santiago alien, that is. If we find the stats for another sci fi source such as farscape, can we use the species?


Space Opera. While either is nice, and a good excuse for playing a Gunslinger, I just finished re-watching Firefly.


I was actually planning on converting some Farscape, Wildstar, and Babylon 5 races to Pathfinder quality at some point for a home game sometime. Let me know which one you are interested in, and I can maybe spin it up.


Pathfinder Adventure Path, Rulebook Subscriber

You know, I'd be interested in helping stat some of those out if you wanted, always enjoy the challenge of making them playable but not overpowered.


Ok. I'll keep that in mind.
Also, Mass Effect races are authorized. I have a file with Pathfinderized Mass Effect races. Just let me know if interested in one.

The space opera game is truly going to be an amalgamation of settings.


Are you thinking of an open ended kind of sandbox campaign or something with more of a story set up?


In the meantime, some Farscape races can be made using Santiago aliens. Rigel, for example, could be a Santiago alien with Small and Scavenger (or Small and Adonis).


I'd be interested in the space opera game.


The space opera starts out with a story then becomes open ended.


Would all of our characters in the space opera have to have ranks in perform(act) and perform(sing)?


Only if the DM decides to make our ship The Tantalus...


How does everyone feel about using the Strain-Injury HP Variant rules? As armor isn't as important in settings like these, it might work out well.

Also, what about Armor as DR rather than AC for the space opera western? I could easily use the d20 Star Wars Revised Core Rulebook for the armor types, as they already have DR ratings, plus it's sci-fi. I'd most likely use the weapon damages from the same book (and my old homebrew SW rpg setting's weapons, which I have a bunch already).


I'm game. I've never used those rules, but since I plan to mostly be armor-less it shouldn't be a major issue.


I am not familiar with the first, but I have to problem with the second.


I don't know how either of those work, but I definitely prefer the feel of Armor blocking damage, while Dex avoids it (hopefully). The problem is, you basically just increase the probability someone is hit, right? And how does that work with armorless classes like monks?


Nohwear wrote:
I am not familiar with the first, but I have to problem with the second.

You mean you have no problem, or do have a problem?

Here are the Strain-Injury rules.

Hotaru of the Society wrote:
I don't know how either of those work, but I definitely prefer the feel of Armor blocking damage, while Dex avoids it (hopefully). The problem is, you basically just increase the probability someone is hit, right? And how does that work with armorless classes like monks?

Well, monks get bonus AC anyways as class features, same as gunslingers (nimble). The Armor as DR mixed with the Strain-Injury rules actually balance each other out as far as I have seen.


So the former is: "You need a doctor on the ship. You probably don't -have- to have one with the group."

And the latter is: "Armored guys get hit more, but take less damage. Unarmored guys are a leaf on the wind." I'm so sorry... too soon...


no interest in strain and injury rules, keeping AC actually makes this more interesting... It points out that the setting is inherently deadly with everyone walking around with equipment from the Technology guide(http://paizo.com/pathfinderRPG/prd/technologyGuide/weapons.html).


The strain injury System makes sense to me. I'm fine with it


Pathfinder Adventure Path, Rulebook Subscriber

It seems simple enough to me, not sure I care for it per se, but I am open to trying things. It does give me some ideas about something of a custom race I have tried to figure out how to make.


The thing with the Technology Guide items is that they aren't inherently more deadly than normal weapons/spells. The laser/zero/sonic/arc weapons do the same damage as a weapon with a similar damage die (i.e. pistols - longbow) with the fiery, cold, sonic, or shocking properties.

The other weapons may be more deadly, but they are all comparable in price to a magic item that does the same effect.

With the strain-injury and armor is DR systems, plus the weapons being stronger (a regular laser pistol does 3d6 damage, and a rifle does 3d8), makes for an overall more deadly setting, yet also allows the players to focus more on RP or Combat rather than using limited resources between fights to heal. Also, I'd upgrade the different weapon types from the Technology Guide (the aforementioned pisols/rifles) to have the higher damage, but keep the damage energy type.

Again, the Strain/Injury and Armor is DR systems would only be used for the space opera western setting, not the fantasy western. For the fantasy western I'd rely heavily on Pure Steam and even the Aden setting.

As of right now, I'm still just gathering information on what people would be interested in. Obviously, you aren't interested in the proposed system for the Space Western, but you also showed interest for the Fantasy Western. In all likelihood, I'll be running 2 games, one in each setting. As there aren't nearly as many people interested in the Fantasy Western as there are the Space Western (I'm just going to call it that 'cause everyone seems to really like the idea of Firefly with aliens/magic), the likelihood that you get into one of them is actually higher, as I will most likely be doing groups of five, maybe six.


I'm interested in space opera or western. I would want to play a human or near human by the book navy or ex navy officer.

Dark Archive

I'm down for basically any variant rules though I likely do not have experiance with them and would need to adjust my understanding accordingly. Depending on the scale of what we want to actually be doing with the game I'm down to play a pretty wide variety of character types. The idea I'm most interested if it could be made to work would be to play the pilot of a trade ship of some sort.

Captain Cosmos wrote:
I'm interested in space opera or western. I would want to play a human or near human by the book navy or ex navy officer.

Good to see a familiar face Zed *waves*


I'm interested in the fantasy western.


Zain Ashvale wrote:


Captain Cosmos wrote:
I'm interested in space opera or western. I would want to play a human or near human by the book navy or ex navy officer.
Good to see a familiar face Zed *waves*

I think I saw Xebulba chime in further up the thread.


Okay, so a note on the Strain-Injury rules, basically as Hotaru eloquently put it, a healer isn't really as necessary for off-the-ship situations. I want a healer to be a part of the 'away team' and not someone sitting back at the ship (sorry, Bones). However, with the increased damage of the weapons, and the Armor is DR option, I think a healer would still be viable. Sometimes the dice roll just the right way and you get those large amounts of damage dealt.

As for a character's AC, it will still be determined by things such as Dex, Dodge, and Deflection. Shields give a deflection bonus to your AC. Classes that give a bonus to AC will still have those bonuses count towards AC. Only thing effected is armor, which for standard armors will add a DR equivalent to the armor's AC bonus. Bonuses do not stack, unless it is the armored skirt (clone trooper style), an armored duster, or armored coat.

Now, here's another issue... slugthrowers. Do we want them, considering the prevalence of laser/arc/sonic/zero/pulse weapons? Or are the fancy high-tech weapons the 'magic weapons' of the galaxy, with slugthrowers being the 'mundane weapons' and far more prevalent than energy-based weapons?

Also of note, in a few days I will be opening recruitment threads for my Space Western and Fantasy Western settings. Groups will be five people--picked from those that I find being the most interesting characters. Recruitment will go on for at least a week for each, and after the weekend I will post the groups. More information on each setting will be posted in the opening recruitment post for each setting.

Until I open these recruitment threads, feel free to post in this thread any ideas, suggestions, or questions you have for either.


Several things that come to mind:
Does the DR from armor stack with other sources of DR?
Does Adamantine armor doubledip into DR?
With heavy armor becoming DR does this ultimately reduce the efficacy of the gun's touch attack?
Are guns still considered Exotic for proficiencies? Or are you using the 'prevalent firearms' rules?


Hotaru of the Society wrote:

Several things that come to mind:

Does the DR from armor stack with other sources of DR?
Does Adamantine armor doubledip into DR?
With heavy armor becoming DR does this ultimately reduce the efficacy of the gun's touch attack?
Are guns still considered Exotic for proficiencies? Or are you using the 'prevalent firearms' rules?

As far as I've been able to tell, yes, they do.

I'm thinking adamantine armor would provide full armor bonus as DR, and possibly half to AC. Sound legit?

With armor being DR, Pathfinder guns' touch attack becomes mostly moot.

Guns are VERY prevalent, and will be broken down into one-handed, two-handed, heavy, and energy. Weapon Proficiency (energy) doesn't make you automatically proficient with all energy weapons. You have be proficient in either one-handed, two-handed, or heavy weapons first. So, if you have Weapon Proficiency (one-handed firearms) and Weapon Proficiency (energy), but not Weapon Proficiency (two-handed firearms), you wouldn't be able to pick up a pulse rifle and use it without the non-proficiency penalty, but I may have it so that the Weapon Proficiency (energy) reduces the non-proficiency penalty by 2 (your knowledge of one type of energy weapon helps a little in the operation of other types). Some weapons will be exotic.


Personally I think that slugthrowers should exist but they should be like Boltguns from Warhammer 40K (explosive ammo).


Works :)


Viluki wrote:
Personally I think that slugthrowers should exist but they should be like Boltguns from Warhammer 40K (explosive ammo).

You could always purchase specialty ammunition that deals an additional 1d2 or 1d4 of the given energy type (inferno rounds - fire; shocker rounds - electricity; cryo rounds - cold; caustic rounds - acid; resonator rounds - sonic; pulse rounds - force)... or just replace the energy type of the given shot.

Actually, that sounds like a great idea. For those that want to keep a slugthrower and be able to deal extra energy damage. Other rounds could be, such as tracker rounds (+1 to +4 to hit, depending on the type) or any magic weapon special ability (holy, unholy, anarchic, axiomatic, conductive, dispelling, etc...).

They could be colloquially known as 'caster' rounds... ;-)

Shadow Lodge

Uugh having to spend two feats just to be proficient kinda sucks, but it does make sense.
Would you say a spark or machinesmith would be naturally proficient in energy weapons?


Spark, maybe. Machinesmith, most likely. Let me look at the different classes to see what it would thematically work with.

Also, there's a background trait or two I'm making that will grant the feat for free.


I am interested in the Space Opera. As for the character, I am inclined towards either a diplomat or a techie. I really like the idea of a traveling ambassador/diplomat. Failing that, I would go with the tech character.

Shadow Lodge

space adventure! It's an adventure in space!


Grand Moff Vixen wrote:
I am interested in the Space Opera. As for the character, I am inclined towards either a diplomat or a techie. I really like the idea of a traveling ambassador/diplomat. Failing that, I would go with the tech character.

Well, the PFRPG Compatible Freeport Companion has a good Noble class that has a Diplomatic Training tree. As far as I have seen, that's the best iteration of a noble for Pathfinder.

Lord Foul II wrote:
space adventure! It's and adventure in space!

Meep.


Is there a revised list of ranger's favored enemies specially tailored for the space opera game, or will the standard list suffice? I am especially interested to know how robots, cyborgs, and aliens can be chosen as favored enemies (if they exist in this game). Is a robot just another kind of construct? Do cyborgs count as either whatever robots are or as their base race?

P.S. - There's a platypus controlling me.


Love that show... Lol.

Rangers will use the standard list. Cyborgs are considered both constructs and whatever race their base race (much like how androids count as both humanoid and construct for spells and whatnot). Each alien species belongs to its own humanoid subtype (if they are humanoid, that is).


Hrm, so for any standard pew pew style weapon we'd need two feats? Seems like this is a more Firefly approach as opposed to Star Trek or Star Wars (or 40K) where the energy weapons are bog standard. Is that fair to say?

Maybe a simpler approach would be to make slug throwers simple weapons (as per the Pathfinder guns everywhere rules) and make energy weapons martial weapons? I'd figure that any martial class would have to know how to make a standard energy rifle work but things like rocket launchers would be exotic weapons for them maybe.


Hrm. Well, I was hoping to go for a more Firefly-esque approach. I'm not keen on the whole 'firearms are simple weapons' thing. Even it today's society with firearms as prevalent as they are, people still require training to be decent with them. That being said..

Firearms are martial weapons. However, all relevant costs are 10% rather than 25%. Energy weapons are similar enough to normal firearms that someone using them wouldn't get the full -4 non-proficient penalty and instead get a -2 penalty. Weapon Proficiency (Energy Firearms) would remove that penalty.

Heavy Weapons would still be it's own proficiency (rocket launchers, miniguns, etc.). Fighters and Cyborgs automatically get Weapon Proficiency (Heavy Weapons). Fighters, Cyborgs, Machinesmiths, Engineer, Ranger, Paladin, Ninja with Operative archetype (Santiago), Inquisitor, Gunslinger, and any archetypes that give firearm proficiency all have Weapon Proficiency (Energy Firearms).


Sounds good.


Alrighty, thanks for keeping us updated. :)


Suggestion, just as some weapons are simpler then others you should take that into account. Shotguns for instance would be simple weapons, it makes sense when you think about it.


Well, to just -use them- maybe. But to use them in a real fight without risking blowing your friend's arm off along with the other guy's chest? Not so much. :P


I don't think you can actually "aim" with a civilian shotgun to that degree of precision... Although the military might have that capability on their own shotguns (shotguns have seen a lot of use in the military, just check out ww1 trench warfare).

Shadow Lodge

A note
I am a pretty good shot irl with a rifle
Can't hit crap with a shotgun (though now that I think about it shotgun targets move more)


Anyone have any suggestions on vehicle and starship stats for the Space Western? I was thinking of possible using the SWRPG Revised material (not SAGA Edition).

For the Fantasy Western, it's going to be Pure Steam and Thunderscape for vehicles.

Speaking of Thunderscape... I wonder how well a Thunder Scout would work in the Space Western, using a speeder bike or even the style of bike from Wildstar Online as the bike. Oh, and cavaliers or any class that gets a horse can opt to have one of 2-3 different creatures (flavor only really, as they are going to use horse stats with some minor stat changes). I can see a paladin or cavalier with one of those cool space horses from Wilstar Online.


One way of going about spaceships would be to homebrew them, which I suspect is the best course. Personally I think at least for combat purposes everything beyond a fighter or bomber shouldn't have AC but have lots of hitpoints and DR.


Captain Cosmos wrote:
Zain Ashvale wrote:


Captain Cosmos wrote:
I'm interested in space opera or western. I would want to play a human or near human by the book navy or ex navy officer.
Good to see a familiar face Zed *waves*
I think I saw Xebulba chime in further up the thread.

Xebulba is my younger sibling, followed by Xibulba, Xobulba, Xubulba and our cousin Xybulba.

Dark Archive

Zixoplautal coughs completely unnedsairially considering he has no mouth... Or lungs,.. Or throat..,
in regards to the ship rules the only ones I can think of are from 2e,

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