Selling Equipment at 10%


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More than one Solarion in the universe there is.


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Ah. That rather suggests that if the party includes a solarian PC, the DM is somewhat obligated to throw enemy solarians at them to murder-pillage. On a semi-regular upgrade cycle, no less.


Not necessarily, they could also throw cash at them so they can buy their own. :-)

Designer

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captain yesterday wrote:
Not necessarily, they could also throw cash at them so they can buy their own. :-)

Yep. Worst case scenario where you are the only solarian that ever shows up and you never find crystals or receive them as a reward, you can still save a lot of credits by buying lower level crystals with only a small decrease in damage (anyone else can do something similar but is losing a lot more damage).


Luna Protege wrote:

I think that the most annoying thing about only getting to sell for a portion of the crafting cost, is that you're not really capable of making a living by crafting items. What used to be an optional, but useful supply of income in campaigns that otherwise wouldn't get that much in terms of income; since they may be fighting monsters who don't tend to carry loot on them (besides like... Pelts I guess), is no longer there.

That said, this does make for a case where suddenly the Cyberpunk elements aren't going half measure with the "corps are ruining things for people" angle. Imagine the corps not only choosing to hire mindless machines to do all the corp's work so nobody can get their money, but nobody can even make money at all trying to compete with them, they only lose money.

Hard for literally anyone in such a situation to be content with that. Which straight up makes this a whole lot less infuriating than the "darker moral greys" that some of the other cyberpunk games I've been in.

... Or maybe its just my Shadowrun GM that plays it as "you're bad and you should feel bad".

In an age with mega factories run by robots and god knows what other kinds of automation no one off crafter is going to be anything other than a niche seller. Good if you are out in the boonies and really need something specific made without having to run back to another planet to get it but not something you are going to make a lot of bank off of.


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I'm curious if you guys considered doing an automatic damage progression based on character skill rather than gear.

A lot of the upgrade issues feel fairly artificial and gamey, and fairly out-of-genre (people either stick with their weapons, or get sentimental or personal upgrades- father's lightsaber, or build-your-own to reflect style or personal growth).

At the moment it seems to be pulling in multiple directions-
weapon specialization brings in an increasing bonus, but it gets dwarfed by waaayyy too many dice as level increases. (seriously, 10+ damage dice per attack is just annoying to roll- at that point it might as well be set average damage, as you'll be rolling often enough to trend towards the statistical average anyway)

Selling loot is essentially worthless, but the rate of scaling for gear costs quickly becomes rather silly numbers.

The system basically encourages upgrade by assassination. Find an appropriate weapon user of CR+ and gank them when they're alone. Repeat for each party member. For solarians in particular it feels like the old druid hierarchy leveling process- you have to beat someone of the next level to get your next step.

At the same time mixing up CR seems problematic- there are points on the weapon damage tables that shooting upwards results in minor burns and shooting downwards inflicts total obliteration.


Voss wrote:
The system basically encourages upgrade by assassination.

That is quite literally the basic description of Dungeons and Dragons in all its incarnations. Clear out the orcs, get their cool loot.

But I agree it will be a hard adjustment for many folks, and I imagine a large deployment of some kind of house rules to reintroduce it... Followed by the occasional thread, six months from now, of GMs complaining that PCs are running rampant in their games by selling tons of loot and buying 20th level plasma cannons when they are 5th level.

As much as I originally enjoyed the thought of magic item creation feats, they do seem to have had some negative impacts to 3.x games in general, and resale of valuable goods in general has in my experience dampened the thrill of players finding new awesome items while exploring or after hard-won combats. I know that personally, I've found myself selling a +2 unique item because I didn't have the right feats to use it, in exchange for a +1 item that I could that was plain vanilla, and wondering how I got to this point. :)


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At first I have to say it bothered me...slightly. The more I think of it though it makes more sense...for some stuff. Like mundane equipment...especially with mass production. I might even for mundane equipment port it over to Pathfinder.

But with thing like Magic Items...or high level weapons...etc. I think 10% is really low.


The Raven Black wrote:
ryric wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

Maybe new developments in spell research have allowed these effects without drawing on the dark energies of the lower planes? It's a new, environmentally friendly necromancy.
Then how comes Urgathoa is still NE ?

Because she hasn't changed and necromancers are less reliant on her, specifically?

Silver Crusade

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This rule seems sheer nonsense to me, but then again my house rule effectively removes the 50% penalty in Pathfinder. In Pathfinder, at level up, everyone can have in their inventory WBL worth of stuff. Anything that can be crafted based on a crafting feat anyone in the party has counts as half price in that calculation. It completely removes the need to pick over enemy bodies. The wizard usually spends just about every feat on item creation, so by level 12 or so, the entire party has about twice the gear of WBL, but the way I GM that's not a problem, because we care much more about the story than about difficulty.

edit: my reason for starting this houserule is that even Pathfinder's 50% rule seemed nonsense to me. The value of an item is the value of an item.


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ENHenry wrote:
I know that personally, I've found myself selling a +2 unique item because I didn't have the right feats to use it, in exchange for a +1 item that I could that was plain vanilla, and wondering how I got to this point. :)

I think that it won't change the way you want it to in Starfinder. You will find powerful niche weapons that nobody in your party can use. Instead of getting a good amount of currency for the item you will now get piddly pocket change.

The ways people will game this change(surprise! people will try to game a game!) are many and varied. If I can't make good money off of my enemies' gear I will try to make money off of their bodies. Animal and monster skins would be trade goods, and therefore sold for 100% of their value. If my enemies are common character races I may consider taking them alive and harvesting their organs.

If weapon focus and/or exotic weapons are still a thing I will advise everyone in my party to become proficient in the kinds of weapons our enemies use so that we get the full value out of weapons used by bosses.

With the outrageous expense of consumables everyone in my party will hoard grenades and potions(called serums now yes?) to the point that our characters should realistically be clothed in bandoleers.

The true problem we are struggling with in this thread is "money = power". Players will do whatever they can and say whatever they can say to get more money. They do this because they want their characters to survive the game. They do this because "power = survival" and "money = power" within the rules of the game.


Personally, I'm glad it's at 10%.

At first it sounds like it sucks. Like that's not a lot considering what it may take to get that sort of stuff.

And then I'm reminded of playing Pathfinder and having a player at every single table try to carry every single thing taken from every single encounter back to town to sell every single time - and if the player couldn't carry it because of encumbrance or logic, they'd get a cart, or a mule, or a Bag of Holding. Always a different player at a different table, no matter what the case - come rain or snow or shine or angry shopkeepers who don't wanna buy your 17 freaking small-sized shortswords, this would *always* be attempted at least once, but often times several times a game.

So I'm okay with getting far less back. It means I'm not going to hear "I search him and take his weapons so I can sell them in town" every encounter.


It isn't going to solve the problem. Your example of the 17 small short swords proves it. The value vs weight ratio on such items isn't great, but these players you have met still did it. Those players do not care about weight, only value. Unless Starfinder reduces the value of found gear to the point that a hover-barrow, hover-cart, or bottomless bag would be more expensive than the gear that could be hauled(over a few adventures) by such things, those players will still do it.

In fact you are now more likely to hear "I search him, take his weapons, and harvest his organs so I can sell them in town."


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Shadowkire wrote:

It isn't going to solve the problem. Your example of the 17 small short swords proves it. The value vs weight ratio on such items isn't great, but these players you have met still did it. Those players do not care about weight, only value. Unless Starfinder reduces the value of found gear to the point that a hover-barrow, hover-cart, or bottomless bag would be more expensive than the gear that could be hauled(over a few adventures) by such things, those players will still do it.

In fact you are now more likely to hear "I search him, take his weapons, and harvest his organs so I can sell them in town."

I was thinking of making a similar point, with one key extra point.

Reducing the resale price of items means that players will gravitate to spending their money on upgradable items, or items they will never sell, over items that may be more mandatory for their character type.

... For example, a sniper would rather spend their money on Augmentations, rather than buy up to a new Sniper Rifle. Even if a sniper rifle doesn't get dropped by any enemies.

It's a weird inversion of intent and result. They intend it to reduce resale, but the fact they cannot use resale to recoup losses on items they BOUGHT, means they will not BUY those items to begin with... Resulting in rich hobos in a jungle forced into fighting jaguars for money, but since jaguars don't drop rifles, none of them have weapons. Since that would be replaced three levels down the road.


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So that's why Solarions exist - vendor lock-in from the makers of augmentation crystals! My congratulations to AbadarCorp, it was a clever move.


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ENHenry wrote:
Voss wrote:
The system basically encourages upgrade by assassination.

That is quite literally the basic description of Dungeons and Dragons in all its incarnations. Clear out the orcs, get their cool loot.

No, D&D is iron age raiding parties wandering into enemy territory and taking the stuff of people/things that nobody (civilized) likes.

This is about straight up murdering Joe Solarion, personal trainer at Asmo-Gym while he's on the way to work in the morning and scattering into the maintenance ducts afterwards, leaving his wife and kids to wonder what happened.

Since you can't be sure you're going to run into a properly equipped solarion out in the wild, doing the legwork and hunting someone specific down is the way to go about it.

If instead there is a normalized damage progression based on character skill rather than having <you must be this tall to wield X> weapons and an ascending credit barrier, most of the weird economy problems go away.

As a bonus you get to hold on to your heirloom blaster rather than toss it in the junk pile because it is mysteriously more and more worthless as you go along. Given the prices of higher level weapons, the worth of 10% of 1st level weapon quickly approaches zero. You either need progressively bigger quest rewards (in cash) or to bag someone with [CR>you] gear you actually want. Preferably your own clone from several months in the future and equipped accordingly.


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Voss wrote:

This is about straight up murdering Joe Solarion, personal trainer at Asmo-Gym while he's on the way to work in the morning and scattering into the maintenance ducts afterwards, leaving his wife and kids to wonder what happened.

Since you can't be sure you're going to run into a properly equipped solarion out in the wild, doing the legwork and hunting someone specific down is the way to go about it.

Well, I expect that if you face pirates, corps, mercs, and similar the enemies will be varied and sometimes you'll face soldiers, sometimes solarions, or mechanichs, etc. Sounds reasonable to me.

But if your players think go manhunting in a civilized world is a good idea maybe you have to talk with them about consequences. Or run a thematic campaing (pirates raiding a distant world colony when X happens, a mob war, etc.). And do the same if you play Pathfinder, because they'll prefer to kill a merchant and take all his valuables instead of risking life against the monster who is threatening the town.


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What kind of pawn shop is gonna buy an item for 90% of the value? They have to make a profit and if the item sits to long on their shelves than they end up losing more money than they could ever gain. 10% is pretty fair considering it's used, they're the ones that have to store it, refurbish it, and find a buyer.

Besides that's 10% base. Go make a negotiation check.


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Shadowkire wrote:
They do this because "power = survival" and "money = power" within the rules of the game.

I agree with this 100% (or 10% if my opinion could be sold).

It's basic economics too. Money buys stuff. Stuff is useful.

At 10%, we would need to carry 5x the loot than we did in pathfinder to have the same value (or make 5x the trips to our cargo holds).

This section of the book also tossed around the word "assume" too much imho. I also think the assumption was wrong. I think this will cause more of the behavior they hoped to curb.

Knowing I'll get less in return, I'll have to scavenge even more. Having timed events would be the only thing to limit extreme scavenging.


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I have read a lot of complaints over the years about players "taking everything that isn't nailed down" from dungeons. 10% (used) equipment value vs 100% trade good value WILL make it worse.

Get ready for heated arguments as to whether furniture counts as equipment or trade goods. If Paizo makes the mistake of describing any weapon as having a particularly valuable component(gold plating, focusing gems, high-tech mini-generator, etc.) get ready for players to rip apart "good" weapons they aren't specialized in. Then get ready for the flood of threads from players and DMs about the drama when players are still only allowed to get 10% of the value from those scavenged/salvaged components.

When the value difference between gear and trade goods was 50% vs 100% most people were willing to let things go and not try to game the system(though of course some people still did that). In Starfinder the gulf between the sell values is large enough that gaming the system is more rewarding for many more players than just letting things be.


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An if you talk with those players "taking everything that isn't nailed down"?

You know, stating to them that their WBL will be the same even if they try to game the system, that it will only bring headaches to the GM as he will the to tailor the amount of credit-sticks you found in chests, put more monsters without treasure and make the enemies use more expendables to keep them in your expected WBL.


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Shadowkire wrote:
Get ready for heated arguments as to whether furniture counts as equipment or trade goods. If Paizo makes the mistake of describing any weapon as having a particularly valuable component(gold plating, focusing gems, high-tech mini-generator, etc.) get ready for players to rip apart "good" weapons they aren't specialized in. Then get ready for the flood of threads from players and DMs about the drama when players are still only allowed to get 10% of the value from those scavenged/salvaged components.

Good GMing can fix this.

If there's a place full of mundane items that the players want to sell, just prepare for that. "The total value of all the junk is 280 spacebucks. It weighs 870 lbs and will take an hour for you to load up on your ship." (These are made up numbers, not calculated by adding things together.)

An player thinks they can dismantle something for parts and make a profit? "No, the gold plating is molecules thin and the focusing gem is the cheap industrial sort and the mini-generator is almost burned out. Stop wasting time. You're daring space pirates, not a recycling centre."


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If they would simply put more emphasis on "players should be at (approximately) wealth by level" then the problem disappears.

Players stop worrying about trying to loot every damn thing everywhere, and only really look at taking consumable or interesting items.

My group started doing this and now we no longer keep track of "loot" unless it something someone wants to keep. Everytime we level up we adjust our personal wealth to WBL. We also use automatic bonus progression so there's not really a worry about not being strong enough because we don't effectively gain anything till we level up.

Sure it's metagamey, but it stops this behavior and avoids most economic concerns.


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The closest we've ever come to this I believe is the one time we took that couch from a parlor overrun by Undead. We didn't sell it or anything, it was just a really nice couch.


Rysky the Dark Solarion wrote:
The closest we've ever come to this I believe is the one time we took that couch from a parlor overrun by Undead. We didn't sell it or anything, it was just a really nice couch.

I think this is the best way to go about taking things: take things you're not intending to sell, that have no combat value. That way the GM can only be like "well... I can't price it, and you want it... May as well let you have it".

... That way you don't have to be hobos who have to save money by not buying something like a house.

Actually that raises a question... Has anyone ever stolen a house?


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Luna Protege wrote:
Rysky the Dark Solarion wrote:
The closest we've ever come to this I believe is the one time we took that couch from a parlor overrun by Undead. We didn't sell it or anything, it was just a really nice couch.

I think this is the best way to go about taking things: take things you're not intending to sell, that have no combat value. That way the GM can only be like "well... I can't price it, and you want it... May as well let you have it".

... That way you don't have to be hobos who have to save money by not buying something like a house.

Actually that raises a question... Has anyone ever stolen a house?

Not in the take from 1 location to the other kind of stealing but we have ended up killing the original occupants and just kinda setting up there in a couple of different games.

Edit: wait, forgot about the Instant Fortress. Yes, we have in fact stolen a house.


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I think people worry about WBL too much. It's just stuff. Stuff can be lost or broken very easily. Just because they have a thing doesn't mean they'll always have it.


Luna Protege wrote:


Actually that raises a question... Has anyone ever stolen a house?

(Minor Spoiler below for Curse of the Crimson Throne)

Curse of the Crinson Throne -- our group killed a store owner that was up to nefarious business. My alchemist realized how good a storefront it was, and after proving self-defense with the authorities, I put a bid on the place. :) Hey, good real estate is hard to come by in Korvosa, and that place served as a base for our party for several sessions!


David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.


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Talonhawke wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.

That's a little brusque. But undead (at least intelligent undead) are no longer automatically evil. Not everyone agrees with that sentiment in-universe, of course, but them's the breaks. And if undead aren't automatically evil, it follows that Animate Dead shouldn't automatically be an evil spell.


QuidEst wrote:
Talonhawke wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.
That's a little brusque. But undead (at least intelligent undead) are no longer automatically evil. Not everyone agrees with that sentiment in-universe, of course, but them's the breaks. And if undead aren't automatically evil, it follows that Animate Dead shouldn't automatically be an evil spell.

The whole previous reason though wasn't that the spell is evil because it creates evil. It was evil because the process involved was basically ripping at least part of the soul of something to make an undead out of it. You were literally doing evil things to make them.


Could be a higher threshold for spells being capital-E Evil. (I mean, Protection From Good as an evil spell? That's some pretty strong "the innocent have nothing to fear".) Could also be a more soul-friendly spell- it works differently than Animate Dead in Pathfinder.


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Talonhawke wrote:
QuidEst wrote:
Talonhawke wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.
That's a little brusque. But undead (at least intelligent undead) are no longer automatically evil. Not everyone agrees with that sentiment in-universe, of course, but them's the breaks. And if undead aren't automatically evil, it follows that Animate Dead shouldn't automatically be an evil spell.
The whole previous reason though wasn't that the spell is evil because it creates evil. It was evil because the process involved was basically ripping at least part of the soul of something to make an undead out of it. You were literally doing evil things to make them.

Ehhhh, Eox fixed that centuries ago, they now have artificial souls made out of space soybeans. That's why animate dead costs so much, you have to buy the interstellar tofu souls to put into the undead. [/joke]


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Talonhawke wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.

While not really part of the discussion of this thread here is what the Starfinder creative director said about the issue in the 1st Starfinder Adventure Path thread.

Just dropping in to add fuel to this particular fire...

Yes, undead are almost always evil in Pathfinder. James Jacobs is the Creative Director of Pathfinder, and he likes it that way.

Starfinder is a different game, with a different Creative Director. And while I totally respect James's opinion and see where he's coming from, I've always wanted to play more with undead that aren't necessarily evil. So in Starfinder there have been some fundamental shifts to make that more feasible. (Exactly what prompted those shifts in-world hasn't been addressed in print yet, but a lot can happen in thousands of years.)

If you want Eox's undead population to be 100% all-bad, all the time... cool, go for it, there's certainly plenty of support for that. But if you want to play a more ambiguous game where undead Eoxians aren't necessarily evil, that's where I'm interested in heading. I want Eox to be the Cheliax of Starfinder—yeah, folks generally understand that their government is pretty twisted, but they're a big economic power and generally law-abiding, so it's in everybody's interest to play nice. As in the real world, good and evil matters way less to the Pact Worlds legal system than whether you obey the rules and honor your contracts, and the Bone Sages are both smart enough and smooth enough to convince everyone that they can all just get along.

Does Pharasma's church like that? Hell no! But just as you and I aren't allowed to go around being murderous vigilantes every time we object to someone's morality or religion, neither can citizens of the Pact Worlds (at least not when there are witnesses). Does that mean that there are Pharasmin terrorists conducting guerrilla strikes on Eox, publicly condemned by all the Pact Worlds even if some of them quietly approve? I hope so! To me, that's way more interesting.

Again, your mileage may vary, and I encourage you to tweak the setting to your heart's content. But for me, the more moral quandaries and shades of gray we can pack into the game, the better!

So its by design choice it seems


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Well we know by design choice but we would like to know the in-universe reason for the change.


that much like what happened to Golarion I suspect will not be defined but indeed I would be interested as well. It's a large turn in design and attitude for sure.


Vexies wrote:
that much like what happened to Golarion I suspect will not be defined but indeed I would be interested as well. It's a large turn in design and attitude for sure.

Eh...I wouldn't say that. Pathfinder will remain the same as it always has, Starfinder is a new game with some similarities to Pathfinder (and all d20 games for that matter) with a new creative director.

It's expected there would be differences.

So I wouldn't say it's a change it design attitudes, it's a change of designers.

I can understand why they made this change to an extent, if the whole planet of Eox is (mostly) unrepentant evil undead why would anyone ever bother dealing with them, there would always be animosity.

My understanding is that this was the case in universe, until the Swarm or somebody else arrived and was enough of a threat that both sides decided to work together than fight the new enemy and the old.

As to how undead are being created without it being evil...that probably does deserve to be addressed in universe.


Vexies wrote:
Talonhawke wrote:
David knott 242 wrote:
QuidEst wrote:
Just realized this really encourages necromancy. Can't sell weapons for much? Make undead to wield it. Wildly inaccurate, but a good distraction.

One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed.

While not really part of the discussion of this thread here is what the Starfinder creative director said about the issue in the 1st Starfinder Adventure Path thread.

Quote:

Just dropping in to add fuel to this particular fire...

Yes, undead are almost always evil in Pathfinder. James Jacobs is the Creative Director of Pathfinder, and he likes it that way.

Starfinder is a different game, with a different Creative Director. And while I totally respect James's opinion and see where he's coming from, I've always wanted to play more with undead that aren't necessarily evil. So in Starfinder there have been some fundamental shifts to make that more feasible. (Exactly what prompted those shifts in-world hasn't been addressed in print yet, but a lot can happen in thousands of years.)

If you want Eox's undead population to be 100% all-bad, all the time... cool, go for it, there's certainly plenty of support for that. But if you want to play a more ambiguous game where undead Eoxians aren't necessarily evil, that's where I'm interested in heading. I want Eox to be the Cheliax of Starfinder—yeah, folks generally understand that their government is pretty twisted, but they're a big economic power and generally law-abiding, so it's in everybody's interest to play nice. As in the real world, good and evil matters way less to the Pact Worlds legal system than whether you obey the rules and honor your contracts, and the Bone Sages are both smart enough and smooth enough to convince everyone that they can all just get along.

Does Pharasma's church like that? Hell no! But just as you and I aren't allowed to go around being murderous vigilantes every time we object to someone's morality or religion, neither can citizens of the Pact Worlds (at least not when there are witnesses). Does that mean that there are Pharasmin terrorists conducting guerrilla strikes on Eox, publicly condemned by all the Pact Worlds even if some of them quietly approve? I hope so! To me, that's way more interesting.

Again, your mileage may vary, and I encourage you to tweak the setting to your heart's content. But for me, the more moral quandaries and shades of gray we can pack into the game, the better!

So its by design choice it seems

Fixed (almost said "foxed")

Funnily enough, I once GMed a game and threw a non-evil vampire in debt to the mob at the group. They were robbing a Morgue.

... Partly because they needed "ethical" blood, and partly because the mob asked them to.


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You know, it's kinda funny. You can have a PC that is literally famous for being a good and reliable merchant (The Icon DOES tie into a Profession skill of your choice) to the degree that people recognise you in the street and are willing to do favours for you but it's still 10%.

But then, the profession skill rules are pretty junk in general. It doesn't actually scale as you level, becoming a progressively less worthwhile skill as you level.


A lot of PCs money is supposed to come from jobs. If you want to have fifty percent sell rate, have killing rival operation goons and taking guns as trophies with an indication of rank be the job, and have half price of weaponry be the commission for the work.


Claxon wrote:
Vexies wrote:
that much like what happened to Golarion I suspect will not be defined but indeed I would be interested as well. It's a large turn in design and attitude for sure.

Eh...I wouldn't say that. Pathfinder will remain the same as it always has, Starfinder is a new game with some similarities to Pathfinder (and all d20 games for that matter) with a new creative director.

It's expected there would be differences.

So I wouldn't say it's a change it design attitudes, it's a change of designers.

I can understand why they made this change to an extent, if the whole planet of Eox is (mostly) unrepentant evil undead why would anyone ever bother dealing with them, there would always be animosity.

My understanding is that this was the case in universe, until the Swarm or somebody else arrived and was enough of a threat that both sides decided to work together than fight the new enemy and the old.

As to how undead are being created without it being evil...that probably does deserve to be addressed in universe.

Its funny that the Absolom station AP thread has been going over this exact point. Or at least a similar discussion.

... However, they're bringing it up there because "what if the players don't trust the Eox guy who you have to work for, just because they're usually evil?" which broke down into an "are they really evil?" discussion... And now its basically taken over that whole thread.

Funnily enough, my contribution to that discussion was "eh, evil bosses aren't all bad... Just so long as they don't Geas you... In which case screw those guys." Citing Lex Luthor as an example of a bad guy you can be okay working with, with him giving a guy an awesome new arm cause he related with the kid as an example. (After taking said kid's arm in the first place that is.)

Seriously, we should really take the discussion over there... Its more on topic there.


QuidEst wrote:
A lot of PCs money is supposed to come from jobs. If you want to have fifty percent sell rate, have killing rival operation goons and taking guns as trophies with an indication of rank be the job, and have half price of weaponry be the commission for the work.

That might bother me a little. If the mechanics are designed around the requirement to be doing paying work, that's limiting. I tend to prefer playing characters who aren't that mercenary.

PF can work that way or just off of loot, which is how it usually turns out.


thejeff wrote:
QuidEst wrote:
A lot of PCs money is supposed to come from jobs. If you want to have fifty percent sell rate, have killing rival operation goons and taking guns as trophies with an indication of rank be the job, and have half price of weaponry be the commission for the work.

That might bother me a little. If the mechanics are designed around the requirement to be doing paying work, that's limiting. I tend to prefer playing characters who aren't that mercenary.

PF can work that way or just off of loot, which is how it usually turns out.

I think you probably just need to think of it this way:

In character, you're doing it because it's the right thing to do. You care about the job. And it just so happens that after performing the job (without asking for pay) they pay you anyways because they appreciate what you've done.

Out of character, there's an agreement with the GM that you will get paid by whomever you're performing the task for.

This way, you can get the pay you need to keep up with wealth expectations, without needing to be a mercenary type in character.


Even if you don't get paid by patrons, you can still live off loot, as long as (a) enough of that loot is useful you don't need to buy much stuff, or (b) you find trade goods or similar as loot.


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Claxon wrote:
thejeff wrote:
QuidEst wrote:
A lot of PCs money is supposed to come from jobs. If you want to have fifty percent sell rate, have killing rival operation goons and taking guns as trophies with an indication of rank be the job, and have half price of weaponry be the commission for the work.

That might bother me a little. If the mechanics are designed around the requirement to be doing paying work, that's limiting. I tend to prefer playing characters who aren't that mercenary.

PF can work that way or just off of loot, which is how it usually turns out.

I think you probably just need to think of it this way:

In character, you're doing it because it's the right thing to do. You care about the job. And it just so happens that after performing the job (without asking for pay) they pay you anyways because they appreciate what you've done.

Out of character, there's an agreement with the GM that you will get paid by whomever you're performing the task for.

This way, you can get the pay you need to keep up with wealth expectations, without needing to be a mercenary type in character.

But you still have to have someone who's assigning you these jobs and paying you when you finish them. You have to be doing these discrete jobs for someone.

You can't be the bunch of schmos who stumbled across the villain's plot and got dragged into a campaign length adventure.

Unless there's some other reasonable way to get the cash you need to keep up.

Sovereign Court

Pathfinder Starfinder Society Subscriber

You can get pretty far scavenging for both weapons or armor and what little cash you need.


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Undead are always evil is such a non sense in some situations, that Paizo themselves break that rule often. Several good aligned ghosts im different Aventure Paths prove that.

There are a lot of examples of redeemed/good/neutral undead in many many lores and stories. From Twilight to undead ancestors that guide you in Return of the Jedi to The Crow to Sixth Sense to Sylvannas Windrunner to undead protectors of good aligned Kings (and tombs) in some cultures


I think as was mentioned in one threat eox winds up being like chellix. It's less of are they evil/good and more of are they good about honoring the law and the contracts they make. You may find them repugnant but if you can trust them to uphold their end of the deal I can see that could be very possible to work with them.

As for non evil creation if somebody really was okay with becoming undead and choose it of their own free will it is their body and their soul so it is their choice. If you can do it without having to harm any non consenting individual I can see that being in a seriously grey area. Not a choice I would make but I could see some doing it.


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One upside for the 10% resale value it makes the mechanic ability to turn weapons into one use grenades pretty handy. Since a lot of mook guns you get are simply not going to be worth the bulk to cart around being able to after a fight whip out a rigged pistol for the next encounter could be a good bit of utility for stuff you would otherwise junk.


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thejeff wrote:

But you still have to have someone who's assigning you these jobs and paying you when you finish them. You have to be doing these discrete jobs for someone.

You can't be the bunch of schmos who stumbled across the villain's plot and got dragged into a campaign length adventure.

Unless there's some other reasonable way to get the cash you need to keep up.

I think this is easy enough to fix within the DM role. If you're players don't like pay-for-heroics campaigns, just make sure the villains they stumble into have some untraceable, valuable goods stashed away for their nefarious schemes.

Personally, I find that far more realistic* than looting bodies and selling used goods easily for 50%.

*:
Yeah, I know.

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