Math-driven rules changes


General Discussion

101 to 150 of 153 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Luthorne wrote:


Any chance of seeing the old system sometime, if only in a blog post (like the unchained Automatic Bonus Progression rules)?

I would also love to see the old system. I will hold off until I see what comes with the core book but sounds like its the same old system as before (which is a little disappointing). As a fan of unique rules systems I am looking forward to everything that is different from Pathfidner. Not that im not a fan of the original system, I am, its just that I enjoy seeing the next step in the process and new fresh takes on systems.

I would of hoped that the old system would have been included in a sidebar if only to give the option to use it as a house rule.


The other reason I'm cool with must-have feats is that this is the core rulebook. While I'd love for feats to all be perfectly balanced such that any one of them is great to take without being necessary, that seems a little impractical. The book sets a standard for what feats do, and having that standard be "fix a problem" rather than "slightly mitigate a problem" is good. In Pathfinder, rogues lacked accuracy, so they all but had to take weapon focus. Weapon focus didn't solve the problem, though, just made it less bad. But as a core feat, it limited any future feat's ability to address 3/4 BAB accuracy problems. If more core feats are like power attack, then future books have more room to do cool fun stuff.


Would spell focus or a feat like it apply to class abilities for a Solarian?


2 people marked this as a favorite.
QuidEst wrote:
The other reason I'm cool with must-have feats is that this is the core rulebook. While I'd love for feats to all be perfectly balanced such that any one of them is great to take without being necessary, that seems a little impractical. The book sets a standard for what feats do, and having that standard be "fix a problem" rather than "slightly mitigate a problem" is good. In Pathfinder, rogues lacked accuracy, so they all but had to take weapon focus. Weapon focus didn't solve the problem, though, just made it less bad. But as a core feat, it limited any future feat's ability to address 3/4 BAB accuracy problems. If more core feats are like power attack, then future books have more room to do cool fun stuff.

Why even have a problem in the first place?


8 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Mashallah wrote:
QuidEst wrote:
The other reason I'm cool with must-have feats is that this is the core rulebook. While I'd love for feats to all be perfectly balanced such that any one of them is great to take without being necessary, that seems a little impractical. The book sets a standard for what feats do, and having that standard be "fix a problem" rather than "slightly mitigate a problem" is good. In Pathfinder, rogues lacked accuracy, so they all but had to take weapon focus. Weapon focus didn't solve the problem, though, just made it less bad. But as a core feat, it limited any future feat's ability to address 3/4 BAB accuracy problems. If more core feats are like power attack, then future books have more room to do cool fun stuff.
Why even have a problem in the first place?

Presumably because the designers do not consider it a problem, but an actual feature of the system. For example, if you want to require people to spend a feat or two in order to let their save DCs keep up with enemy save bonuses that's fine, as long as those classes can also be built in ways that don't depend on save DCs (in which case they're presumably giving up something, i.e. the use of save dependent spells, in return for being able to use those extra feat slots for other things). It's not a tax if you can reasonably build a character who doesn't need those feats.

I feel like an awful lot of assumptions are being made about what's a bug and what's a feature without actually having seen the entirety of the system. Assumptions based on the Pathfinder rules may very well not hold up in Starfinder, and it feels an awful lot like people think the Starfinder development team is just unaware of this stuff, as opposed to being aware of it and making a conscious decision that the trade off is worthwhile. I'm fairly sure that everyone on the Starfinder team is pretty clear on the issues with Pathfinder, and probably the similar ones in 4e. This is unlikely to be a case of falling into a trap over and over again because you forgot it existed.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
rooneg wrote:
This is unlikely to be a case of falling into a trap over and over again because you forgot it existed.

Yes, but you have to actively search for the trap each time. :)


2 people marked this as a favorite.

@rooneg- I'm not following you. It's not a tax if it's a trap option that is best avoided in the first place is really strange logic. Yes, there are other playstyles- we've seen some technomancers buffs giving bonuses to damage rolls. But 'just don't use save dependent abilities' doesn't seem like a math fix, especially if all the fix does is keep lower level spells up with the basic class ability DC. A unified save DC just seems functionally better than having to track multiple DCs and then force the math back on track later on.

And frankly the class DC is debately not high enough with the kinds of save bonuses monsters are throwing around. It's really easy to have more than a 50% chance of failure for level appropriate monsters all the way through First Contact, if you max out the primary attribute. (Some exceptions apply, like the security bot, which goes the other way)

There may well be more factors involved, but we've got quite a few numbers, and they add up to 'this is a playstyle best avoided'. Go shoot people in the face instead, or help others shoot people in the face. A feat or two really won't change that, and convincing people that they have to take the fix feats to even try seems like a page out of the Gygaxian Manual of Trap Options.


well in a couple of weeks we will know if the doom-sayers or optimists are right lol.

I tend to fall in line with rooneg's thoughts on the matter. It's hard to believe that the designers are simply including old design flaws because of ignorance or nostalgia but rather as inherent strengths and weaknesses. You can look to these forums and the interwebz and find numerous debates on the subject. I agree that a lot of assumptions are being made on the small pieces of info we are seeing without knowing the full picture.

Granted all we can discuss at the moment is our assumptions but I am cautions and hesitate to apply a this is how it works in Pathfinder so it must work that way in Starfinder mentality to what we have seen so far.


2 people marked this as a favorite.
Pathfinder Starfinder Society Subscriber

We may not know even then. Anyone whose ideas of proper game balance differ from those of the people who designed Starfinder is going to say that this game is a disaster even if others like the way it turned out. And all of us will probably need some time to work through all the implications of the redesign -- remember how the iconic soldier looked "off" because she would have a tough time hurting a clone of herself, but we later learned that that was by design.


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

@voss Sure, if "technomancer who doesn't care about save DCs" is a trap option then yeah, those feats turn into a tax, but what if it's not a trap option? What if there's a totally legit build that just happens to spend all its time buffing the soldier or something? In that case it's totally reasonable for the designers to say "in order to make these two options evenly balanced you have to make a choice, either spend your feats on your spell DCs or spend them on whatever alternative option that the non-DC centric technomancer cares about". There are potential versions of the game where that's how it plays out.

Now clearly we would need to look at the save DCs, the enemies, the technomancer abilities, the spell list, and probably some other stuff in order to really decide if the various options actually are balanced against each other, and since anyone who has actually done that is currently under an NDA, jumping to conclusions about how broken the game is based on incomplete information is kind of silly.


David knott 242 wrote:

We may not know even then. Anyone whose ideas of proper game balance differ from those of the people who designed Starfinder is going to say that this game is a disaster even if others like the way it turned out. And all of us will probably need some time to work through all the implications of the redesign -- remember how the iconic soldier looked "off" because she would have a tough time hurting a clone of herself, but we later learned that that was by design.

It'll take time true. The important thing is to separate the expectations from Pathfinder. Mark has already discussed how combat math has been altered. Yet I believe people are still operating under those assumptions. I'm not even sure how the idea that such feats are mandatory came about. Mandatory for certain builds? Likely. Every build? Probably not so much. If it is a feat tax than thank god it's one that is necessary rather than one that just feels like empty space on the sheet (I'm looking at you Combat Expertise).


2 people marked this as a favorite.
rooneg wrote:

@voss Sure, if "technomancer who doesn't care about save DCs" is a trap option then yeah, those feats turn into a tax, but what if it's not a trap option? What if there's a totally legit build that just happens to spend all its time buffing the soldier or something? In that case it's totally reasonable for the designers to say "in order to make these two options evenly balanced you have to make a choice, either spend your feats on your spell DCs or spend them on whatever alternative option that the non-DC centric technomancer cares about". There are potential versions of the game where that's how it plays out.

Now clearly we would need to look at the save DCs, the enemies, the technomancer abilities, the spell list, and probably some other stuff in order to really decide if the various options actually are balanced against each other, and since anyone who has actually done that is currently under an NDA, jumping to conclusions about how broken the game is based on incomplete information is kind of silly.

No, no, the DC based caster would be the trap option, with extra taxes on top to make it vaguely functional (but still not well functional) The buffomancer or just shoot-people-in-the-face mancer could still theoretically work.

The problem is, killing enemies solves problems. Spending actions to 'maybe-but-probably-not' disable them temporarily doesn't really get the job done. Adding taxes to change that 'probably not' to 'coin flip' or 'slightly in your favor coin flip' still isn't fantastic. It's a horribly high probability of doing nothing with the turn, which might appeal gamblers, but doesn't make for reliable contribution.

But I'm having a hard time with the idea that well, we have 95% of the math laid out (the basis of which, setting the DC is -exactly- like 3.PF), and bunch of sample enemies to test it with, but one feat somehow makes it work. The Cr9 critter, for example, needs a 10+ against a third level spell cast by a 10th level character with a 20 stat... for its weak save. A 55% chance of failure against its weakness is really terrible, and that comes up a fair bit in First Contact. Assuming they have weak saves, which several don't. (And also assumes meta knowledge for every encounter)


4 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Voss wrote:
No, no, the DC based caster would be the trap option, with extra taxes on top to make it vaguely functional (but still not well functional) The buffomancer or just shoot-people-in-the-face mancer could still theoretically work.

Neither of them is a trap option if they both need to spend similar numbers of feats to be equally effective (and if similar other builds require the same thing).

Voss wrote:
The problem is, killing enemies solves problems. Spending actions to 'maybe-but-probably-not' disable them temporarily doesn't really get the job done. Adding taxes to change that 'probably not' to 'coin flip' or 'slightly in your favor coin flip' still isn't fantastic. It's a horribly high probability of doing nothing with the turn, which might appeal gamblers, but doesn't make for reliable contribution.

You seem to be assuming things not in evidence here, specifically that the sort of spells this kind of Technomancer would cast are all or nothing propositions. Maybe they're not. Maybe the majority of the save based spells just do differing amounts of damage if you save, or have a "you're only partially incapacitated if you make the save" type of mechanic, or any number of other things. We've seen a vanishingly small amount of this game, assuming that we're talking about coin flips to disable enemies is jumping the gun.

Voss wrote:
But I'm having a hard time with the idea that well, we have 95% of the math laid out (the basis of which, setting the DC is -exactly- like 3.PF), and bunch of sample enemies to test it with, but one feat somehow makes it work. The Cr9 critter, for example, needs a 10+ against a third level spell cast by a 10th level character with a 20...

Again, you are assuming you've seen enough of what there is to see. Personally, considering that I've seen probably less than 10% of what's there in the class definitions, virtually none of the feats and only vague descriptions of how the rules operate I'm willing to say "hmm, maybe the whole is greater than the sum of the tiny number of parts we've heard about so far".


4 people marked this as a favorite.
Voss wrote:

[

But I'm having a hard time with the idea that well, we have 95% of the math laid out (the basis of which, setting the DC is -exactly- like 3.PF), and bunch of sample enemies to test it with, but one feat somehow makes it work. The Cr9 critter, for example, needs a 10+ against a third level spell cast by a 10th level character with a 20...

You only have the foundation on which it's built. You don't have all the necessary interaction information. Like how does resolve interact with spellcasting? How do mystic and and technomancer class features work into it? How do items, both technological and magical, work into it? Do all the best spells just require a save or do many target EAC or KAC as the situation requires?

In fact we're not even sure how the numbers for those monsters came about as they do not have hit die and all their feats listed.


Multi-target spells are a thing in Pathfinder even at level 1: a 50% chance for each enemy to save does not make those spells useless IMO.

edit: changed "the" to "each"


TarkXT wrote:


In fact we're not even sure how the numbers for those monsters came about as they do not have hit die and all their feats listed.

My understanding is they don't need to, as that isn't how starfinder monsters are built. Much like the Unchained monster building rules for PF, you get the final numbers without the steps you'd take in making a PC.


Owen mentioned in an interview that some of the First Contact monsters were getting reprinted for other books, and stats were tweaked to fit the final game state. It wouldn't be surprising for monsters to have lower saves.

Liberty's Edge RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

I'm of the opinion that spells are far too reliable in Pathfinder. Save or suck simply isn't fun, and being able to have it successfully work more often than not, means it isn't fun most of the time. Combat just got tweaked so that attackers are hitting less often, and they are generally going to put out less attacks. Why should offensive magic be anywhere near as reliable in this same situation?


Vexies wrote:

well in a couple of weeks we will know if the doom-sayers or optimists are right lol.

I tend to fall in line with rooneg's thoughts on the matter. It's hard to believe that the designers are simply including old design flaws because of ignorance or nostalgia but rather as inherent strengths and weaknesses. You can look to these forums and the interwebz and find numerous debates on the subject. I agree that a lot of assumptions are being made on the small pieces of info we are seeing without knowing the full picture.

Granted all we can discuss at the moment is our assumptions but I am cautions and hesitate to apply a this is how it works in Pathfinder so it must work that way in Starfinder mentality to what we have seen so far.

Now who is being the optimist? I think even when it comes out there will be people on both sides some will yell its terrible others will yell its perfect.


Calth wrote:
Mark Seifter wrote:
We actually had a stat system that was even friendlier to stat spreading than this one earlier on, but while the veteran playtesters could handle it (and some of our clever playtesters from Germany reverse-engineered the various benefits of the system), the less veteran playtesters found it too hard to build characters (complexity was a tad higher than current point buy system), so that was a dealbreaker. The current system works extremely well for level-ups, but for initial stat assignment, I recommend doing something like "Either build as normal or take one of these arrays" where you build a few arrays that are less min-maxed but have a few more overall "points" maybe adding something like 16 14 14 14 10 8 before theme as an option. I mostly agree with your analysis of the best starting builds but I happen to think 18 in your prime stat might also be useful to get 20 at level 10 and 22 at level 20, pre items. Either way, adding a flatter option is one way to incentivize a bigger spread.

I am doing a bit more detailed look at arrays now, since the 18 hard cap makes that manageable. The blessing and curse of this system is that there really aren't that many efficient arrays as compared to pathfinder. (As in there are 5 arrays with an 18 for a plus +4/+2 race, 3 for a +2/+2 race, and 2 for a +2 race, which seems to cover most the bases, and about twice those numbers for a max of 16, and a max of 14 is about 10, with a few extra from halting early). Not being able to sell into the negatives, the flat cost and inflection point making odds undesirable really cuts down on the number of arrays you are working with. I am not a huge fan of making it simpler, but I recognize I'm probably in the minority in that, since playing with the math behind the system is a big draw to me but for most people just bogs things down. And houseruling stat generation is fairly common anyways.

But quickly looking at some of the arrays, buying an 18 isn't as bad an option as I thought amongst...

Since you are examining the stats so carefully, Do you have some suggested stat arrays for SFS players who won't be playing most character past level 11?

Liberty's Edge

2 people marked this as a favorite.

For SFS, you won't get much use out of striving for 20. You get it late, so you can still do it, but you won't get much play with it. So your choice is whether you want the 18 stat for your career, or go with a more efficient 16 which lets you raise to 18 on the first stat bump.

18-14-14-12-10-8 - Gives you the maxed stat early, and gets you to 20 late, making you peak performance at all levels for your primary stat. Both stat bumps will go to the 18 to get it to 20 for late game.

16-16-14-12-10-8 - Will get an 18 stat mid game, and a second one late game.

16-14-14-14-10-8 - Gives a more balanced array, still allowing for a mid game 18. Secondary stat will hit 16 late game.

16-16-16-10-10-8 - I could see this actually being a popular array still giving 18 in primary mid level, and 18 in secondary late. It's less balanced, but gives 3 strong stats. I could see this potentially becoming popular.

18-16-14-10-10-8 (or possibly 18-18-12-10-10-8) - I think this will be the most popular array among SFS players. It's the min-maxer special, putting points into very few stats and dumping the rest, which is what I'm used to seeing in most PFS builds.


How are you obtaining those arrays? They look too high.

The Oboyza pregen that was shown has:

16 STR, 16 CON, 13 DES, 8 INT, 10 SAB, 10 CHA

Your arrays had 3 points more than the pregen so maybe you're using more points. Are you using a 10 point buy or a 15? Also, are you considering there will be no humans? Because a human should not have an 8 in any ability.

I think you're using a 15 point buy array, including race and theme bonus and dumping a stat to 8. But I can, and possibly be, wrong


1 person marked this as a favorite.
Bigguyinblack wrote:
Since you are examining the stats so carefully, Do you have some suggested stat arrays for SFS players who won't be playing most character past level 11?

Hadn't given an update since I was waiting on the final rules to do some work with races/themes/classes for final options, but I did find some general trends. The arrays GM Thrawn gave are close, but seem to have an extra couple points that I'm not sure where hes them from even with a +4/+2 race. Themes only give a +1 making theme effectively useless for a stat discussion, they only matter for hitting an odd prerequisite early.

For SFS play, I really see four options. First, with a race with a +4 and +2 both to a classes main stat and a dual-stat class, 18/18/10/10/10/8 is an option, but that's really only for dual-stat classes ala pathfinders kineticist.

For the other 3 options theres an array or two depending on racial bonuses.

18/14/14/10/10/8 with a 4/2/- or 18/14/12/10/10/8 with a 2/2/- or 18/12/12/10/10/10 with a +2 is probably going to be the SAD array. Some flexibility with race, even for a +4/+2 as the +4 can go to any of the 3 stats. Even though I call this the SAD array, with a +4/+2/0 race, you are still getting 2 solid secondary stats, and I could see martials taking that array easily (18 in damage stat, 14 in con, 14 in non-damage physical or even a mental, drop fourth level ups into mental stat of choice)

16/14/14/12/10/8 with a 4/2/- or 16/14/12/12/10/8 and 16/14/12/12/10/8 for a 2/2/- or 16/14/12/10/10/10 or 16/12/12/12/10/10 with a +2. These are for MAD classes

The last is mainly for +4/+2 races again: 18/14/12/12/10/8, and again, for MAD classes. In Pathfinder terms, this would be an ideal Bloodrager array, so Starfinder classes that are that style MAD should look hard at this. A +2/+2/- race can go 18/12/12/12/10/8 as well, depending on how low of secondarys you can get away with.

For SFS play, I would generally not recommend multiple 16s (or any) in the starting array, as their low spot, which Ill get to, hits at level 10 (where you either buy up to a 19 which is a waste or throw a +2 into you 5th best stat at best, with 2 16s you are throwing a level up into your dump stat).

When looking in general, across all levels of plays, each starting value shows certain trends:

18s have a weak spot from level 5-10 compared to 16s, this is from 16s bumping to 18 at 5, and 18s bumping to 19. This costs you a single overall attribute bonus for these 5 levels. But this weak spot is less meaningful in Starfinder than in Pathfinder, as in Pathfinder, only your primary stat levels up, while in Starfinder your top 4 stats do. So that increase in bonus is going to be mostly in your fourth or fifth best stat (Along with the increase to your secondary/tertiary stat that you didn't use to bump your primary to 18.) This isn't generally all that beneficial except for the most mad classes (i.e. most fighters aren't going to trade 2 strength for 4 wisdom in Pathfinder) There is also a secondary weakspot from 15-20, but this one generally didn't result in a net loss of total attribute bonus, just holding a levelup for the stat at 21. But this does mean that if you don't expect to hit 20 in your campaign, there is a major drawback to 18s as you don't net the final bump to 22, which is a consideration for adventure paths. You could buy the 18 and max out at level 10, but again that's only for the MADest of classes who get some value out of their 5th stat.

TL;DR: 18s are good if you don't expect to hit level 15, or expect to play a lot at 20. For APs, I would consider avoiding.

16s are kind of the inverse of 18s, their main weakspot is at level 10, where they hit their first odd levelup. Which is why I say to avoid them for SFS, especially multiple 16s, as their is no point in boosting the original 16 to a 19 if you never hit 15. So you level up your 5th best stat. And the net benefit is again generally a boost to your 4th best stat at the cost of your primary stat bonus being changed to a secondary. Not a great tradeoff. This flips for APs, which cap out above 15 but below 20. You hit the natural cap of a starting 16, and are in the weakzone of 18s more. Dual 16s are even okay in an AP, which negates some of the drawback by moving your bonus boost into a better stat. (16/16/12 or 10/ 12 or 10/10/8 depending on race is a good dualstat AP array).

TL;DR: 16s are not good for PFS, or level 20 games, strongly consider a 16 primary for APs. If you are playing a MAD class in PFS, strongly consider a +4/+2/- race and the 18/14/12/12/10/8 array.

14 and 12s are similar. 14s cap out at either 10 or 20, so good for PFS, less good for APs, 12s cap at 15 and cause issues at 20. So good for PFS and APs, but not max level gaming. (More than two starting 16 or 12s basically guarantee (and even one can cause) wasted level ups by level 20 unless you want to buy up your 6th best stat early.)

As a secondary point not directly related to these arrays but to point buy in general, I would kind of consider the Starfinder 10 point array to be equivalent to Pathfinders 15 point buy. The book may or may not cover this, but if you generally play higher point buys, I would guess you should add 2 Starfinder points per 5 pathfinder points.


Let's use Shirren Mystic Priest as an example.

+2 Con, +2 Wis, -2 Cha, and I'm assuming Priest is +1 Wis.
So starting stats are

Str 10
Dex 10
Con 12
Int 10
Wis 13
Cha 8

So an extra 5 points to get Wis to 18. That will leave me with 5 points to spend on other stats which doesn't match your array.

What am I missing?


Bigguyinblack wrote:

Let's use Shirren Mystic Priest as an example.

+2 Con, +2 Wis, -2 Cha, and I'm assuming Priest is +1 Wis.
So starting stats are

Str 10
Dex 10
Con 12
Int 10
Wis 13
Cha 8

So an extra 5 points to get Wis to 18. That will leave me with 5 points to spend on other stats which doesn't match your array.

What am I missing?

Assuming that's directed to GM Thrawn, but Ill answer for my arrays and say the 18/14/12/10/10/8 array I listed for +2/+2/- races with the 4 points going to strength for a standard battle cleric. The last point can go towards any stat you might need to meet a prerequisite since odd values have no other purpose.

Designer

You might wind up with something like Str 10, Dex 15, Con 12, Int 10, Wis 18, Cha 8 on that mystic. Maybe flip Dex and Con a bit, or up to 16+ Dex for a longarm-toting gun priest. If you spread out too much, you'll get something really ineffective at everything like 12 12 12 12 13 12, which is why I mentioned earlier in the thread possibly offering an alternative prechosen array for spreading stats around that adds up to more in total.


"... maybe adding something like 16 14 14 14 10 8 before theme as an option."

So with just racials.

Str 10
Dex 10
Con 12
Int 10
Wis 12
Cha 8

+4 to Wis, +2 to Con, +4 to a 3rd stat, +4 to a 4th stat.
= 14 points. I'm still missing something.

Edit: Oh, You were offering a suggestion for a home game. I'm looking for good point builds in SFS.

Designer

Bigguyinblack wrote:

"... maybe adding something like 16 14 14 14 10 8 before theme as an option."

So with just racials.

Str 10
Dex 10
Con 12
Int 10
Wis 12
Cha 8

+4 to Wis, +2 to Con, +4 to a 3rd stat, +4 to a 4th stat.
= 14 points. I'm still missing something.

Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human.

EDIT: Yup, you got it. In SFS, you probably should take something very close to one of Calth's arrays (other than the +4/+2 ones that I don't quite understand but seem to be for races that are beyond the ones with balanced stats) unless you have a pretty unusual build; my suggestions all wound up close to one of those.


So in my example Calth's suggestion for starting stats would be

+4 in Str or Dex
+6 Wis.
And put the odd stat from theme wherever.

But isn't there something about upgrading a stat that is below a specific value adding +2 instead of +1?

So for example I could put +5 in Wis and +1 in Con. At 5th level add +1 to Wis, +1 to Str or Dex, +2 to Con and +2 to Int.
Then at 10th level add +1 to Con? (Not sure where the breakpoint is.) +1 to Wis, +1 to Str or Dex, +2 more to Int.


Mark Seifter wrote:
Bigguyinblack wrote:

"... maybe adding something like 16 14 14 14 10 8 before theme as an option."

So with just racials.

Str 10
Dex 10
Con 12
Int 10
Wis 12
Cha 8

+4 to Wis, +2 to Con, +4 to a 3rd stat, +4 to a 4th stat.
= 14 points. I'm still missing something.

Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human.

EDIT: Yup, you got it. In SFS, you probably should take something very close to one of Calth's arrays (other than the +4/+2 ones that I don't quite understand but seem to be for races that are beyond the ones with balanced stats) unless you have a pretty unusual build; my suggestions all wound up close to one of those.

Several of the race templates in first contact had racials of +4/+2/-1 to various stats, so I was including those. Probably not relevant for PFS, at least initially, but they were somewhat common.

Edit: On second look, they were +4/-1 or +4/+1/-1/-1 So my arrays are a little off for those, and theme would matter for some of these races.

Bigguyinblack wrote:

So in my example Calth's suggestion for starting stats would be

+4 in Str or Dex
+6 Wis.
And put the odd stat from theme wherever.

But isn't there something about upgrading a stat that is below a specific value adding +2 instead of +1?

So for example I could put +5 in Wis and +1 in Con. At 5th level add +1 to Wis, +1 to Str or Dex, +2 to Con and +2 to Int.
Then at 10th level add +1 to Con? (Not sure where the breakpoint is.) +1 to Wis, +1 to Str or Dex, +2 more to Int.

The breakpoint is at 17. If you have a 16, a level up gets you +2 to the stat18, and if you have a 17 a level up gets you +1 to the stat to end up at 18. This causes odd values below 18 to not matter, as you end up at the same place regardless of that point when you level up to an 18. And since you cant start above an 18, that means odd starting value don't have any appreciable value beyond possible feat prerequisites. This at least means you can choose your theme independent of stat considerations.


So ignoring theme and choosing to use ranged attacks my Shirren Mystic might look like this.

SAD build

Level 1
Str 10
Dex 14 (4 points)
Con 12
Int 10
Wis 18 (6 points)
Cha 8

Level 5
Str 12 (+2)
Dex 16 (+2)
Con 14 (+2)
Int 10
Wis 19 (+1)
Cha 8

Level 10
Str 14 (+2)
Dex 18 (+2)
Con 16 (+2)
Int 10
Wis 20 (+1)
Cha 8

Of course, In theory my class abilities and spells are getting better as I level so I'm increasing Str and Dex but would probably be using weapons less often.


Bigguyinblack wrote:

So ignoring theme and choosing to use ranged attacks my Shirren Mystic might look like this.

SAD build

Level 1
Str 10
Dex 14 (4 points)
Con 12
Int 10
Wis 18 (6 points)
Cha 8

Level 5
Str 12 (+2)
Dex 16 (+2)
Con 14 (+2)
Int 10
Wis 19 (+1)
Cha 8

Level 10
Str 14 (+2)
Dex 18 (+2)
Con 16 (+2)
Int 10
Wis 20 (+1)
Cha 8

Of course, In theory my class abilities and spells are getting better as I level so I'm increasing Str and Dex but would probably be using weapons less often.

If you are going ranged, I would consider bumping INT over STR, as skill points would probably be better for you.


Thrawn007 wrote:
I'm of the opinion that spells are far too reliable in Pathfinder. Save or suck simply isn't fun, and being able to have it successfully work more often than not, means it isn't fun most of the time. Combat just got tweaked so that attackers are hitting less often, and they are generally going to put out less attacks. Why should offensive magic be anywhere near as reliable in this same situation?

Magic should be more reliable than baseline attacks because it requires the expenditure of a resource to accomplish, there should be more bang because you are spending buck. I dont follow your logic that spending a resource with a decent chance of it accomplishing something is less fun. I have played plenty of casters where i spent an action and a resource to cast a spell that fizzled and it wasnt exactly thrilling to know i would have been better off to just pass my turn instead. once or twice when fighting a new enemy that you have to feel out is one thing. To have that be the normal expectation for a game is rather off-putting.


GM Thrawn wrote:

For SFS, you won't get much use out of striving for 20. You get it late, so you can still do it, but you won't get much play with it. So your choice is whether you want the 18 stat for your career, or go with a more efficient 16 which lets you raise to 18 on the first stat bump.

18-14-14-12-10-8 - Gives you the maxed stat early, and gets you to 20 late, making you peak performance at all levels for your primary stat. Both stat bumps will go to the 18 to get it to 20 for late game.

16-16-14-12-10-8 - Will get an 18 stat mid game, and a second one late game.

16-14-14-14-10-8 - Gives a more balanced array, still allowing for a mid game 18. Secondary stat will hit 16 late game.

16-16-16-10-10-8 - I could see this actually being a popular array still giving 18 in primary mid level, and 18 in secondary late. It's less balanced, but gives 3 strong stats. I could see this potentially becoming popular.

18-16-14-10-10-8 (or possibly 18-18-12-10-10-8) - I think this will be the most popular array among SFS players. It's the min-maxer special, putting points into very few stats and dumping the rest, which is what I'm used to seeing in most PFS builds.

Am i missing something? i feel like stats have been covered in depth on the forums already so please forgive me if it still hasnt sunk in yet; the assumption is a 10 point buy after racial and theme modifiers. the largest swing from a standard PC race is +2/+2/-2 and an extra +1 from theme, a net shift of +5. 5 plus the 10 points to spend means there are no builds that let you start with 3x 16s since that be an 18 point shift from the baseline?

you the closest to your most popular build i can think of would be:

16 (+2 racial, +1 Theme, +3 points)
16 (+2 racial, +4 points)
13 (last 3 points)
10
10
8 (-2 racial)


Mark Seifter wrote:
You might wind up with something like Str 10, Dex 15, Con 12, Int 10, Wis 18, Cha 8 on that mystic. Maybe flip Dex and Con a bit, or up to 16+ Dex for a longarm-toting gun priest. If you spread out too much, you'll get something really ineffective at everything like 12 12 12 12 13 12, which is why I mentioned earlier in the thread possibly offering an alternative prechosen array for spreading stats around that adds up to more in total.

... Gun priest? that would be an interesting religion, and some very dangerous holidays.

I have seen a few mentions that a +1 from a theme is kind of misleading in stat allocation since it sounds like it is still subject to the hard cap of 18 on a starting character, it seems like that was a deliberate choice to prevent characters from getting to 20 too early or being able to min max too much, can you elaborate on why that choice was made though? was it just to let players get a 13 for pre-reqs?


It might be a holdover from before they changed how the point buy works. Maybe they changed to the new system but left the themes alone.


3 people marked this as a favorite.
Torbyne wrote:
... Gun priest? that would be an interesting religion, and some very dangerous holidays.

Adding obligatory Equilibrium reference.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
bugleyman wrote:
Torbyne wrote:
... Gun priest? that would be an interesting religion, and some very dangerous holidays.
Adding obligatory Equilibrium reference.

No, more like this priest.


Mark Seifter wrote:
Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human.

This is for any of the math people for the arrays. Is this probably best array for a human just for ease of creation? I don't really min/max and so play human most time. I figure that I will make note of 16 14 14 12 10 10 for Gencon so that I don't have to crunch those numbers there. The only other one I would want is one to maximize one stat for Int as I like having lots of skills. I have actually played characters with high Int and next highest was primary just because that is what I wanted.

Designer

Robbgobb wrote:
Mark Seifter wrote:
Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human.
This is for any of the math people for the arrays. Is this probably best array for a human just for ease of creation? I don't really min/max and so play human most time. I figure that I will make note of 16 14 14 12 10 10 for Gencon so that I don't have to crunch those numbers there. The only other one I would want is one to maximize one stat for Int as I like having lots of skills. I have actually played characters with high Int and next highest was primary just because that is what I wanted.

Again, as mentioned in the quoted post, this isn't an array you can build with the Starfinder character generation rules. It is a possible alternative option a home GM could offer players who want to build characters with slightly bigger spread of stats.


Mark Seifter wrote:
Robbgobb wrote:
Mark Seifter wrote:
Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human.
This is for any of the math people for the arrays. Is this probably best array for a human just for ease of creation? I don't really min/max and so play human most time. I figure that I will make note of 16 14 14 12 10 10 for Gencon so that I don't have to crunch those numbers there. The only other one I would want is one to maximize one stat for Int as I like having lots of skills. I have actually played characters with high Int and next highest was primary just because that is what I wanted.
Again, as mentioned in the quoted post, this isn't an array you can build with the Starfinder character generation rules. It is a possible alternative option a home GM could offer players who want to build characters with slightly bigger spread of stats.

Ok, thank you for the response. I appreciate knowing. I can spend way too much time trying to figure out my array.


Pathfinder Adventure Path Subscriber

Okay, I've taken Calth's arrays, omitted the ones likely irrelevant to Starfinder Core races, and grouped them by "nonhuman" and "human"
Arrays for +2/+2/-2 Races: (Shirren, probably most other nonhumans)
18/16/10/10/10/8
18/14/12/10/10/8
18/12/12/12/10/8
16/14/12/12/10/8

As long as your racial bonuses go into the 12s or better, the above arrays should be valid.

Arrays for +2 Races (I expect this to be the case for humans)
18/14/10/10/10/10
18/12/12/10/10/10
16/14/12/10/10/10
16/12/12/12/10/10

Edit: Added a couple of arrays mentioned by Mark below.


First World Bard wrote:

Okay, I've taken Calth's arrays, omitted the ones likely irrelevant to Starfinder Core races, and grouped them by "nonhuman" and "human"

Arrays for +2/+2/-2 Races: (Shirren, probably most other nonhumans)
18/14/12/10/10/8
18/12/12/12/10/8
16/14/12/12/10/8

As long as your racial bonuses go into the 12s or better, the above arrays should be valid.

Arrays for +2 Races (I expect this to be the case for humans)
18/12/12/10/10/10
16/14/12/10/10/10
16/12/12/12/10/10

i am focusing on your human arrays and finding it a really interesting choice, i like the 16/14/12 and 16/12/12/12 arrays a lot. It makes it a difficult choice with one looking a lot better for levels 1-4 and then the other array jumping ahead. for any game that i expect to go on long term i think i would have to go for 16/12/12/12 as the default spread.

Designer

1 person marked this as a favorite.
First World Bard wrote:

Okay, I've taken Calth's arrays, omitted the ones likely irrelevant to Starfinder Core races, and grouped them by "nonhuman" and "human"

Arrays for +2/+2/-2 Races: (Shirren, probably most other nonhumans)
18/14/12/10/10/8
18/12/12/12/10/8
16/14/12/12/10/8

As long as your racial bonuses go into the 12s or better, the above arrays should be valid.

Arrays for +2 Races (I expect this to be the case for humans)
18/12/12/10/10/10
16/14/12/10/10/10
16/12/12/12/10/10

Yeah, those plus the laser-focused sets of 18/16/10/10/10/8 and 18/14/10/10/10/10 cover your bases pretty well.


Pathfinder Adventure Path Subscriber
Torbyne wrote:
i am focusing on your human arrays and finding it a really interesting choice, i like the 16/14/12 and 16/12/12/12 arrays a lot. It makes it a difficult choice with one looking a lot better for levels 1-4 and then the other array jumping ahead. for any game that i expect to go on long term i think i would have to go for 16/12/12/12 as the default spread.

As a reminder, Calth suggested these arrays for SFS, based on the assumption that the level range is similar to PFS. (Characters are expected to get to 10th level, but "retire" in some form before they hit 15th). If SFS is organized such that characters will see play at 15th+ level (but retire/very seldom see play at 20th level), then other arrays become more attractive, such as 16/16/10/10/10/10 for humans.

In my experience, one of the reasons high-level play is more rare in 3.x/Pathfinder is due to the effects of high-level spellcasting. Since Starfinder currently caps out at 6th level spells (that appear at 16th level), I would think play at the mid-teens level range ought to be more reasonable / less gamebreaking. Other changes (such as eliminating iterative attacks) probably help to make the game run more smoothly, as well. Given this, I would expect Starfinder to support higher level play more easily than Pathfinder. That said, I have no idea if this means SFS will try to support higher-level play than PFS does.


First World Bard wrote:
Torbyne wrote:
i am focusing on your human arrays and finding it a really interesting choice, i like the 16/14/12 and 16/12/12/12 arrays a lot. It makes it a difficult choice with one looking a lot better for levels 1-4 and then the other array jumping ahead. for any game that i expect to go on long term i think i would have to go for 16/12/12/12 as the default spread.

As a reminder, Calth suggested these arrays for SFS, based on the assumption that the level range is similar to PFS. (Characters are expected to get to 10th level, but "retire" in some form before they hit 15th). If SFS is organized such that characters will see play at 15th+ level (but retire/very seldom see play at 20th level), then other arrays become more attractive, such as 16/16/10/10/10/10 for humans.

In my experience, one of the reasons high-level play is more rare in 3.x/Pathfinder is due to the effects of high-level spellcasting. Since Starfinder currently caps out at 6th level spells (that appear at 16th level), I would think play at the mid-teens level range ought to be more reasonable / less gamebreaking. Other changes (such as eliminating iterative attacks) probably help to make the game run more smoothly, as well. Given this, I would expect Starfinder to support higher level play more easily than Pathfinder. That said, I have no idea if this means SFS will try to support higher-level play than PFS does.

Correct, I tried to cover that later on when discussing starting stats in general, but I was assuming for the SFS arrays a max level of 12-13. Due to the way the level up stat bonuses work in Starfinder, the best starting arrays are highly dependent on what level you expect to reach. What is efficient for capping out at level 12 is not what is efficient for capping out at level 18.


i may be pleasantly surprised but i bet most groups wont make it all the way to 20 unless Paizo starts putting out APs that specifically take you there. The time and effort is takes on everyone's parts to get there in most systems is a feat unto itself. And really, i feel you should build for something with the best payoffs from levels 5-15 since the early levels are usually hard to get a lot out of and the last few are too far off to wait for. granted again, this may not hold true for the new system.


Torbyne wrote:
i may be pleasantly surprised but i bet most groups wont make it all the way to 20 unless Paizo starts putting out APs that specifically take you there. The time and effort is takes on everyone's parts to get there in most systems is a feat unto itself. And really, i feel you should build for something with the best payoffs from levels 5-15 since the early levels are usually hard to get a lot out of and the last few are too far off to wait for. granted again, this may not hold true for the new system.

That's the point though, you cant really build for 5-15 play efficiently. 5-9 and 15-19 have a different optimized arrays from 10-14. And 20 has its own subset of efficient 10-14 arrays. Using the different level caps of APs (~18) and PFS (~12) for their Starfinder equivalents means that you don't want to use the same arrays for both types of games, i.e. starting with an 18 is good for SFS but bad for APs. Admittedly that "good" and "bad" are definitely relative, we are talking fairly minor changes in power curve. Bad basically means 1 or 2 level ups extra end up in your fourth through sixth best stat instead of your best three. (not 1-2 per stat, 1-2 total from across all 4 sets of 4 level up bonuses)

Designer

3 people marked this as a favorite.

Calth is right that the "bad" at level 15 sets are not actually necessarily bad at level 15; the strongest differences are at 5-14. Let's take for example 18 14 10 10 10 10 vs 16 16 10 10 10 10. At level 1, the first one is probably better because it has +1 bonus on primary stat in exchange for 1 lower in secondary stat. At level 5, it becomes 19 16 12 12 10 10 and 18 18 12 12 10 10, which is better for the second set by a bit (+1 bonus on secondary stat). At level 10, it becomes 20 18 14 14 10 10 and 19 19 14 14 10 10 which is better for the first set by more than the second was better at 5 (+1 bonus on primary stat). Assuming you are certain you aren't going to ever hit 20 and so just don't care about raising even stats above 18 at level 15, they then become 20 18 16 16 12 12 and 20 20 16 16 10 10, which is probably better for the second set though not strictly (+1 bonus on secondary stat but 1 lower bonus on 5th and 6th stats, so this is possibly better for a solarian that has more useful 5th and 6th stats than it is for an operative).


While looking through the Weapon Fusions I saw that Merciful is a Lvl 2 Fusion. Is that an error? Shouldn't that fusion be something that all weapons have access to? Especially the needle weapons, since the weapons are specifically stated to be filled with medicine and poison?

101 to 150 of 153 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Starfinder / Starfinder General Discussion / Math-driven rules changes All Messageboards

Want to post a reply? Sign in.